X-wing 1.0 Balance Mod

By MajorJuggler, in X-Wing

Related to Torpedoes, the BTL-A4 Y-wing title has been updated to give Y-wings a big torpedo-friendly buff: it now lets you take Long Range Scanners without needing the missile slot! This lets Y-wings actually have a way to deliver their torpedoes. If they are equipping a range 2-3 torpedo such as Plasma torpedoes, it might make sense to also equip an Autoblaster turret for 3 points, so they can still do some reasonable damage at range 1. Alternatively, you can save some points by taking just the title and not even taking a turret; this simply gives the Y-wing access to Long Range Scanners without spending any additional points on a turret. Long Range Scanners remains 0 points for all pilots. Since Y-wings have two torpedo slots, they can take Extra Munitions to get a second torpedo at half price, or slightly less when the torpedo cost is an odd number and Extra Munition's cost is rounded down. This means that for only 7 points, a Y-wing can equip Plasma Torpedoes with Extra Munitions, and Long Range Scanners.

BTL-A4 Y-wing

  • Title. Y-wing only.
  • Cost remains 0 / 0 / 0
  • You cannot attack ships outside your firing arc. After you perform a primary weapon attack, you may immediately perform an attack with a Turret secondary weapon. You may equip "Long Range Scanners" ignoring the restriction of requiring a <missile> slot.

Sample Y-wing Torpedo Loadouts

  • Gold Squadron Pilot (PS2) + BTL-A4 + Plasma Torpedoes + Extra Munitions + Long Range Scanners (39 points)
  • Gold Squadron Pilot (PS2) + R5 Astromech + BTL-A4 + Plasma Torpedoes + Extra Munitions + Long Range Scanners (40 points)
  • Gold Squadron Pilot (PS2) + Autoblaster Turret + BTL-A4 + Plasma Torpedoes + Extra Munitions + Long Range Scanners (42 points)
Edited by MajorJuggler

Torpedoes Ywings. Yay !!

Maybe it's been answered before, but:

A BTL title equipped Y-Wing with a synced turret could fire its primary weapon, acquire a TL via Synced turret (since nothing ties that mechanic to firing the turret in the text) and be able to enjoy a TL mod during either of the attacks. Was that intentional?

6 hours ago, Mu0n729 said:

Maybe it's been answered before, but:

A BTL title equipped Y-Wing with a synced turret could fire its primary weapon, acquire a TL via Synced turret (since nothing ties that mechanic to firing the turret in the text) and be able to enjoy a TL mod during either of the attacks. Was that intentional?

Hm, I don't see an FAQ entry for Synced Turret from FFG, so I would assume that any of the text after the "attack" header refers specifically for that attack. Otherwise Ghosts with synced turrets would be able to reroll all of their dice during a primary weapon attack. I don't think this is how it works, but I could be wrong. Either way I'll be adding an FAQ entry for Mod-Wing to make this explicit, unless FFG rules the other way. (At which point I would need to rebalance synced turret again)

6 hours ago, MajorJuggler said:

Hm, I don't see an FAQ entry for Synced Turret from FFG, so I would assume that any of the text after the "attack" header refers specifically for that attack. Otherwise Ghosts with synced turrets would be able to reroll all of their dice during a primary weapon attack. I don't think this is how it works, but I could be wrong. Either way I'll be adding an FAQ entry for Mod-Wing to make this explicit, unless FFG rules the other way. (At which point I would need to rebalance synced turret again)

No, no. I was referring to your mod-wing text, not the official version's.

2 hours ago, Mu0n729 said:

No, no. I was referring to your mod-wing text, not the official version's.

Stock card:

Synced Turret

  • Attack range: 1-2
  • Attack dice: 3
  • Attack requirement: [Target Lock]
  • Cost: 8
  • Card text: If the defender is inside your primary firing arc, you may reroll a number of attack dice up to your primary weapon value.

Mod-Wing card:

Synced Turret

  • Attack range: 1-2
  • Attack dice: 3
  • Attack requirement: [none]
  • Cost: 10 / 12 / 14
  • Card text: If the defender is inside your primary firing arc, immediately after you roll attack dice you may acquire a target lock on the defender .

The triggering clause "If the defender is inside your primary firing arc" is the same for both the stock game and Mod-Wing. Am I missing something?

