Some Core Set cards spoiled!

By acegard, in X-Wing

6 hours ago, acegard said:

Honestly I might be a little disappointed if that's the case for all ships, I mean, Luke and Vader for example were great pilots before their Force training (If you count Anakin's good trick).

Thematically, I get it. But balance wise, I kind of like it.

11 minutes ago, Q10fanatic said:

This may be where the old Adv. Sensors mechanic has migrated to; Force users instead of Systems Slot. And is there any doubt that if 1.0 were continuing that there wouldn’t more people learning to break the card? That’s what happened with Mindlink. It was under the radar for months until enough people started putting together how to fly with it. Honestly, this mechanic reminds me of Kylo pilot. And he would be broken in a 2.0 universe.

Depends on how well priced "force" is

You weren't technically giving anything up for Advanced Sensor Kylo other than FCS (which wasn't nearly as abusable on the high PS silencer), but force users are already charged extra for force (according to the devs)

then you gotta pay for the power, which then also uses the same Force tokens you already paid to have on your ship

So, at least you're giving up a Forcus to use SR (plus w.e other Force ability your pilot might have natively)

The force powers look like fun. Bring it on!

Image result for obi wan force gif

15 hours ago, GuacCousteau said:

This seems to have confirmed my fears that Hobbie and Wes won't be coming back, at least not as of Wave 1.

They're not in the X-Wing Expansion, and it seems incredibly unlikely they'd put them in the conversion kit when new players wouldn't have an opportunity to get them.

I'm honestly pretty unhappy with that, they're two of my favourite pilots and to lose two pilots who appeared in the films for a book character and a couple of extras from Rogue One is very disappointing.

It's not quite the same, but I guess now I've just got to hope they appear on the ARC-170 in some form. I suppose technically they were only seen in snowspeeders in the films, and the ARC needs pilots.

I mentioned in another thread this could open up a spot for a Wes Janson gunner card. I could deal with that, I guess.

They could be in the Rebel Conversion kit?

39 minutes ago, RedHotDice said:

They could be in the Rebel Conversion kit?

They're not in the core set and they're not in the X-Wing expansion. How would a new player acquire these pilots? Hold them back for the re-release of Epic play?

1 hour ago, HolySorcerer said:

They're not in the core set and they're not in the X-Wing expansion. How would a new player acquire these pilots? Hold them back for the re-release of Epic play?

REBEL CONVERSION KIT

33 minutes ago, RedHotDice said:

REBEL CONVERSION KIT

The conversion kits contain the same cards as the wave 1 expansions, so the X-Wing expansion cards are what you get in the conversion kit. Looks like Wes and Hobbie may well be gone.

10 hours ago, UnitOmega said:

"While you perform a primary attack, if there is at least 1 friendly non-limited ship at range 0 of the defender, roll 1 additional attack die."

So, if a friendly generic is touching the target ship, Kath gets +1 die. So she synergizes well with using her cheap banana pirates to block up the enemy and give her the shot.

Cheers. Combining that with deadmans (I’m assuming that’s still around) and the ept which lets you shoot freindlies...Kath is going to be evil fun.

10 hours ago, RedHotDice said:

They could be in the Rebel Conversion kit?

The conversion kits are there to bring existing players up to speed with the 2nd Edition waves, not the other way around.

Edited by __underscore__
6 hours ago, RedHotDice said:

REBEL CONVERSION KIT

You don't listen very well.

On 5/27/2018 at 12:18 AM, Ikka said:

Elusive is interesting. I'm curious to see how often it will be used, and what ships will use it best.

Agree. Ships that like to fly red seem likely, especially ones with a focus/calculate to increase odds on the reroll helping.

I am looking at you 4-LOM. Calculate token + stress to pass + recharge Elusive. Perhaps advanced sensor in another action before too (eg jam for double stress).

Kad Solus is another candidate. 2 Focus + recharge Elusive.

S-looping Guri, with Afterburners to boost into r1 for Focus?

The B-Wing, especially Numb?

Edited by westiebestie

I'm going to be super sad when the list I've built in my head fails to meet the building restrictions...

Luke / supernatural reflexes, R2D2, Afterburners, Servo Motors

Wedge / Outmanuver, R5D8, Afterburners, Servo Motors

Jan Ors / Squad Leader, Tactical Officer, Afterburners, Moldy Crow

3 hours ago, westiebestie said:

Agree. Ships that like to fly red seem likely, especially ones with a focus/calculate to increase odds on the reroll helping.

All good ideas. Honestly, I think it will be solid on just about any ship that will do red maneuvers - Generics come to mind in a big way, with all the K-turns they do to keep themselves on target. Maybe Interceptors will get a boon out of this, with all the S-Looping I plan to do with them!

46 minutes ago, acegard said:

All good ideas. Honestly, I think it will be solid on just about any ship that will do red maneuvers - Generics come to mind in a big way, with all the K-turns they do to keep themselves on target. Maybe Interceptors will get a boon out of this, with all the S-Looping I plan to do with them!

Depending on cost, I think any ship with a red maneuver at all will like it. Interceptors are a great example. Even x-wings with their talon rolls will enjoy it.

Afterburners not requiring a native boost action is a pretty big deal. This is basically our Engine Upgrade 2.0.

1 minute ago, Tvboy said:

Afterburners not requiring a native boost action is a pretty big deal. This is basically our Engine Upgrade 2.0.

small ship only, so no

it's Engine Upgrade if Engine Upgrade were balanced

between charges, fully executed maneuver, and small ship requirements, we got ourselves a completely unique and far more appreciable card

I'm pretty pumped. Luke with supernatural reflexes, afterburners, and his standard actions are going to be fun.

he essentially can adv sensors barrel roll w/force, boost after doing a 3-5 speed for free, and then take a TL. Sure he can only boost twice, but that is still pretty good to force the engage early if you want him/need him too. Then Jan Ors with sq.leader and tactical officer can give him a focus token for fun as well. So Full mods and both re position actions. I'm pretty pumped for this.

Does afterburners cost your action? Or can you 3 turn, a-burners a boost then br?

1 minute ago, WookieHairdresser said:

Does afterburners cost your action? Or can you 3 turn, a-burners a boost then br?

Afterburners (Modification, Small Ship) - After you fully execute a speed 3-5 maneuver, you may spend 1 [charge] to perform a [boost] action, even while stressed. [2 Charges]

I believe it's a freebee, just need to satisfy the conditions.

2 hours ago, ficklegreendice said:

small ship only, so no

it's Engine Upgrade if Engine Upgrade were balanced

between charges, fully executed maneuver, and small ship requirements, we got ourselves a completely unique and far more appreciable card

Okay, it's a card that lets small ship pilots like Vader and Wedge that don't have boost in their bar take the boost action (without taking damage). It's Engine Upgrade with 2.0 flavor.

My point is, Afterburners is a lot closer to 1.0 Engine Upgrade than 2.0 Engine Upgrade is. A lot of people were speculating that we'd no longer be able to add non-native actions to ships that didn't already have them, now we know that's false. Just because a ship doesn't have the action icon on its bar doesn't mean its not going to be able to do that action.

This also dumpsters the speculation that only Interceptors and A-Wings will be able to take double repositioning actions. Now we're going to see TIE Defenders pulling off Boost + Barrel Roll with an Evade token in the back pocket. Gunboats could Boost and SLAM for insane repositioning while still being able to fire (assuming they stay small ships). E-Wings get to Boost and Barrel Roll into a linked Target Lock.

I'm really curious what they price Afterburners at to start, I wouldn't be surprised if they are 10+ points .

Cards look good, other than the inconsistent wording. Love love LOVE that Porkins is in the starter! I was worried they'd take him out. He gets no respect because he gets taken out in the battle against the Death Star, but he's an ace pilot and deserves to be in there as much as any other member of Red Squadron. I love it.

Edited by elfholme
38 minutes ago, Tvboy said:

Okay, it's a card that lets small ship pilots like Vader and Wedge that don't have boost in their bar take the boost action (without taking damage). It's Engine Upgrade with 2.0 flavor.

