Attempting to consolidate what we learn about changes for the new edition in a single thread. Post confirmed information below; I'll try to periodically edit it into the first post.
These things have not changed in 2.0 :
- Models carry over (some models may be re-released with new sculpts/paint/features)
- Dice are the same
- Range ruler is the same
- Range bonuses and obstructions work the same (except turrets)
- Templates are the same size -- but have a line down the center for alignment on nubless bases
- Basic game flow (but phases are renamed; some new phases)
- Maneuver driven by hidden dials plus actions
- Actions include: Focus, Target lock, evade, boost, barrel roll, cloak, reinforce, jam, coordinate, rotate arc, reload, SLAM (specific action mechanics may change)
- Upgrade slots: EPT, modification, title, torpedo, astromech, bombs, missiles, crew, system, turret
- Some upgrades will still take two slots
- Tokens (some art changes, shape): focus, evade, target lock, cloak, stress, tractor beam, jam, shield, ion
- Conditions are still a thing (Director Krennic)
- Setup Phase is largely the same
- some dials are the same (Lambda, TIE Fighter)
- current obstacles can still be used
These things have changed in 2.0:
- New phases/phase names ("Strategy Phase")
- Medium ship bases (confirmed: U-wing, ARC-170, K-wing, G1A, Kimogila, Scurrg, Firespray, TIE Punisher, TIE Reaper, TBD)
- The new templates have a centerline that aligns to hash marks on the base and assists with bumping.
- Green maneuvers become blue
- Red actions which gain a stress after taking
- New action: Calculate, a droid-only Mini Focus
- Push the Limit is gone; some ships may "link" a first action into a second and gain a stress (example: focus into target lock linked action)
- New tokens: Force, charge, calculate
- Force tokens which power force abilities for some pilots; they may also be used to change one Focus result. Force tokens recharge (see arrow by Force numbers on cards)
- Charge tokens which power some pilot abilities and ordnance
- Token shape now indicates when removed: "End of Round" tokens are round; square tokens have other triggers to remove (e.g. ion, stress). Some tokens exhaust by flipping over (Force have a red exhausted side). Positive tokens are blue/green; negative ones red/orange.
- ”Ion maneuvers” to remove ion tokens are no longer limited to white 1 straight (1 blue straight)
- Evade tokens to not add evade results; they just change green dice to evades.
- No costs on pilot cards or upgrades; these are in the squad builder app. Baseline is now 200 points.
- Each ship base has a bullseye arc and quadrants marked
- Turrets adopt mobile arc mechanics
- Turrets also get ranged bonuses and penalties, Ordnance does not.
- New upgrade cards are full sized, landscape
- New upgrade slots: Force Abilities ("Instinctive Aim"), Configuration ("S-foils"), Gunner
- Resistance and First Order will now be separate factions
- Firespray-31 is no longer Imperial; Scum only
- New pilots; some pilots have new abilities, some old pilots will disappear
- No upgrade bar; either use ship build cards from the core set or the squad builder app
- Pilot skill is now called Initiative and goes from 1 to 6 [Wedge Antilles: 6]; no Veteran's Instincts or ability to change
- Damage deck - new. Repairing damage is now a thing. New cards ("Fuel Leak", "Panicked Pilot", "Wounded Pilot"); only 5 Direct Hits in the deck now.
- Regen exists, but is powered by charge tokens and nets a weapons disabled (R2 astromech)
- Decimator gets Reinforce and a red Coordinate
- Some ships have built-in abilities: Phantom (Stygium); TIE Advanced (Advanced Targeting Computer)
- Ordnance appears not to spend target locks (e.g. Proton torps);
- Ion tokens: 1 for small ship, 2 for medium ship, 3 for large ship
- Bombs can blow up obstacles (and do damage in the process)
- New abilities will affect the Setup Phase
- They will introduce new obstacle types
- Shield levels have been reduced on many ships
- Barrel roll is not adjustable; they use the hash marks on the bases for alignment.Barrel Roll now only has 3 positions per side (6 total) – makes Barrel Roll more inline with Boost as you only have 6 total positions.If you declare and action and you can’t do it (ie Barrel Roll would land you on a rock), you just lose the action now
- There is a "range 0" for own ship abilities, bumping/overlapping
- Target Lock is now just Lock – and you can Lock on to objects as well as ships (friendly and enemy).
- Certain ships have different attack values for different arcs now.
Post with suggested rules for running a "1.X" simulated 2.0 game with current components .
Pilot, Ship, and Upgrade Changes, Other Info, Images and Videos in Spoiler Box Below
Conversion kit info (see below for ship mods):
Rebels
4 base for medium-size ships, 4 pins for medium-size bases, 43 ship tokens, 37 maneuver dials, 23 selector ship tokens, 84 ship cards, 162 upgrade cards, 2 condition cards, 8 turret arc tokens and 23 diverse tokens.
Galactic Empire
2 base for medium-size ships, 2 pins for medium-size bases, 48 ship tokens, 34 maneuver dials, 21 selector ship tokens, 93 ship cards, 153 upgrade cards, 2 condition cards, 6 turret arc tokens and 41 diverse tokens.
