At the title suggest, what do we think the Arc-170's prior crew slot will be? It should be a gunner slot, right? But it seems gunners are for turrets only so far? So maybe it's still just a crew slot? Or maybe it has both now? Technically Arc-170 should have 3 crew total, pilot, front gunner, and rear gunner. Curious what everyone thinks.
2.0 Arc-170 crew slot... is it a gunner slot or a crew slot?
Gunner slot makes sense.... but who knows
I bet it’s gonna be one crew and one gunner. The Falcon was mentioned to having the same number of crew as before plus a gunner slot, and the ARC has the room.
PorquenaoLosdos.jpg
Sabine got it, arc is a 3 seater: pilot, tailgunner; bloke in the middle
Besides you KNOW you have to preceptive copilot garven
Edited by ficklegreendice
Definitely expect a generic crew, and Gunner slot, and Astro slot.
Definitely makes balancing these upgrades a challenge for the faction, but I think they've nailed it with 2.0.
ARCs will be fun, and relevant.
Arcs also need all three slots in order to be relevant, else it's just a Ywing with a better primary and a butt gun
****, grab a dorsal, fave it backwards, and it IS the same ship
No wonder Norra can fly either!
Edited by ficklegreendice10 minutes ago, Arc170Chris said:But it seems gunners are for turrets only so far? So maybe it's still just a crew slot?
There is a Veteran Tail Gunner. Same upgrade icon on the card as other (turret) gunner(s), but the little icon on the bottom left of the card indicates which arc (mobile/turrent, rear, etc) it works in. At least that's how I see it.

Compare that to Veteran Turret Gunner and you can see different icons for mobile arc in the description.
The left of these cards shows the prerequisites required to equip the card. So Veteran Tail Gunner requires a Gunner upgrade slot and a rear firing arc, to put it on a ship.
Just so long as someone is watching out for those wrist rockets I could care less.
Yeah, I think ARC-170 is going to be highly customizable like the y-wing (we know its getting turret and bomb, its been implied its best pilots will have talent, and they said on stream it'll be a bit of a swiss army knife).
ARC hopefully gets crew, gunner, and astromech. Should be a lot of fun.
Edited by IxidorThanks Thomedwards. I had not seen that card yet. That makes sense. I hope we do get an extra crew slot as well.
It would have been awesome to take Han or Luke Gunner cards on the Arc though.
Why?
They'd do literally nothing
I guess Luke would give force, but we're bound to get other sources of that
Edited by ficklegreendice5 hours ago, Bucknife said:
Definitely expect a generic crew, and Gunner slot, and Astro slot.
Definitely makes balancing these upgrades a challenge for the faction, but I think they've nailed it with 2.0.
ARCs will be fun, and relevant.
I mean. This is what ARC-s get instead of chained actions and ship abilities. Great slots.
19 hours ago, ficklegreendice said:Why?
They'd do literally nothing
I guess Luke would give force, but we're bound to get other sources of that
Because Han shots first at initiative 7 and still allows your ship to do a normal attack if I read the card right.
9 minutes ago, Arc170Chris said:Because Han shots first at initiative 7 and still allows your ship to do a normal attack if I read the card right.
Only if you have a mobile arc indicator (and then you can't fire from the same one)
Though I'm not sure if you can han out a foward-facing mobile arc and then use your primary arc, though (Ywing, moldy hwk, vcx; yts have no primary arc)
Edited by ficklegreendiceI don't think we should take it as read that it'll get two slots (either gunner and crew or double gunner) just because it's a three seater in lore. That's not how conversion into game works. However, I do think we can very safely assume if it only has one slot, it will be a gunner. That's a fundamental part of the ship's character isn't it? I'd quite like to see double gunner, personally, but I doubt we'll see that on the ARC if we didn't see it on the Falcon.
