Templates:
Adding a line down the middle of the template doesn't seem like it would change much. I know, right? But we have already seen that barrel rolls have been altered by the middle line. Do talon rolls use the middle line? I am unsure and don't want to rewatch any matches. Other mechanics might be possible now. With bullseye arcs being more important, will we see small ships barrel rolling like large ships? A shorter barrel roll distance would hallmark a talented pilot. Maybe Resistance and First Order might have drift turns (Segnor loop but a 90 degree ship orientation change)? With the addition of the marker on the middle of the 1 straight, they could introduce a slip maneuver or a maneuvering thrusters upgrade. After you place your maneuver marker, place a 1 straight template at the end and placing a ship to the left or right or the 1 straight.
Corner Markers:
Adding the ship corner markers to the base set is nice. One of my favorite 3PP item from 1.0 and nice to see it embraced. What else could be done with these? Deflector shields to prevent bumps? A bumping ship would stop movement the distance of the corner marker away, but count as if it had overlapped for movement purposes.
Bullseye Arc:
I love the bullseye arc on the Kimogila and I am glad to see it's use expanded on. So far there have been spoilered options for pilot abilities, talents, and weapons that really on the bullseye arc for offense. What about defense? Pilot abilities or talents that let you remove yourself from bullseye arc, effects the attacker like the Enforcer title, or defensive bonus that trigger if when the attacker is in your bullseye arc and/or you are not in their bullseye arc.
2.0 Design Spaces
I'm still on the fence about force powers, and that they could be/become too powerful. Hopefully the game stays a space combat game, and does not become a game about force choking enemy pilots. Otherwise, the new rules look interesting.
17 hours ago, Kilrex said:Templates: Will we see small ships barrel rolling like large ships? A shorter barrel roll distance would hallmark a talented pilot.
Maybe drift turns (Segnor loop but a 90 degree ship orientation change)?
Bullseye Arc: Pilot abilities or talents that let you remove yourself from bullseye arc
I like these, there is lots of scope for new manuveurs but would it make all these recently updated dials, outdated?
Regarding the shorter barrel roll, perhaps a pilot could have the option to use the short side or speed two template in addition to the normal one.
Or even new ship with mandatory short barrel rolls.
1 hour ago, Scum4Life said:I like these, there is lots of scope for new manuveurs but would it make all these recently updated dials, outdated?
Regarding the shorter barrel roll, perhaps a pilot could have the option to use the short side or speed two template in addition to the normal one.
Or even new ship with mandatory short barrel rolls.
New maneuvers for FO and Res pilots since those are "modern" craft. With the app and different tourney styles it wouldn't be so bad. Or maybe just a very small sample would use them.
As for a 2 speed barrel roll, I think that steps on the toes of decloaking too much. Mandatory small barrel rolls on a small ship would help with getting a bullseye arc, but hurt that ship for obstacle repositioning.
After seeing the HLC I want unguided rockets to be
Bullseye arc
Attack: focus
Range 1-3
3 red
Your attack dice may only be modified by spending a focus token for its normal effect.
1 or 2 missile slots
Doesn't use charges (same as 1.0 version)
Really give them that rocket barrage strafing run feel that would work decent on large slow ships but tricky to line up on dodgy stuff.
Edited by Dabirdisdaword22 minutes ago, Dabirdisdaword said:After seeing the HLC I want unguided rockets to be
Bullseye arc
Attack: focus
Range 1-3
3 red
Your attack dice may only be modified by spending a focus token for its normal effect.
1 or 2 missile slots
Really give them that rocket barrage strafing run feel that would work decent on large slow ships but tricky to line up on dodgy stuff.
HLC is bullseye only because it’s strong (4 reds)... since missiles would also have charges, this would need to be extremely cheap since the benefit is now denying the R3 bonus... but that’s also where this would be most difficult to line up. So, I’m confused by your reasoning...
27 minutes ago, PaulRuddSays said:HLC is bullseye only because it’s strong (4 reds)... since missiles would also have charges, this would need to be extremely cheap since the benefit is now denying the R3 bonus... but that’s also where this would be most difficult to line up. So, I’m confused by your reasoning...
I'd have them like the 1.0 ugr. Doesn't spend anything or discard. It's a 2missile slot upgrade in 1.0 that works more like a cannon, so have the 2.0 version pull that into bullseye to be thematic (and justify keeping it cheap for bomber swarms)
Edited by Dabirdisdaword