Edited by MajorJuggler

(double post)

Edited by MajorJuggler

TIE Bombers


Overview

TIE Bombers get significant cost adjustments across the board, and can also take "Bomb Loadout" which was previously Y-wing only. I honed in on what a reasonable cost for the PS2 should be (around 27 or 28 points) and then baselined the other pilots from there. I.e. I was slightly less rigorous in my calculations with these pilots than for most ships, so I expect the values to move around some during playtesting.

Pilot Tiers

  • Scimitar Squadron Pilot (PS2), "Deathfire" (PS3), Gamma Squadron Pilot (PS4), and Gamma Squadron Veteran (PS5) are all tier 3.
  • Captain Jonus, Major Rhymer, and Tomax Bren are tier 2.

Pilot Cost and Ability Changes

  • Scimitar Squadron Pilot (PS2): cost decreased from 32 to 27.
  • "Deathfire" (PS3): cost decreased from 34 to 30.
  • Gamma Squadron Pilot (PS4): cost decreased from 36 to 30.
  • Gamma Squadron Veteran (PS5): cost decreased from 38 to 33.
  • Captain Jonus (PS6): cost decreased from 44 to 36.
  • Major Rhymer (PS7): cost decreased from 52 to 37.
  • Tomax Bren (PS8): cost decreased from 48 to 40.

Key Card Changes

See Bombs , and Missiles and Torpedoes .

Bomb Loadout

  • Y-wing or TIE Bomber only .
  • Torpedo. limited.
  • cost: 0 / 0 / 0
  • Your upgrade bar gains the <bomb> icon.

TIE Shuttle

  • TIE Bomber only. title.
  • Cost changed from 0 to 2 / 2 / 2
  • Card text: Your upgrade bar loses all Torpedo, Missile, and Bomb icons and gains 2 Crew upgrade icons. You cannot equip a Crew upgrade card that costs more than 7 squad points. You can only perform one attack per round.

Sample Loadouts

  • Scimitar Squadron Pilot (PS2) + Cluster Mines + Seismic Charges + Bomb Loadout + Extra Munitions + Long Range Scanners (40 points)
  • Scimitar Squadron Pilot (PS2) + Plasma Torpedoes + Extra Munitions + Long Range Scanners (35 points)
  • Scimitar Squadron Pilot (PS2) + Concussion Missiles + Extra Munitions + Long Range Scanners (38 points)

Edited by MajorJuggler

Just curious @MajorJuggler if Major Rhymer is the biggest point discount so far.

6 hours ago, gamblertuba said:

Just curious @MajorJuggler if Major Rhymer is the biggest point discount so far.

Han solo (HoTR) gets a 9 point discount (at a 100 point scale, so 18 points vs Rhymer's 15 points), but to be fair he is also the highest tier, so his higher upgrade costs end up bringing him closer back in line when all is said and done. Rhymer is probably about the highest drop-in replacement drop. Heck, even his missiles and torps generally get cheaper too.

Edited by MajorJuggler

TIE Punishers


Overview

  • Like the TIE Bomber, TIE Punishers get significant cost adjustments across the board, and the pilot costs will get tweaked later during playtesting.
  • Minefield Mapper has been changed so the bombs don't get discarded when used, but it does now cost a few points (see Bombs ).
  • Trajectory Simulator is TIE Punisher and Rebel bomber only, so Punishers can still take it. (see Bombs )

Pilot Tiers

  • Cutlass Squadron Pilot (PS2) and Black Eight Squadron Pilot (PS4) are tier 3.
  • "Deathrain" (PS6) and "Redline" (PS7) are tier 2.

Pilot Cost and Ability Changes

  • Cutlass Squadron Pilot (PS2): cost decreased from 42 to 32.
  • Black Eight Squadron Pilot (PS4): cost decreased from 46 to 35.
  • "Deathrain" (PS6): cost decreased from 52 to 42.
  • "Redline" (PS7): cost decreased from 54 to 40.

Key Card Changes

See Bombs , and Missiles and Torpedoes .

Sample Loadouts

  • Cutlass Squadron Pilot (PS2) + Long Range Scanners + Trajectory Simulator + Extra Munitions + Thermal Detonators + (42 points)
  • Cutlass Squadron Pilot (PS2) + Long Range Scanners + Trajectory Simulator + Extra Munitions + Thermal Detonators + Proton Bombs (53 points)
  • Cutlass Squadron Pilot (PS2) + Cluster Mines + Minefield Mapper (40 points)
  • Cutlass Squadron Pilot (PS2) + Long Range Scanners + Cluster Mines + Minefield Mapper + Plasma Torpedoes + Extra Munitions (51 points)
Edited by MajorJuggler
5 hours ago, MajorJuggler said:

TIE Punishers

Pilot Tiers

  • Cutlass Squadron Pilot (PS2) and Black Eight Squadron Pilot (PS4)are tier 3.
  • Captain Jonus, Major Rhymer, and Tomax Bren are tier 2.

So what's the tier of the named Punisher pilots ? ;)

9 hours ago, Giledhil said:

So what's the tier of the named Punisher pilots ? ;)

Oops, fixed! Obviously it's "To infinity and beyond!"

Checking back in, I really like the way this is all shaping up. Punishers and bombers look actually playable! And I do really like the Sabine change you ended up making. Same with Cad. They’re good RNG insurance this way, but not OP. Keep up the good work!

1 hour ago, Ailowynn said:

Checking back in, I really like the way this is all shaping up. Punishers and bombers look actually playable! And I do really like the Sabine change you ended up making. Same with Cad. They’re good RNG insurance this way, but not OP. Keep up the good work!

Cad Bane is actually unchanged, except for his cost. I have mulled over several Sabine changes, and there was quite a bit of activity on the Facebook poll as to what to do with her. In somewhat rare form I actually want to try the #3 most popular option, which is to simply turn her triggering clause into the same as Cad Bane. The reasoning is I want to completely eliminate her ability to deal damage to ships that wouldn't normally suffer damage from a bomb that round. It's conservative, but priced correctly it should still be reasonable. when in doubt, don't create combos that break the fundamentals of the game.

8 minutes ago, MajorJuggler said:

...when in doubt, don't create combos that break the fundamentals of the game.

If only FFG had that mindset...

On 1/23/2018 at 12:47 AM, MajorJuggler said:

Bomblet Generator

  • Cost changed from 6 to 4 / 6 / 8
  • Card text changed to: "When you reveal your maneuver dial, you may either remove 1 bomblet token from this card to drop 1 bomblet token , or you may add one bomblet token to this card to a maximum of one. A dropped bomblet token detonates at the end of the Activation phase."

Trajectory Simulator

  • B/SF-17 Bomber or TIE Punisher only
  • Cost remains 2 / 2 / 2
  • Card text: You may launch bombs using the 5 Straight template instead of dropping them. You cannot launch bombs with the "ACTION:" header in this way.

Some minor tweaks:

  • Trajectory Simulator can be taken by TIE Punishers as well as Rebel BSF Bombers
  • Better wording tweak to Bomblet Generator
On 12/18/2017 at 8:12 PM, MajorJuggler said:

HWK-290


Overview

  • The HWK-290 gets an obligatory free title (which can stack with Moldy Crow) that grants it ATT2, and also gives it an extra hull and shield. Since they will now have a 2/2/5/2 statline, you cannot equip Pulsed Ray Shield and this new title. This was intentional to mitigate unnecessary regeneration.
  • I intentionally did not change the dial at all, since the ship fills a unique design space that I wanted to retain.
  • Kyle Katarn can now give himself a focus token, but gets a significant cost increase, and ability range reduction to range 1-2.
  • Palob can steal reinforce tokens. The s ame underlying rule change as with the B-wings and G1-A applies: he has no fore/aft arcs so he can always use the token on defense regardless of attack angle.
  • Dace Bonearm doesn't get a stress when he uses his ability, and it gives out an additional ion token, but he can still only use it once per round. He can now double-ion large base ships by himself if his ion cannon turret lands a hit on it.

I think what you did here is a solid start. The Hawk's dial, while "distinct", really is its biggest weakness. In my experience crew like Nien Numb and Hera often get slotted in just to compensate for the dial. I also think Scum Hawks tend to be more slightly more viable partly because of the added utility the Illicit slot can give it. I chewed on what you did for a while and came up with the following additions below.

