I'm trying to write the notes down from the stream here as they come across so if I repeat anything sorry.
Calculate was confirmed today to be a droid based action. It is a weaker focus, only can change 1 focus result to a hit or evade, but there will likely be ways to get multiples of them through abilities and upgrades.
Force charges regenerate 1 at the end phase.
Vader's ability is that he can use a force charge to perform another action, and can keep doing this so long as he has force charges. So he could at most perform 4 actions a turn if you want him to.
Good tokens (green and blue) are beneficial, bad tokens (red and orange) are harmful. Blue and Red tokens (Ex. Cloak and Stress) stay on the ship through the rounds until gotten rid of while Green and Orange tokens (Ex. Focus/Evade and Weapons Disabled) are removed at the end of the round. Noted that Round tokens are removed at the end of the round.
Wave 2 and beyond will include new upgrades and cards but some of the stuff in the conversion packs will be in them. BUT, there will be upgrade sets for the rereleased ships for existing players so you don't need to buy the new ship. They haven't come out with any details but they mentioned the possibility to have stuff packed together for the wave in a conversion pack/new ship cards + token pack.
They are readdressing how epic works in 2.0, they want to give it the same amount of love and refinement they have what they have for standard. Mentioned possibly reworking energy or how it works to make it feel more right or more refined. I'd guess we won't be seeing epic 2.0 for a year or more while they do that.
Quick Build Cards will only include upgrades and cards from the expansion they come in and the core set.
Seen in the TC video the core set will come with a template to hold your ship's space for when another ship might go through past them or otherwise be difficult do with the ship there.
Afterburner - After you fully execute (Don't bump) a maneuver speed 3 to 5 you can spend a charge to perform a Boost action even while stressed.
Turrets and Cannons get range bonuses while ordnance doesn't.
Can still use old acrylic templates, but will likely need a speed 1 straight for the barrel rolls. Acrylic tokens are still allowed (so long as same color as new tokens though mostly for ease for new players) Range Rulers are the same too.
Talon Rolls like barrel rolls use the line on the template for the placement of the ship.
NEED A NEW CORE SET. Pilots in the core set don't come in the conversion set, the new damage deck is needed, and the X-Wing in the Core Set is the one seen in the preview, a Red Five - Luke's X-wing.
Asked about different dice, they thought to change it but they wanted to keep the game as simple/steamlined as possible. One where children can learn how to play easily.
No more action bombs/mines.
Medium Base uses large pegs, there are conversion pegs for the smaller ships to be placed on them. Arc-170s confirmed to be Medium ships.
Resistance and First Order Conversion sets will cost less and have more conversions for the ships that are in the faction.
For linked actions, if you cannot perform the linked action you don't get the stress action. Example being the Focus into a Boost and you can't perform the Boost you do the focus action but don't get the stress token. Don't have to say you are doing linked actions, just if you can link into something you get to go into it if you want to.
Evade Tokens convert one die to an evade rather than adding an evade result.
App is free, thought that was pretty obvious but still.
No plan to redo the world champ cards but some ideas from them might be used later on.
Falcon got a significant rework. New mobile double arc like most turrets. But is cheaper, and gotten some things that most large ships won't have access to. It has the Boost action. Dial changed, swapped 1 turns for 3 turns but has more blue maneuvers. Pilot abilities reworked. Han (I think they mentioned involving obstacles) and Lando buffed and Chewie nerfed a little so he can take on crits.
Boost action can't be added to ships as a mod anymore.
Subtitles are there to separate characters. IE Fen Rau for Rebels vs Scum. This allows them to give them new pilot abilities. Garven mentioned to be a ARC-170 pilot. And the possibility to add a new Vader down the line.
Bullseye Arc are only there for abilities and don't have an ability of themself.
Ships that needed help were reworked, ones that were doing fine were mostly fine.
Vader can force charge to perform a different action even if he fails his first action.
New damage deck is the only damage deck for 2.0, old ones can't be used.
Half points on all ships in tournament play, app will show the half points on the list as a reminder.
Obstacles, or at least the asteroids from 1.0 are perfectly fine for 2.0.
Proton Bomb is said to be similar to classic Seismic charge but a Critical damage instead of a normal damage. Bombs and Mines all do automatic damage.
Cloaking pretty much the same as before (+2 Evade, can't attack), decloaking happens during the system phase same as when bombs are dropped.
Deploying ships (Phantom) done during the system phase.
Tie Interceptor is the closest ship to PTL ships in the game, it will have a after you perform an action you can either boost or barrel roll. Can't focus into evade. Fel costs a whole bunch more than base interceptor.
Only a few dials stayed the same. Lambda and Tie fighter dials are the same. Some dials got worse.
Factions will get the same upgrades in the conversion sets, aside from unique ones like named characters and slots that aren't supported by that faction like Astromechs and Illicit Slots.
Won't resculpt most craft, ones they feel need updating will be done or ones that can be given moving mechanics might be updated too.
Core Set comes with 3 Asteroids and 3 Debris Fields.
B-Wings have T-rolls and their dials have been reworked.
YV-666 Party bus is still a thing, but 4-LOM and Zuckuss have been reworked, given charges and limits. YV-666 can reinforce.
Generic named characters "Blue Ace" and the like now have names for Resistance and First Order.
Certain paint schemes will not be the same in reprints, mostly aces stuff it seems.
Scurg isn't a Rebel option anymore. Already said elsewhere but Firespray will no longer be an Imperial option. Scum will likely become the largest faction in the game due to all the options.
Either 3 IG-88s bareboned or 2 IG-88s with a friend can fit into a list.
Resistance will be predominately 2 - 3 ship lists while First Order will likely fly elite smaller swarms.
Reinforce, uses the dashes on the side of the ship. Reduces the total damage by one to a minimum to one.
A-Wings, like the Interceptor can link into a red boost but not link to a barrel roll. They have a native barrel roll. Same stats for their attack, evade, hull, and shields.
TLT, isn't in 2.0.
E-wing said to have some good linked actions, with Corran Horn still likely there.
(Damage card) Damaged Power Regulator - Before you engage you gain an ion token.
Ion tokens make it so the only action you can take is a Focus action, meaning that Droids get hit harder by ion tokens.
R5 astromechs deal with damage cards, discarding damage cards.
Most ships with lots of shields have their shield count reduced and were given more hull.
If a ship is destroyed in the engagement phase it isn't removed until after that initiative has gone. So say your 3 Initiative ship is destroyed by a 3 Initiative ship then you can still attack with it.
Mines can't be reloaded. Reload action reloads one ordnance upgrade rather than everything. Reload only recovers 1 charge for the ordnance you choose.
Sense - Force Ability, lets you see a maneuver dial at range 1, but if you use a force charge can look up to range 3.
Crew with a Force Ranking adds it to the ship flying it, so ships that are Force Sensitive get 1, while FS pilots can increase their value allowing it to refresh at the end of the round.
Some kind of Battle of Yavin bit has been talked about, be it just a classic format for a tournament or the like.
No more Harpoon missiles.
K2S0 hinted at as a pilot.
Total number of attack dice reduced for attack abilities. Some Tie Fighter abilities add one (2 to 3 dice), but crazy ones adding extra dice now add rerolls or the like.
HWK has a primary weapon value.
Jam strips a green token or when you next get a green token you lose it. If you have multiple tokens the person who jams your ship gets to choose which is discarded.
180 degree arcs are still in the game.
Numbers for the ships in the conversion set are based around the number of ships you can run (I assume at best pilots) for standard points. Conversion sets likely taking into account the X-Wing and Tie Fighters that come with the Core Set since you have to buy that for the new damage deck. So feel free to start theory crafting max numbers for standard games.
Barrel roll is to the front, middle or back of the ship using it. Dashes on the side of the 1 straight for Medium and Large ships to use when barrel rolling.
Hue changed slightly for the ship cards to help color blind people distinguish the difference between red and green.
As a small note from an X-Wing unboxing, R2 Astromech doesn't have a restriction while R4 Astromech are limited to small ships. Also, R2 Astromech has R2-D2's ability but limited to 2 charges instead of 3, while R4 Astromech makes your 1-2 basic (turn, bank, straight) maneuvers easier.
Not sure if I mentioned it before, but not all ships will get new sculpts, depends how they feel about it. Possible new paint jobs for existing ships.
Tie Advanced V1s, there is a generic Inquisitor that has a Force Point. Possibility that there might be other generic pilots with Force Points. But generally no upgrades that add Force Points to ships aside from crew.
Points will always be adjusted instead of text adjustments moving forward with pilots, upgrades and the like. They want to keep the text on the cards the same if at all possible.
Fel's ability has been changed. He gets his focus token by getting you in his bullseye arc.
Correction, R5 Astromech lets spend an action and charge to repair a facedown damage card (don't know how that works since repair so far means flip), or to spend an action and charge to flip a face up Ship damage card. 2 Charges.
Expert Handling turns your Red Barrel Rolls actions white.
Ions seems to be a 1 blue straight. So prevents the stress + ion lock on a ship.
Arval can now boost into another ship/bump it and still attack now.
Tie Silencer is getting a resculpt because it was too big and will stay on a small base.
Firespray has a slightly different paint job (brighter green) but same sculpt.
Lambda has new actions, including a Coordinate action.
Y-Wing new sculpt and paint, X-Wing slightly new sculpt with opening/closing S-foils. Core Set is painted up as Red Five, Expansion is painted up as a Red Squadron ship.
Asteroid and Debris obstacles all still work the same as before.
2 new pilots for the Firespray, in the conversion kit.
2 New Y-Wing pilots in the conversion kit, Norra Wexly and one who starts with an E (I think the pilot who replaced Keyan as the survivor at Yavin).
6 languages at launch.
Vader supposedly is 84 points at launch.
Edited by Animewarsdude