Consolidated X-Wing 2.0 Changes Thread

By Hawkstrike, in X-Wing

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

swz01_a1_move_diagram.jpg

swz01_a1_tie_attack_diagram.jpg

swz01_a1_force_cut-out.png

swz01_a1_evade_diagram.jpg

swz07_a1_empire_spread.png

swz01_a1_upgrade_diagram.png

swz01_a2_rebel_spread.png

swz01_a2_cardfan.png

swz13_a3_x-wing_spread2.png

swz13_a3_y-wing_spread2.png

swz07_a1_empire_spread.png

swz07_a1_cardfan.png

swz07_a1_tie_spread2.png

swz07_a1_tie-advance_spread2.png

swz01_a2_scum_spread.png

swz01_a2_cardfan2.png

swz13_a3_slave-1_spread2.png

swz13_a3_fang-fighter_spread2.png

VIDEOS

Teaser Trailer

Team Covenant Design Interview

Team Covenant Play video:

Edited by Hawkstrike

" Force tokens which power force abilities for some pilots; they may also be used as Focus tokens"

Perhaps change that to be "; they may also be used to change one focus result" if I've read it right :)

Good idea here, thanks :)

Image result for star wars thanks gif

There's gotta be some kind of nerf to reinforce since a bunch of ships have it now.

Do we know what kind of upgrade the s-foils are now?

https://m.imgur.com/a/BcrVtYI

1 minute ago, markcsoul said:

There's gotta be some kind of nerf to reinforce since a bunch of ships have it now.

It’s still referencing the 2 halves of the ship (can tell from Admiral Cheerios Card), and evade tokens have been changed.

27 minutes ago, Forgottenlore said:

Do we know what kind of upgrade the s-foils are now?

https://m.imgur.com/a/BcrVtYI

Edit: Configuration, Alex Davy confirmed in the play video below.

Edited by Hawkstrike

Templates aren't quite the same - the line down the middle is important for the new bump rules, as well as barrel rolls/t-rolls.

Also the turn flow is different - there is apparently a new 'strategy' phase? I think I heard? And a specific 'components' phase that exists between planning and activation - this is where all bombs get dropped, now.

24 minutes ago, Hawkstrike said:
  • New upgrade cards are full sized, landscape

How will I store them? My tackle box was made for the smaller cards...

What do you guys use for pilot cards? Any binders you'd reccomend?

Edited by Celestial Lizards
3 minutes ago, Forgottenlore said:

Do we know what kind of upgrade the s-foils are now?

https://m.imgur.com/a/BcrVtYI

I think that's core ship mechanic. Like ATC and Stygium on the tie advance and phantom, but because it's 2 sided they cant write it on the pilot cards themselves.

Just now, Celestial Lizards said:

How will I store them? My tackle box was made for the smaller cards...

What do you guys use for pilot cards?

MTG card boxes.

Is bullseye the same as the Kim or just a condition for crackshot/marksmanship etc

6 minutes ago, Forgottenlore said:

Do we know what kind of upgrade the s-foils are now?

https://m.imgur.com/a/BcrVtYI

I heard someone toss out the word "Configuration" at some point, but not sure.

Just now, ficklegreendice said:

Is bullseye the same as the Kim or just a condition for crackshot/marksmanship etc

I think they said it's just there in case anything references it. Kimos probably have the current bullseye rule attached to them. Crack Shot and something else (Marksmanship maybe?) require the target to be in the bullseye arc.

1 minute ago, ficklegreendice said:

Is bullseye the same as the Kim or just a condition for crackshot/marksmanship etc

Maybe both but it's probably the latter

2 minutes ago, xanderf said:

Templates aren't quite the same - the line down the middle is important for the new bump rules, as well as barrel rolls/t-rolls.

Also the turn flow is different - there is apparently a new 'strategy' phase? I think I heard? And a specific 'components' phase that exists between planning and activation - this is where all bombs get dropped, now.

The line is just making bumps easier to settle, doesn’t sound like the rules for how to use the templates with them have changed.

The b-roll is slightly important, but easy enough to just mark existing templates.

@Hawkstrike If you’re up to it, adding to this thread all the photos of components that we’ve seen thus far would be useful.

6 minutes ago, Forgottenlore said:

@Hawkstrike If you’re up to it, adding to this thread all the photos of components that we’ve seen thus far would be useful.

Please link in the thread: I'd like to keep the initial part of the post text-only so it's easier for people to scan quickly.

I'll put some with the videos at the bottom.

Edited by Hawkstrike

I've posted a couple compilations of information I've started to put together. I'll post the combined info here later.

Props to Hawk strike for trying to combine all the information we have at hand into one thread.

Edited by Cr0aker

re: barrel rolls... couldnt you just align the template to the front and then align the ship to the front? Why would it have to be centered?

6 minutes ago, sirjorj said:

re: barrel rolls... couldnt you just align the template to the front and then align the ship to the front? Why would it have to be centered?

This way they have 6 landing points for a barrel roll.

2 minutes ago, TasteTheRainbow said:

This way they have 6 landing points for a barrel roll.

Yes, 3 to each side. One as far forward as you could go before, one as far back, and one with no movement forward/back, just to the side. The line is used for that last one. He is saying can’t you just align the ship to the same point on either end of the template and accomplish the same thing without the lines.

5 minutes ago, Forgottenlore said:

Yes, 3 to each side. One as far forward as you could go before, one as far back, and one with no movement forward/back, just to the side. The line is used for that last one. He is saying can’t you just align the ship to the same point on either end of the template and accomplish the same thing without the lines.

But where is the money to be made on that?

To the front for more news.

Please assist by squinting at pilot, ship, and card abilities and posting here for consolidation.

Edited by Hawkstrike

New Linked Actions – These actions can trigger another action. For example you could Focus and then Boost. It’s pilot/ship dependent
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 – It’s harsher but rewards you for being a better pilot.
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.
Evade Tokens now allow you to change a die to an evade result – you cannot get more evade results than your agility value via evade tokens.
Turrets also get ranged bonuses and penalties, Ordnance does not.
Ordnance weapons now typically have charges (ie, they are multi-use!)

I don’t think all TIE/ln can pull damage. The Covenant video of gameplay didn’t have a charge on the TIE/ln’s they showed. I believe it is just Iden Versio, who is now an Imperial Biggs and Howlrunner’s new best friend.

Iden’s ability:

Before a friendly TIE/ln fighter at range 0-1 would suffer one or more damage, you may spend 1 charge. If you do, prevent that damage.

wow.

Edit: Iden has 1 charge on his card.

Edited by J1mBob