HWK-Combat-Retrofit-Front-Face.jpg.814a352180d2ae88d3fe13266dda1397.jpg Rebel-ELINT-Package-Front-Face.jpg.d8a94f8b6ea97c249dea60e9e7b988f7.jpg

For the Retrofit, I added the reduction in mod cost so things like Engine Upgrade and Vectored Thrusters could get added on more cheaply to compensate for its mobility issues.

The new Rebel ELINT title I created gives the Rebel Hawks a bit more oomph. I replaced the stock Target Lock with Coordinate, to provide more utility as a support ship and because I've never seen TL used by anyone flying a HWK (maybe some other folks have, who knows?). I also have it adding a systems slot to give it more options (and partially for thematic reasons).

That's what I've got.

Edited by cahlash
On 2/25/2018 at 4:21 AM, cahlash said:

I think what you did here is a solid start. The Hawk's dial, while "distinct", really is its biggest weakness. In my experience crew like Nien Numb and Hera often get slotted in just to compensate for the dial. I also think Scum Hawks tend to be more slightly more viable partly because of the added utility the Illicit slot can give it. I chewed on what you did for a while and came up with the following additions below.

HWK-Combat-Retrofit-Front-Face.jpg.814a352180d2ae88d3fe13266dda1397.jpg Rebel-ELINT-Package-Front-Face.jpg.d8a94f8b6ea97c249dea60e9e7b988f7.jpg

For the Retrofit, I added the reduction in mod cost so things like Engine Upgrade and Vectored Thrusters could get added on more cheaply to compensate for its mobility issues.

The new Rebel ELINT title I created gives the Rebel Hawks a bit more oomph. I replaced the stock Target Lock with Coordinate, to provide more utility as a support ship and because I've never seen TL used by anyone flying a HWK (maybe some other folks have, who knows?). I also have it adding a systems slot to give it more options (and partially for thematic reasons).

That's what I've got.

Yeah, the dial is an issue for sure, FFG was very conservative. With the updates, it remains to be seen if it needs white 3 banks or not. I'm a bit leery of "reduce cost on everything else" upgrades in the K-fighter style, since I don't know what weird interactions this may help enable in the future. In regards to the second title, there's lots that can be done, for sure. Coordinate can be very strong, so that's an interesting idea and very appropriate on a support ship. In general my philosophy is to change as little as possible, so if we can make it viable with changing only the statline and the turrets that it takes, that's a win in my book. But white 3 banks and coordinate are great options to have in the back pocket.

Edited by MajorJuggler

Who wants to do some testing? :) I need some more testing data on X-wings vs TIE Fighters, since these pure jousters act as the fundamental baseline for the rest of the game. I'm pretty happy with TIE Fighters, and need to tweak X-wings to be balanced to be on par with them. These changes will have to get tweaked after FFG fully spoils the next expansion pack with T-65 fixes, but we still need a solid baseline to start from.

So, if you're interested, grab any of the 4 X-wing squads versus any of the 5 TIE Fighter squads, and see how it goes! Please report results using the electronic playtest form here:

https://goo.gl/forms/3d9uAKb5IvYAKzRh2

I made some minor balance updates to some of the named X-wings, and tweaked some of the pre-built squads accordingly. If there's an asterisk * next to a card or pilot, it means the text has been changed as described further below (changes highlighted ).

Notes :

  • Half points applies to all ships costing more than 50 points.
  • All of the "take an action to roll a die to try to fix this crit" damage cards can simply be flipped by taking an action.
  • All X-wings have S-foils, Integrated Astromech, and Incom Refit equipped (see below).
  • All TIE Fighters and TIE/FO have Attack Formation and Evasive Thrusters equipped (see below).