Scum
4 base for medium-size ships, 4 pins for medium-size bases, 52 ship tokens, 39 maneuver dials, 23 selector ship tokens, 99 ship cards, 167 upgrade cards, 1 condition cards, 7 turret arc tokens and 31 diverse tokens.
Ship and upgrade info:
Rebel Alliance
- X-Wing has native barrel roll, 4 hull, 2 shield, 3-Talon rolls, blue 2-banks
- Y-wing has a red barrel roll, inherent bomb load out, 6 hull, 2 shield
- Luke Skywalker: IN 5, 2 Force, Ability regenerates one Force token when defending
- Jek Porkins: IN 4
- Wedge Antilles: IN 6
- Jake Farrell: When performing a boost or barrel roll, assign a Focus to a ship at range 0 to 1.
- Ezra Bridger (TIE): IN 3, 1 Force, spend a force to convert 2 Focus to Evades when stressed
- HWK gets a new dial and 2-attack turret primary
Galactic Empire
- TIE/LN has a charge token; can be spent to draw cacnel 1 damage off a wingmate (may just be a specific pilot)
- TIE Phantom: 3 hull, 2 shield, inherent Stygium Array which allows spending an evade at the end of the round to re-cloak
- TIE Advanced: Advanced Targeting Computer inherent
- Darth Vader grants +1 Force
- Whisper: IN 5, After performing an attack that hits, gain an evade
- Decimator: Red Coordinate, Reinforce, Rotate Turret Actions
- Rear Admiral Chiraneau: Ability only functions in front 180 arc.
- "Scourge" has a last name, "Skutu"
- New TIE/LN Pilots: Gideon Hask, Del Meeko
Scum & Villainy
- Dengar: IN 6, two linked actions to Rotate Turret, red barrel roll
- K-Fighter: 5 hull, 1 shield
- Firespray: Medium base, red Reinforce action
- New Firespray Pilots; Koshka Frost
- Marauder title for Firespray: reroll one attack die in rear arc
- Fang Fighter: Inherent Concordia Dawn title
- Fenn Rau: IN 6
Upgrades
- Recon Specialist is now Perceptive Co-Pilot
- R2-D2 can regenerate a max of 3 shields; takes 1 charge token and a weapons disabled
- Proton Torps do not spend target lock, change 1 hit to crit.
- Ion Torpedoes do one damage, all other damage converts to ion tokens
- Instinctive Aim: Spend 1 Force to ignore a Focus or TL requirement (replaces Deadeye)
- Fire Control Systems dramatically changed: Requires a target lock, allows one die reroll, cannot spend lock
- Gunner is now Veteran Turret Gunner, requires a turret gunner slot, allows a second attack from a different arc.
Other items of interest:
- Conversion kits will release for Rebels, Imperials, and Scum at launch to convert cards and cardboard, priced at retail $49.95. Conversion kit contents:
Rebel Alliance Conversion Kit
3 – A-wing
2 – ARC-170
2 – Auzituck Gunship
2 – B-wing
2 – E-wing
2 – Ghost
2 – HWK-290
2 – K-wing
2 – Millennium Falcon
2 – Phantom I
2 – Phantom II
2 – Sabine’s TIE Fighter
2 – U-wing
2 – X-wing
2 – Y-wing
2 – YT-2400
4 – Z-95 Headhunter
Galactic Empire Conversion Kit
2 – Alpha-class Star Wing
3 – Inquisitor’s TIE
2 – Lambda-class Shuttle
2 – TIE Advanced
3 – TIE Aggressor
3 – TIE Bomber
2 – TIE Defender
4 – TIE Fighter
3 – TIE Interceptor
2 – TIE Phantom
2 – TIE Punisher
3 – TIE Striker
3 – VT-49 Decimator
Scum and Villainy Conversion Kit
2 – Hound’s Tooth
2 – HWK-290
2 – IG-2000
3 – Kihraxz Fighter
2 – Kimogila Fighter
4 – M3-A Interceptor
2 – Mist Hunter
3 – Protectorate Starfighter
2 – Punishing One
3 – Quadjumper
2 – Scurrg H-6 Bomber
2 – Shadow Caster
2 – Slave I
2 – StarViper
2 – Y-wing
4 – Z-95 Headhunter
- Saw's Renegades and TIE Reaper will be crossover with 1st and 2d edition components
- There will be a new core set (T-65 and two TIEs) prices at retail $39.95. Pre-ordering through FFG (and reportedly retailer) will come with a promotional damage deck.
- Pre-release at GenCon; full Wave 1 release 13 SEP 2018
- Wave 1 Expansions: T-65 X-wing Expansion Pack, BTL-A4 Y-wing Expansion Pack, TIE/ln Fighter Expansion Pack, TIE Advanced x1 Expansion Pack, Fang Fighter Expansion Pack, Slave I Expansion Pack. Smalls are retail $19.95; Larges retail $29.95 (Slave I only)
- Aces upgrade pack alternate art ships will not be re-released (e.g. Rebel Aces, Imperial Aces, Imperial Veterans)
- Reported via Team Covenant interview: you will not have to buy every faction to get upgrades for your preferred faction.
- Tournaments: Regionals replaced by Hyperspace Qualifiers with two seasons a year.
FFG Images
VIDEOS
Teaser Trailer
Team Covenant Design Interview
Team Covenant Play video: