in 2.0 they are not going to redo aces packs so are the pilots from these packs going to be in 2nd edition
2.0 and aces
Just now, wsmith32 said:in 2.0 they are not going to redo aces packs so are the pilots from these packs going to be in 2nd edition
So far we know that.... We don’t really know much. The general chatter has been that the pilots should be coming over to 2.0, just that they aren’t going to rerelease the Aces paint-schemes in 2.0.
Yep, the article about the rebel conversion kit features Jake Farrell as one of the pilots so it is almost guaranteed that at least some of the aces pilots will be in the conversion kits.
Sadly, looking at the article for the Imperial conversion kit, it appears that Juno Eclipse was replaced with a pilot named Ved Foslo. So it would seem that some pilots abilities will be changed, and some pilot abilities may remain but with new pilot names.
One thing I noticed is that the B-Wing pilot Ten Numb seems to have Keyan Farlander's ability. That means you might see some pilots shifted around into different ships (they mentioned Norra Wexley in a Y-Wing), or pilots with altered abilities (Luke no longer auto-converts a focus to an evade, but instead auto-restores 1 Force charge).

Also, it Does not mentioned anything about upgrade cards being included in the conversion kits... Or did I miss something?
22 minutes ago, DanL2 said:Also, it Does not mentioned anything about upgrade cards being included in the conversion kits... Or did I miss something?
They’ve said many times that there around 100+ upgrades in each kit.
6 minutes ago, Innese said:They’ve said many times that there around 100+ upgrades in each kit.
Kits Contents :
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.
Are the upgrade cards in each faction solely for those factions, or can anyone use them?
I run rebels and my son Imperials. But neither of us do Scum. I'm not that fussed about getting the new starter set and upgrades for the two factions we play.
NB We only play casually so not having a physical card is fine as long as it's on the list builder, but he wants to start doing competitions so may need all the cards.
4 minutes ago, RedDogReb said:Are the upgrade cards in each faction solely for those factions, or can anyone use them?
I run rebels and my son Imperials. But neither of us do Scum. I'm not that fussed about getting the new starter set and upgrades for the two factions we play.
NB We only play casually so not having a physical card is fine as long as it's on the list builder, but he wants to start doing competitions so may need all the cards.
Each kit comes with the same pool of generic cards that all 3 factions can use as well as a pool of faction-specific cards that are only usuable by the kit’s faction. You will only miss out on Scum-Only cards if you don’t get the Scum kit.
Edited by InneseIt seems like the ships are all getting rereleased, but theres a mixture of existing pilots with their existing abilities (roughly or exactly depending on how well they translate to the new rules), exisiting pilots with new abilities, exisiting abilities with new names (notably, for instance, Juno Eclispe's ability is attached to a new pilot name, but she still might be in, we don't know) and new pilots with new abilties.
There will be conversion kits available to run your old plastic, but make no mistake, this is a new game. The plastic (bases and ship models) templates (though you'll need a new hard 1 or to draw lines down the middle of an old one) and obstacles are basically the only carry-overs. Older tokens will still be legal but given that the token size shape and colour has significance in the new game, may not be terribly useful.
The upgrades have thus far shared a number of names, but absolutely none that I've seen have had identical text, and there's an entirely new format for them with a range of different ways of working, for instance that they no longer need text to give you additional action icons - they just feature the icon in a certain place, and you get it. As noted above, there should be no upgrades that are not accessible because you only bought a specific faction, except for faction-specfic upgrades. Everything that's generally equippable, will be in all three factions' packs, both at launch and going forward.
There shouldn't be a need for 1e-style ace packs (i.e. packs containing cards purely to fix balance) as the balancing is handled via the app/browser based builder/PDFs.
But there might well still be reprints of certain ships, both 1e and 2e, to introduce new paintjobs, pilots and upgrades, and potentially new configurations (ways of flying, analogous to modifications, like s foils for the X Wing, and maybe /x7 and /D for the Defender), we don't know yet.
It's a new game. The old game is not going to exist any more except in our collections and our memories.
6 hours ago, thespaceinvader said:...The plastic (bases and ship models) templates (though you'll need a new hard 1 or to draw lines down the middle of an old one) and obstacles are basically the only carry-overs....
...and dice!
Everybody loves X-Wing Dice! You can always rely on your dice to roll exactly what you need when you need it.
...right?
Knew I forgot something. And of course I meant 1 straight not hard 1.
13 hours ago, thespaceinvader said:Knew I forgot something. And of course I meant 1 straight not hard 1.
You could functionally use a straight one by using it to barrel roll front-to-front or back-to-back, but you'd still need the line to check for the uncommon situations where you might overlap an obstacle with the template, despite clearing the obstacle with your ship.
Not quite. You can do middle to front, middle to middle, or middle to back. Front/front and back/back are no longer legal.
We think.
7 hours ago, thespaceinvader said:Not quite. You can do middle to front, middle to middle, or middle to back. Front/front and back/back are no longer legal.
We think.
Well. Front/front and back/back are functionally the same as middle/middle, aside from template placement. So basically... you can either barrel roll straight across, or go half forward, or half backward... is this graphic accurate at all?

6 hours ago, emeraldbeacon said:Well. Front/front and back/back are functionally the same as middle/middle, aside from template placement. So basically... you can either barrel roll straight across, or go half forward, or half backward... is this graphic accurate at all?
Yes that looks correct.
6 hours ago, emeraldbeacon said:
Yes this graphic is correct and very useful.
On 5/3/2018 at 9:38 AM, Innese said:So far we know that.... We don’t really know much. The general chatter has been that the pilots should be coming over to 2.0, just that they aren’t going to rerelease the Aces paint-schemes in 2.0.
Are you sure? The teaser video featured a red TIE defender
1 minute ago, Roller of blanks said:Are you sure? The teaser video featured a red TIE defender
Players can still use their 1.0 models, of which there is a red Defender. FFG said the Aces paintjobs aren’t being reprinted.
On 5/4/2018 at 9:23 AM, Arachneo said:
Kits Contents :
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.
When was this released?
57 minutes ago, papy72 said:When was this released?
Agreed. I was curious to see where that was, too. I know the contents in terms of which ships are supported and the numbers of each, but am curious on the number of upgrade cards.
2 hours ago, papy72 said:When was this released?
Supposedly a leak from some distributor.
20 minutes ago, mcgreag said:Supposedly a leak from some distributor.
Yes, a leak from spanish distributor ![]()
I assumed it would be interesting information.
For those who want it:
Edited by Arachneo
On 5/3/2018 at 4:58 PM, emeraldbeacon said:One thing I noticed is that the B-Wing pilot Ten Numb seems to have Keyan Farlander's ability. That means you might see some pilots shifted around into different ships (they mentioned Norra Wexley in a Y-Wing), or pilots with altered abilities (Luke no longer auto-converts a focus to an evade, but instead auto-restores 1 Force charge).
You'll probably find quite a few characters who existed in Legends have been removed in favour of 'new canon' equivalents.
Jan Ors may well disappear in favour of Jyn Erso, for example, whilst Juno Eclipse' pilot ability is now tagged to the engineer from Lost Stars.
Luke's pilot ability is actually more or less the same, because you can spend said force token to convert a single focus result to an evade on that attack, but it's more powerful (because if you don't need to do that you come out of the attack a force token up).