T-65 X-wing Squads

Wedge / Biggs / Rookies (199)

Approximate Squad Spawner: https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!s!0:9,-1,163:-1:20:;4:-1,163:-1:20:;3:-1,7:-1:20:;3:-1,7:-1:20:&sn=Unnamed%20Squadron&obs=

  • Wedge + Swarm Tactics + Targeting Astromech (64)

  • Biggs + R5 (53)

  • Rookie Pilot (PS2 X-wing) + R5 (41)

  • Rookie Pilot (PS2 X-wing) + R5 (41)

Luke / Hobbie / Rookies (200)

Approximate Squad Spawner: https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!s!5:27,-1,3:-1:20:;84:-1,163:-1:20:;3:-1,2:-1:20:;3:-1,2:-1:20:&sn=Unnamed%20Squadron&obs=

  • Luke* + Veteran Instincts* + R2-D2* + Vectored Thrusters (68)

  • Hobbie + Targeting Astromech (50)

  • Rookie Pilot (PS2 X-wing) + R5 (41)

  • Rookie Pilot (PS2 X-wing) + R5 (41)

Red Squadron (200)

Approximate Squad Spawner: https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!s!1:-1,7:-1:20:;2:-1,163:-1:20:;2:-1,163:-1:20:;2:-1,7:-1:20:&sn=Unnamed%20Squadron&obs=

  • Garven + Crackshot* + R5 (54)

  • 2x Red Squadron Pilot (PS4 X-wing) + Crackshot* + Targeting Astromech (49)

  • Red Squadron Pilot (PS4 X-wing) + Crackshot* + R5 (48)

Triple T-65 X-wings (199)

Approximate Squad Spawner: https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!s!0:18,-1,148:-1:3:;5:30,-1,3:-1:26:;83:18,-1,5:-1:26

  • Wedge Antilles + Push the Limit + BB-8 + Engine Upgrade (75)

  • Luke Skywalker* + Draw Their Fire + R2-D2* + Vectored Thrusters (66)

  • Jek Porkins + Push the Limit + R5-D8* + Vectored Thrusters (58)

TIE Fighter Squads

Swarm Tactics 7-TIE Swarm (200)

Approximate Squad Spawner: https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!18:9:-1:-1:;151:9:-1:-1:;16::-1:-1:;10::-1:-1:;10::-1:-1:;10::-1:-1:;10::-1:-1 :

Note: Dark Curse is included here to make it easier to fly as 6 TIEs in formation, and Dark Curse separately.

  • Howlrunner + Swarm Tactics (38)

  • Scourge + Swarm Tactics (36)

  • Dark Curse (30)

  • 4x Academy Pilot (PS1 TIE Fighter) (24)

PS3 7-TIE Swarm (200)

Approximate Squad Spawner: https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!18:8:-1:-1:;183:153:-1:-1:;154::-1:-1:;11::-1:-1:;11::-1:-1:;11::-1:-1:;11::-1:-1:&sn=Unnamed%20Squadron&obs=

  • Howlrunner + Determination (35)

  • Zeta Squadron Pilot (PS3 TIE/FO) + Comm Relay (34)

  • Chaser (PS3 TIE Fighter) (27)

  • 4x Obsidian Pilot (PS3 TIE Fighter) (26)

CrackSwarm (200)

Approximate squad spawner: https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!18:140:-1:1:;188:140,-1:-1:-1:;12:140:-1:-1:;12:140:-1:-1:;12:140:-1:-1:;12:140:-1:-1:&sn=Unnamed%20Squadron&obs=

  • Howlrunner + Crackshot* + Stealth Device (40)

  • Zeta Leader (PS7 TIE/FO) + Crackshot* (40)

  • 4x Black Squadron Pilot (PS4 TIE Fighter) + Crackshot* (30)

The Sinister Six (199)

Approximate squad spawner: https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!18:140:-1:-1:;17:205:-1:-1:;151:205:-1:-1:;15::-1:-1:;16::-1:-1:;14::-1:-1

  • Howlrunner + Crackshot* (37)

  • Scourge + Snapshot (36)

  • Mauler Mithel + Snapshot (35)

  • Backstabber (31)

  • Dark Curse (30)

  • Night Beast* (30)

Firepower Swarm (198)

Approximate squad spawner: https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!18:9:-1:-1:;151:9:-1:-1:;23::-1:6:;23::-1:6:;23::-1:6:;23::-1:6:&sn=Unnamed%20Squadron&obs=

  • Howlrunner + Swarm Tactics (38)

  • Scourge (PS7 TIE Fighter) + Swarm Tactics (36)

  • 4x Alpha Squadron Pilot (PS1 TIE Interceptor) + TIE Plating* (31)

Auto-include cards for all X-wings

Custom X-wing upgrades FAQ:

All X-wings can simultaneously equip Integrated Astromech, S-foils, Incom Refit, and one other modification.

