An opponents lucky dodge roll is a NPE? Nah...
Slam with turrets and bombs is a NPE. I had my nephew hooked in the game until I bought some K wings. After two games he never wanted to play again!
An opponents lucky dodge roll is a NPE? Nah...
Slam with turrets and bombs is a NPE. I had my nephew hooked in the game until I bought some K wings. After two games he never wanted to play again!
21 minutes ago, AllWingsStandyingBy said:
Hyperbole much? There are so many things more NPE than failing to fix a crit.
Like when your opponent's ship Mr Magoos it's way through an obstacle and loses its actions but still rolls four natural Evades on its unmodified defense roll. Or when you roll double-blank then double-blank with a TL+F autoblaster attack against an enemy ace that only has 1 Hull remaining. Heck, both of these things happened to me in my last Regional. Welcome to X-Wing.
I tend to find those events fun and entertaining more than anything else. it's part of what makes the game exciting. It is, after all, just a game.
It really needs more that target upgrades with all the super decked out ships now a days.
"Panel Explosion" - Turn over one equipped crew or astromech card.
"System Failure" - Turn over one equipped system or tech card.
Would be nice as well to bring back the crit from the original deck that made you discard a secondary weapon since there are WAY more secondary weapons in use now than when the card was originally in use.
I hate Damage Sensor Array.
3 minutes ago, markcsoul said:It really needs more that target upgrades with all the super decked out ships now a days.
"Panel Explosion" - Turn over one equipped crew or astromech card.
"System Failure" - Turn over one equipped system or tech card.
Would be nice as well to bring back the crit from the original deck that made you discard a secondary weapon since there are WAY more secondary weapons in use now than when the card was originally in use.
It wouldn't really help the meta, because Ghost/Fenn and Nymranda players would just use a different damage deck.
Plus, it really, really hurts HWK-290s
13 minutes ago, PanchoX1 said:I tend to find those events fun and entertaining more than anything else. it's part of what makes the game exciting. It is, after all, just a game.
Seriously. There was more hyperbole in the response than in my original post. Your roll well or poorly on attack/defense it is exciting. You roll well or poorly on a DSA and you've still wasted your action. And if you roll poorly, you wasted the next turn's action too!
1 hour ago, ficklegreendice said:
They hid the dice!!
1 hour ago, Fuzzywookie said:Thanks for this post. I never new what the crits did. Thanks.
Me too. I always just figured we needed a bunch of cute bookmarks for the FAQ. . .
54 minutes ago, ficklegreendice said:doesn't mean they cannot nor should not be improved, especially when the layers upon layers of RNG are so easily tweaked
Technically, XWM is a RSG game. No numbers. ![]()
Anyways, my favorite crit is Console Fire. It's always hilarious when a ship's 8-Track Player burns up.
Edited by Darth MeanieAutomated Repair Systems (mod, 0 pts)
you may perform actions from Damage cards with the ship trait as free actions during the activation phase. Any time you roll dice for a damage card action you may change the result to any result.
also, there’s a crit that gives out stress but not one that gives out ion tokens? For shame.
Edited by GrimmyV8 minutes ago, GrimmyV said:Automated Repair Systems (mod, 0 pts)
you may perform actions from Damage cards with the ship trait as free actions during the activation phase. Any time you roll dice for a damage card action you may change the result to any result.
I like the idea, but it should cost points. Otherwise it would go on absolutely everything that didn't need a different mod, so needing a mod would become a penalty to those other ships.
18 minutes ago, Darth Meanie said:They hid the dice!!
that's impossible
no die that small has a cloaking device!

oh wait, the cloaking device literally has a die roll attached ![]()
5 minutes ago, Arkanta974 said:I don't see any Rogue One Core set or Arc-170 on these photos....
You mean N-1 and vulture droids.
2 minutes ago, GrimmyV said:You mean N-1 and vulture droids.
V-19 torrent and 2 separatist vulture droids ! ![]()
30 minutes ago, GrimmyV said:also, there’s a crit that gives out stress but not one that gives out ion tokens? For shame.
I thought about that as well, but I realized that it would basically be a freebie critical for any large base since Ion weapons aren't prevalent and they want to get away from that. Maybe make it give out two tokens so it hits large and small ships equally.
Its already bad enough when I was playing against a Lothal Rebel with Hera crew, FCS, and a stack of stress tokens. Got a Thrust Control Fire and a Damaged Engine on that high hull ship, my opponent was just shrugging at the crits and I'll admit I was getting a little frustrated at the pointlessness of it. But, its a build, he was going for actionless mods and the ability to ignore stress on movement.
While I don't like how the criticals are cleared at the moment, I don't like the idea of making them automatically cleared with an action. You may as well rewrite them all to just say, "Lose your next action" then.
This is an interesting conversation to have, however.
Edited by kris40k5 minutes ago, Arkanta974 said:V-19 torrent and 2 separatist vulture droids !
You shut your dirty mouth!
35 minutes ago, kris40k said:I thought about that as well, but I realized that it would basically be a freebie critical for any large base since Ion weapons aren't prevalent and they want to get away from that. Maybe make it give out two tokens so it hits large and small ships equally.
It can give out 50 ion tokens, as long as it actually gives them. It’s a huge hole in the game design. Luke even says his controls are ionized after being hit during the battle of Hoth! But I guess ion tokens were not destined to be in the core set. Too bad FFG couldn’t put out a campaign box with extra damage cards to either switch out for existing ones or just simply being added to the deck. Or even include like three ionized controls cards in a random expansion.