My point is, Afterburners is a lot closer to 1.0 Engine Upgrade than 2.0 Engine Upgrade is. A lot of people were speculating that we'd no longer be able to add non-native actions to ships that didn't already have them, now we know that's false. Just because a ship doesn't have the action icon on its bar doesn't mean its not going to be able to do that action.

This also dumpsters the speculation that only Interceptors and A-Wings will be able to take double repositioning actions. Now we're going to see TIE Defenders pulling off Boost + Barrel Roll with an Evade token in the back pocket. Gunboats could Boost and SLAM for insane repositioning while still being able to fire (assuming they stay small ships). E-Wings get to Boost and Barrel Roll into a linked Target Lock.

I'm really curious what they price Afterburners at to start, I wouldn't be surprised if they are 10+ points .

What makes you think those ships will have mod slots? Not every ship has them.

52 minutes ago, Tvboy said:

Okay, it's a card that lets small ship pilots like Vader and Wedge that don't have boost in their bar take the boost action (without taking damage). It's Engine Upgrade with 2.0 flavor.

My point is, Afterburners is a lot closer to 1.0 Engine Upgrade than 2.0 Engine Upgrade is. A lot of people were speculating that we'd no longer be able to add non-native actions to ships that didn't already have them, now we know that's false. Just because a ship doesn't have the action icon on its bar doesn't mean its not going to be able to do that action.

This also dumpsters the speculation that only Interceptors and A-Wings will be able to take double repositioning actions. Now we're going to see TIE Defenders pulling off Boost + Barrel Roll with an Evade token in the back pocket. Gunboats could Boost and SLAM for insane repositioning while still being able to fire (assuming they stay small ships). E-Wings get to Boost and Barrel Roll into a linked Target Lock.

I'm really curious what they price Afterburners at to start, I wouldn't be surprised if they are 10+ points .

It's limited to two charges. Charges are a break mechanic that allows you to bend the rules a sharply limited amount of times. So yeah, As and Interceptors remain the only double repositioning action ships for all but two turns.

EU 2.0 is still EU 1.0 on the falcon, and that's far more like EU than Afterburners.

Do imagine afterburners are expensive, though hopefully they're far more affordable on lower I

2 hours ago, Tvboy said:

Okay, it's a card that lets small ship pilots like Vader and Wedge that don't have boost in their bar take the boost action (without taking damage). It's Engine Upgrade with 2.0 flavor.

My point is, Afterburners is a lot closer to 1.0 Engine Upgrade than 2.0 Engine Upgrade is. A lot of people were speculating that we'd no longer be able to add non-native actions to ships that didn't already have them, now we know that's false. Just because a ship doesn't have the action icon on its bar doesn't mean its not going to be able to do that action.

This also dumpsters the speculation that only Interceptors and A-Wings will be able to take double repositioning actions. Now we're going to see TIE Defenders pulling off Boost + Barrel Roll with an Evade token in the back pocket. Gunboats could Boost and SLAM for insane repositioning while still being able to fire (assuming they stay small ships). E-Wings get to Boost and Barrel Roll into a linked Target Lock.

I'm really curious what they price Afterburners at to start, I wouldn't be surprised if they are 10+ points .

Afterburner being limited to high-speed maneuvers limits it's utility to certain cases, too - no doubt it will be good, but it's nowhere near the craziness that is 1.0 EU.

Prediction: Afterburners and Supernatural reflexes are going to be everywhere (unless priced fairly high). Afterburners seem well designed with the 3+ requirement and 2 charges.

Fang Fighters with afterburners can also 3+ speed, boost, then BR into red focus. Starvipers too (into Calculate in the case of Guri).

SR seems almost too good, but I trust it will be priced correctly. Force indeed seems very powerful, as it should be. Just price correctly and it's fine.

Sq leader + TO is neat, nice for support ships. Feels like pseudo 2.0 PtL but with positioning requirement.

Elusiveness is still very interesting also for general jousting, I like that upgrade.

Edited by westiebestie