Integrated Astromech
0 / 0 / 0
Modification. X-wing only. Limited .
Increase your hull value by one. You may equip one additional modification. When you are dealt a Damage card, you may discard 1 of your Astromech Upgrade cards to discard that Damage card (without resolving its effect).

S-foils
0 / 0 / 0
Modification. X-wing only. Limited.
You may equip one additional modification. If you are unstressed when attacking with a primary weapon, you may either reroll one blank attack die, or, if you have a target lock on the defender you may convert all <eye> results to <hit> results.

S-foils FAQ:

Both options (reroll a die or convert all eyes to hits) can only be performed if you are unstressed, and you can only trigger one of these options in an attack, not both. The first effect (rerolling one die) does not require a target lock on the defender. The second effect (convert all <eye> results to <hit> results) does require a target lock on the defender. You may trigger the second effect to convert all <eye> results to <hit> results, and then spend the target lock to reroll any number of dice; any resulting <eye> results from rerolling can no longer be modified again by the second effect (convert all <eye> results to <hit> results) since the target lock has been spent, but can be modified by any other effect such as spending a focus token.

Incom Refit
0 / 0 / 0
Modification. X-wing only. Limited.
You may equip one additional modification. When you reveal a speed 3 <left bank> or <right bank> maneuver, you may instead treat it as a red speed 3 <left sloop> or <right sloop> of the same bearing as the revealed maneuver.

Auto-include cards for all TIE Fighters and TIE/FO

Attack Formation
0 / 0 / 0
TIE Fighter, Z-95, or M3-A Interceptor only . Title.
When attacking with a primary weapon, if the defender is in arc of another friendly ship with "Attack Formation" equipped, you may add one <hit> result. If you do and this attack hits, the defender suffers one damage, and then cancel all dice results.

Evasive Thrusters
0 / 0 / 0
Modification. TIE Fighter only.
Your agility value must be "3" to equip this card. When defending, you may discard this card to reroll any number of defense dice. When you are dealt a damage card that is not due to being the target of an attack, you may discard this card to discard that damage card.

Note: Rather than printing Evasive Thrusters to proxy it, players may wish to simply place an evade token (or some other token) on each pilot that has Evasive Thrusters, and discard that token when the card has been discarded.

Auto-include cards for all TIE Interceptors

Interceptor Plating
0 / 0 / 0
Modification. TIE Interceptor only.
Increase your hull value by 1.

Changes to Existing Cards

  • Luke Skywalker (pilot): When defending, you may change any number of your <eye> results to <evade> results.
  • Crackshot: Side 1: When attacking a ship inside your firing arc, you may discard this card to cancel 1 of the defender’s <evade> results. If you have ‘Attack Formation’ equipped, you may flip this card instead of discarding it . Side 2: When attacking a ship inside your firing arc, you may discard this card to cancel 1 of the defender’s <evade> results.
  • Veteran Instincts: Increase your pilot skill value by 2. If your printed pilot skill is greater than 6, the cost of this card is increased by your printed pilot skill minus 6.
  • R2-D2 (astromech): After you execute a green maneuver, you may remove 1 shield token from this card to recover one shield (up to your shield value). After you execute any maneuver and you do not recover a shield, you may place 1 shield token on this card, to a maximum of 1.
  • R5-D8: Once per round, after you remove a stress token, you may discard 1 of your facedown Damage cards. FAQ : If Porkins removes a stress token, the controlling player may choose which order to resolve R5-D8 and the rest of Porkins ability.
  • NightBeast: After executing a green maneuver, you may assign one focus token to this ship .

Edited by MajorJuggler

YT-2400


Overview

The YT-2400 is a particularly tricky ship to rebalance while everything else in the meta is simultaneously changing, so this is certainly a "first cut" that is going to get tweaked during beta testing.