Edited by mazz0Well, I'm personally assuming 3 slots because of lore AND because otherwise it's literally a Ywing
Slightly buffed statline and no bombs or rotatw morbile arc, but literally just a buffed Y
Same dial, action bar (minus reload), same astro + gunner, even same Norra
Edited by ficklegreendice
Well, honestly the ability to combine crew and astros was a fairly unique niche in 1E, only compared late to the Sheathipede (which is not a fighting ship unlike an ARC). Gunner and Astro is a dime a dozen, it'll literally be possible from Wave 1 of 2E thanks to Y-Wings. And Crew/Astro will still exist with Sheathipede, and now it doesn't have a ship ability, it needs something to do to set it apart. Being a [Crew][Astro][Gunner] ship would do that.
Plus, much like the theoretical gunner slot on a TIE/SF, all 3 slots would mean people can no longer make dumb complaints like "What does the copilot do if I use tailgunner?". The second seater is a different slot, if you don't put anything there he or she is just a normal copilot. They're not perceptive or hot or nuthin.
Won't Y-wings go on small base while the ARC-s go on medium bases? That's a not insignificant difference.
13 minutes ago, Frimmel said:Won't Y-wings go on small base while the ARC-s go on medium bases? That's a not insignificant difference.
It is exceptionally insignificant
You do not make an entire new ship just so you can copy-paste an old one onto a slightly bigger base
The Arc is far too similar to the Y to not AT LEAST have some interesting upgrade combos to draw from that they Y cannot
Edited by ficklegreendice5 minutes ago, ficklegreendice said:It is exceptionally insignificant
You do not make an entire new ship just so you can copy-paste an old one onto a slightly bigger base
The Arc is far too similar to the Y to not AT LEAST have some interesting upgrade combos to draw from that they Y cannot
The medium base and additional blue banks at speed 2 for the ARC will make it fly quite differently than the Y-wing. There might be a configuration card for the ARC to have open or closed s-foils and thus gain some sort of maneuvering or re-positioning advantage over the Y-wing.
Perhaps the Y-wing will be a gunner only while the ARC will be an "any crew" slot. That rear facing arc on the ARC will really scream for tail gunner in most builds. That also will make the thing fly differently and ask it to be put in different positions. A mobile arc can skirt the edges while the front rear is going to want to get in there and mix it up especially with that bigger base.
I haven't seen much information on ordnance. If ARCs can take missiles and torpedoes while Y-wings get bombs and torpedoes for example.
We also don't know what these things are going to cost in a list.
While I'll concede that taking a crew and a gunner would seem to be necessary to make the choice between the ARC and Y-wing much more distinct that doesn't have to be the only way to do it.
How does Veteran Turret Gunner work?
Is that only useful for the 180 degree turret? or do you get to pick a different firing arc to fire out of even with the simple 90 degree turret?
13 minutes ago, Glucose98 said:How does Veteran Turret Gunner work?
Is that only useful for the 180 degree turret? or do you get to pick a different firing arc to fire out of even with the simple 90 degree turret?
I don't think we are 100% sure but I believe it requires you to pick a different arc than any you've fired out of. So, for a single-facing turret, it's not useful unless you've also got a forward arc (maybe turret or cannon upgrades will work as well?). For the dual-facing arcs, should let you fire out of one then out of the other.
2 hours ago, Frimmel said:Won't Y-wings go on small base while the ARC-s go on medium bases? That's a not insignificant difference.
Ys will still have more board coverage with a turret arc option, and can even get a real double-tap in with VTG. The Medium base will make it scoot faster in normal movement, but it's BR will be more restricted IIRC, and it'll be an easier target than the Y. It'll probably need a bit more than just 3◴ to distinguish, the ability to take co-pilots and other crew and also the gunner is fluff correct and an interesting mechanical niche which could allow an ARC to be a Heavy Fighter, a workhorse or a support boat depending on combos.
1 hour ago, Frimmel said:If ARCs can take missiles and torpedoes while Y-wings get bombs and torpedoes for example.
ARCs will only get Torpedoes. While slots aren't a 1-to-1 correlation to fluff, they do try to keep them to something resembling what they actually do.