Trust me you do NOT want ion token crits
You fly even halfway towards the table edge against a list with zero ion tech and then, one lucky draw later, your ship is dead
31 minutes ago, ficklegreendice said:Trust me you do NOT want ion token crits
You fly even halfway towards the table edge against a list with zero ion tech and then, one lucky draw later, your ship is dead
Yes, hilarious isn’t it!
4 hours ago, ficklegreendice said:because it's fun despite its flaws, and because people can enjoy things despite them being flawed
doesn't mean they cannot nor should not be improved, especially when the layers upon layers of RNG are so easily tweaked
this in contrast to an actual fundamental aspect of the game, such as the entire maneuvering system, which cannot be so easily tweaked
****, FFG proved they were willing to tweak the damage deck because its previous incarnation too wildly affected games. they could, and imo should, do so again
Kinda like the OT.
12 parsecs, ewoks, incest, human supremacist rebels, old women as the Emperor, with shoddy looking effects and a general chaos during production.
But, yeah, the TLJ is a uniquely bad SW movie ![]()
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Loose stabilizer should be "roll one less defense die." This way ghost/deci dont get range bonus and every ship is now effected by it.
The roll crits suck ***. It should be
Action: You may recieve one stress to flip this card face down or you may roll an attack die. On hit or crit result, flip this card facedown.
The shaken pilot crit is lame. I would rather it be, "During the planning phase, you cannot be assigned a green maneuver."
That way, if you are stressed, you cannot clear it. That is more dangerous.
Excellent ![]()
Reviving this thread to talk about the 2.0 deck - it looks like a lot of the things we complained about have been resolved (!)
Cards were spoiled on FB here:
Transcribed text for those of you without FB access:
Blinded Pilot - Pilot - While you perform an attack, you can modify your dice only by spending [force token icon] for their default effect. Action: Repair this card. (2 copies)
Wounded Pilot - Pilot - After you perform an action, roll 1 attack die. On a [hit] or [crit] result, gain 1 stress token. Action: Repair this card. (2 copies)
Panicked Pilot - Pilot - Gain 2 stress tokens. Then repair this card. (2 copies)
Stunned Pilot - Pilot - After you execute a maneuver, if you moved through or overlapped an obstacle, suffer 1 [hit] damage. (2 copies)
Console Fire - Ship - Before you engage, roll 1 attack die, on a [hit] result, suffer 1 [hit] damage. Action: Repair this card. (2 copies)
Damaged Engine - Ship - Increase the difficulty of your turn maneuvers. (2 copies)
Damaged Sensor Array - Ship - You cannot perform any actions except the [focus] action and actions from damage cards. Action: Repair this card. (2 copies)
Disabled Power Regulator - Ship - Before you engage, gain 1 ion token. After you execute an ion maneuver, repair this card. (2 copies)
Hull Breach - Ship - Before you would suffer 1 or more [hit] damage, suffer that much [crit] damage instead. Action: Repair this card. (2 copies)
Loose Stabilizer - Ship - After you execute a non-straight maneuver, suffer 1 [hit] damage and repair this card. Action: repair this card. (2 copies)
Structural Damage - Ship - While you defend, roll 1 fewer defense die. (2 copies)
Weapons Failure - Ship - While you perform an attack, roll 1 fewer attack die. Action: Repair this card. (2 copies)
Fuel Leak - Ship - After you suffer 1 [crit] damage, suffer 1 [hit] damage and repair this card. Action: Repair this card. (4 copies)
Direct Hit! - Ship - Suffer 1 [hit] damage. Then repair this card. (5 copies)
Some initial thoughts:
We have the same total number of cards, same distribution of Pilot and Ship crits, but a drop in the number of Direct Hits (now 5x vs 7x) and the new Fuel Leak is the lone 4x card.
All of the "roll a die to clear" mechanics are gone (!) and the worst NPE of the old deck (Blinded Pilot) has been re-worked to be much less punishing (though it's more persistent).
Weapon Failure and Structural damage have been reworded to trigger more consistently (0 AGI ships at range 3 wont get their range bonus). Structural Damage can no longer be cleared.
I'm not sure on when "engaging" happens but it sounds like it's probably when you become the active ship in the Engagement Phase (previously the Combat Phase)?
I really like the new Loose Stabilizer since it is a much more relevant effect but gives you an out if the straight move would have you fly off the board etc.
Disabled Power Regulator is interesting since it has a different ticking clock depending on your base size - medium and large ships have a much scarier ion move but they at least get more time to prepare for it before it triggers.
Stunned Pilot now doesn't trigger on blocks - assuming you are a halfway decent pilot this seems like the best card to draw?
Overall, I'm really pleased with the new design. The power level on the cards seems much more consistent and I'm not seeing many instances where the trigger would be irrelevant (other than the classic damaged engine on a Lambda). From the TC Demo game video, it sounds like the overall ratio of shields to hull is going down so we should be seeing Critical Hits have a larger impact on the game state in 2.0. It will be interesting to see if this in turn drives some of the long neglected crit mitigation tools into meta relevance (R5 Astromech, Salvaged Astromech, Chewbacca Crew, etc.) assuming these cards get carried over in some form.
Yup engage is activate in combat - so no more knowing the console fire kills you before they shoot, they might have to take the shot to make sure you die.
I really like all these changes.