  • The Outrider title has been changed so its cost is half the cost of the equipped cannon. This is to encourage cannon loadouts other than the most expensive cannon (at present HLC).
  • The low PS YT-2400s (PS2 and Eaden Vrill) get significant cost reductions.
  • Rey crew sees a significant cost increase, and can only store 2 focus tokens. This still makes her better than Advanced Optics, but limiting the focus bank to 2 allows the other player time to choose a good engagement angle.
  • Leebo and Dash also see cost reductions, but Dash is tier 1 so pays a large price for his upgrades, bringing the common Lone Wolf / Rey version to about the same cost as stock.
  • Engine Upgrade has already been nerfed for large base ships, making the PtL + EU + Kyle / Kanan versions far less viable; accordingly its cost has been slightly reduced relative to stock.
  • Dash's ability is no longer optional. If he barrel rolls onto an obstacle, he has to stay there.

Pilot Tiers

  • Wild Space Fringer and Eaden Vrill are tier 3.
  • Leebo is tier 2.
  • Dash Rendar is tier 1.

Pilot Cost and Ability Changes

  • Wild Space Fringer (PS2): cost decreased from 60 to 50.
  • Eaden Vrill (PS3): cost decreased from 64 to 52.
  • Leebo (PS5): cost decreased from 68 to 58.
  • Dash Rendar (PS7): cost decreased from 72 to 60, and pilot ability changed to: "You must ignore obstacles during the Activation phase and when performing actions."

Key Card Changes

Outrider

  • Cost reduced from 10 to 0 / 0 / 0
  • YT-2400 only. title.
  • Card text changed to: "While you have a <cannon> Upgrade card equipped, you cannot perform primary weapon attacks and you may perform Cannon secondary weapons attacks against ships outside your firing arc. Increase the cost of this card by half the cost of your equipped <cannon> upgrade, rounded down. "

Lone Wolf

  • Cost changed from 4 to 4 / 7 / 10

Rey (crew)

  • Cost increased from 4 to 5 / 7 / 9
  • Card text changed to: "At the start of the End phase, you may place 1 of your ship's focus tokens on this card , to a maximum of 2 . At the start of the Combat phase, you may assign 1 of those tokens to your ship."

Engine Upgrade

  • Now gives a stress after use for large base ships; see YT-1300 post .

Burnout SLAM

  • Cost changed from 2 to 2 / 3 / 4
  • Card text changed to: "Your action bar gains the SLAM action icon. After you perform a SLAM action, discard this card and receive a stress token. "

Countermeasures

  • Cost changed from 6 to 4 / 6 / 8

Sample Loadouts

  • Wild Space Fringer + Outrider + Mangler Cannon (60 points)
  • Wild Space Fringer + Outrider + Heavy Laser Cannon (66 points)
  • Wild Space Fringer + Outrider + Heavy Laser Cannon + Recon Specialist (70 points)
  • Leebo + Outrider + Lone Wolf + Rey + Mangler Cannon (84 points)
  • Leebo + Outrider + Lone Wolf + Rey + Heavy Laser Cannon (93 points)
  • Dash Rendar + Outrider + Push the Limit + Mangler Cannon + Kyle Katarn + Engine Upgrade (91 points)
  • Dash Rendar + Outrider + Push the Limit + Heavy Laser Cannon + Kyle Katarn + Engine Upgrade (103 points)
  • Dash Rendar + Outrider + Lone Wolf + Rey + Mangler Cannon (92 points)
  • Dash Rendar + Outrider + Lone Wolf + Rey + Heavy Laser Cannon (104 points)
  • Dash Rendar + Outrider + Veteran Instincts + Rey + Heavy Laser Cannon (98 points)
Edited by MajorJuggler
On 11/02/2018 at 2:43 AM, MajorJuggler said:

TIE Punishers


Overview

  • Like the TIE Bomber, TIE Punishers get significant cost adjustments across the board, and the pilot costs will get tweaked later during playtesting.
  • Minefield Mapper has been changed so the bombs don't get discarded when used, but it does now cost a few points (see Bombs ).
  • Trajectory Simulator is TIE Punisher and Rebel bomber only, so Punishers can still take it. (see Bombs )

Pilot Tiers

  • Cutlass Squadron Pilot (PS2) and Black Eight Squadron Pilot (PS4)are tier 3.
  • "Deathrain" (PS6) and "Redline" (PS7) are tier 2.

Pilot Cost and Ability Changes

  • Cutlass Squadron Pilot (PS2): cost decreased from 42 to 32.
  • Black Eight Squadron Pilot (PS4): cost decreased from 46 to 35.
  • "Deathrain" (PS6): cost decreased from 52 to 42.
  • "Redline" (PS7): cost decreased from 54 to 40.

Key Card Changes

See Bombs , and Missiles and Torpedoes .

Sample Loadouts

  • Cutlass Squadron Pilot (PS2) + Long Range Scanners + Trajectory Simulator + Extra Munitions + Thermal Detonators + (41 points)
  • Cutlass Squadron Pilot (PS2) + Long Range Scanners + Trajectory Simulator + Extra Munitions + Thermal Detonators + Proton Bombs (52 points)
  • Cutlass Squadron Pilot (PS2) + Long Range Scanners + Cluster Mines + Minefield Mapper (40 points)
  • Cutlass Squadron Pilot (PS2) + Long Range Scanners + Cluster Mines + Minefield Mapper + Plasma Torpedoes + Extra Munitions (50 points)

Hi, I do fly punishers at competition level from time to time, been using them for 6 months or so.

My current squad is:

99 points

2x cutlass, light weight frame, unguided rockets, extra munitions, cluster mines, thermal detonators, trajectory simulator.

1 cutlass, LWF, UR, trajectory simulator, bomblet generator.

i won a 20 player side event at a regional with this. Also in January I took a not quite so good version of this and went 3-3 at a 132 player regional with a str of schedule of .69 so not an easy run.

now your point changes are interesting but I am wondering about LWF and what you are planning with that, also why unguided rockets have been removed from the game? The combo of upgrades, LWF, UR, and trajectory simulator are making it possible to use punishers in my limited view.

It would be sad in my view if they lost the toys that I have really needed to get them going.

28 minutes ago, Storgar said:

now your point changes are interesting but I am wondering about LWF and what you are planning with that, also why unguided rockets have been removed from the game? The combo of upgrades, LWF, UR, and trajectory simulator are making it possible to use punishers in my limited view.

It would be sad in my view if they lost the toys that I have really needed to get them going.

Punisher need these upgrades in stock game because they areso much overpriced. Now if you reprice them correctly, there's no need for upgrades that are dangerous for balance purposes.
Balance the chassis, no need for mandatory upgrades, which are bad since they stuck the ship to only a few specific builds, instead of opening options by having the chassis work in the first place.

Edited by Giledhil
35 minutes ago, Giledhil said:

Punisher need these upgrades in stock game because they areso much overpriced. Now if you reprice them correctly, there's no need for upgrades that are dangerous for balance purposes.
Balance the chassis, no need for mandatory upgrades, which are bad since they stuck the ship to only a few specific builds, instead of opening options by having the chassis work in the first place.

Exactly this. :-)

Unguided Rockets is the one and only upgrade that I have removed from the game.* It's a bandaid card that tries to fix the Punisher without dealing with the fundamentals.

So Punishers lose UGR, but they are now cost effective across the board, and can even use minefield mapper without consuming any bombs in the process. I think we will find that there will be many more ways to bring Punishers to the table now.

Thanks for your interest @Storgar !

*Chardaan Refit is technically still in the game, it's just been made 0 cost so it serves no purpose.

Edited by MajorJuggler

Rebel Attack Shuttle


Overview

  • The Rebel Attack Shuttles just get some cost tweaks. The Phantom title card remains unchanged.

Pilot Tiers

  • Ezra Bridger is tier 2.
  • All other Rebel Attack Shuttle pilots are tier 3.

Pilot Costs and Ability Changes

  • Zeb Orrelios (PS3): cost reduced from 36 to 30.
  • Ezra Bridger (PS4): cost reduced from 40 to 36.
  • Sabine Wren (PS5): cost reduced from 42 to 35.
  • Hera Syndulla (PS7): cost reduced from 44 to 36.

Key Card Changes

None

Sample Loadouts

  • Zeb + Chewbacca (36 points)
  • Ezra + Push the Limit + Chewbacca (48 points)
  • Ezra + Push the Limit + Chewbacca + Twin Laser Turret (59 points)
  • Sabine Wren + Adaptability (34 points)
  • Hera + Veteran Instincts + Chewbacca (44 points)
Edited by MajorJuggler