I'm an impatient guy. I could just wait for FFG to release their app with all the prices, but instead I'm going to make my own SWAG's at their costs. I understand that the card costs can vary by platform, even by pilot. But here I'm trying to chip away at the unknowns just by coming up with a generic 2.0 cost.
In the following write-up, when referring to a 1.0 card cost it'll be listed in the 1.0 scale of 100 points. When I give a 2.0 card cost it'll be listed in the 2.0 scale of 200 points.
TALENTS
Crack Shot: While you perform a primary attack, if the defender is in your [bullseye arc], before the Neutralize Results step, you may spend 1 [charge] to cancel 1 [evade] result. [1 charge]. Analysis: 1.0 Crack Shot was 1 point, but the 2.0 version is restricted to bullseye arc so I'm knocking down the cost. Estimate: 1 pt (on 200 pt scale)
Elusive: While you defend, you may spend 1 [charge] to reroll 1 defense die. After you fully execute a red maneuver, recover 1 [charge]. [1 charge, small or medium ship]. Analysis: 1.0 Flight Instructor allowed a reroll of an [eyeball] result for 4 points, and it was NEVER used. A reroll of a green die isn't as good as a reroll of a red on average, so it seems it should be cheaper than, say, Predator. Lone Wolf allowed red and green rerolls for 2 points, and Elusive could be said to be "half" of Lone Wolf. Estimate: 2 pts
Expert Handling: [adds white barrel roll, red barrel roll required]. Analysis: adding the barrel roll action in 1.0 costs 2 points. Here, you already have to have the red version on your bar. Changing a single action from red to white seems less valuable than 1.0 Vectored Thrusters. Estimate: 2 pts
Fearless: While you perform a [front arc] primary attack, if the attack range is 1 and you are in the defender's [front arc], you may change 1 of your results to a [hit] result. Analysis: This is nearly identical to 1.0 Fearlessness, except it is limited to primary attacks and it changes a result instead of adding one. But I don't think they'd make it cheaper since those adjustments will not often affect the ships most likely using Fearless. Estimate: 2 pts
Marksmanship: While you perform an attack, if the defender is in your [bullseye arc], you may change 1 [hit] result to a [crit] result. Analysis: Changing a hit to a crit and only in your bullseye is not as good as a reroll in your bullseye. So this should be less costly than 2.0 Predator. Should this be the same cost as Elusive, which rerolls a green? I'm initially going to value this slightly higher since in 2.0, a lot of shields have been traded out for hull and the damage deck seems pretty potent. Estimate: 2 pts (down from 3)
Outmaneuver: While you perform a [front arc] attack, if you are not in the defender's firing arc, the defender rolls 1 fewer defense die. Analysis: This is nearly unchanged from 1.0, except now it has to be a front arc (making this mostly useless on turrets... whew!). Also, I think that "defender's firing arc" includes mobile arcs, so a defender can neutralize this effect with a mobile arc on the attacker. In 1.0 this nearly identical card was costed at 3 points but rarely saw play, so I'm going to assume that's too high a cost. Estimate: 4 pts
Predator: While you perform a primary attack, if the defender is in your [bullseye arc], you may reroll 1 attack die. Analysis: 1.0 Predator was one of the most often used cards at 3 points. 2.0 Predator is significantly nerfed, since it is now primary only, bullseye arc only, and doesn't get a second reroll against low PS targets. But it still is a passive attack mod, which is still a powerful thing. Is it more or less valuable than 2.0 Outmaneuver? My going-in position is... Estimate: 4 pts
Ruthless: While you perform an attack, you may choose another friendly ship at range 0-1 of the defender. If you do, that ship suffers 1 [hit] damage and you may change 1 of your die results to a [hit] result. Analysis: Passively changing a red die to a hit is great. Damaging your own friendly ship to do so isn't. Although different in key ways, 1.0 Ruthlessness is 3 points and when used wisely gave you an extra damage against your opponent without hurting yourself. So on that basis, I'm going to estimate that 2.0 Ruthless is less valuable since it has a more complicated trigger that necessitates damaging your own ship in order to get one die modded to a hit (which is not guaranteed to get past the green dice). Estimate: 3 pts
Selfless: While another friendly ship at range 0-1 defends, before the Neutralize Results step, if you are in the attack arc, you may suffer 1 [crit] damage to cancel 1 [crit] result. Analysis: This is fairly similar to 1.0 Draw Their Fire, which only cost 1 point. I'm sticking with that. Estimate: 2 pts
Squad Leader: While you coordinate, the ship you choose can perform an action only if that action is also on your action bar. [adds red coordinate.] Analysis: 1.0 Squad Leader is actually very similar to 2.0 Squad Leader, assuming the Coordinate action has a built in 0-2 range limit. Coordinate is a dandy of an action, but being red makes it less powerful. Since 1.0 Squad Leader was 2 points and this one stresses the leader AND limits actions to the coordinating ship's bar, I'm going to remove a couple points. Estimate: 2 pts
FORCE POWERS
Heightened Perception: At the start of the Engagement Phase, you may spend 1 [force token]. If yo udo, engage at initiative 7 instead of your standard initiative value this phase. Analysis: This is Roark Garnet's pilot ability, except on yourself using your Force Power slot. Roark isn't considered the most OP HWK pilot ability, and assigning it to another ship allows you to boost an Academy up to 7. Acting only on yourself and therefore only working on likely a higher initiative ship that has a Force Power slot, this has a higher opportunity cost. Estimate: 2 pts
Instinctive Aim: While you perform a special attack, you may spend 1 [force token] to ignore the [focus] or [lock] requirement. Analysis: Deadeye from 1.0, which was 1 point. Estimate: 2 pts
Sense: During the System Phase, you may choose 1 ship at range 0-1 and look at its dial. If you spend 1 [force token], you may choose a ship at range 0-3 instead. Analysis: Intelligence Agent cost 1 point in 1.0 but only went out to range 2. Adding the larger bubble of range 3 makes it stronger and is worth... one quarter portion! Estimate: 3 pts
Supernatural Reflexes: Before you activate, you may spend 1 [force token] to perform a [barrel roll] or [boost] action. Then, if you performed an action you do not have on your action bar, suffer 1 [hit] damage. Analysis: Now we're talking! This is similar to 1.0 Advanced Sensors with Push the Limit. You get two actions and end up with no stress. AS+PTL doesn't limit you to just boost/barrel roll for the first action, but SR doesn't limit you to green/blue maneuvers to end your activation with no stress. AS+PTL was 6 points in 1.0. I don't think SR is 12 points in part because the first action can only be boost/barrel roll and also because triggering SR costs a Force token. I'm going to go with 8 points for now, while acknowledging it could be a little more... This seems like a strong force power. This is Advanced Sensors, except limited to boost or barrel roll. It adds these two positioning actions to your bar if you don't have them, but at a steep cost of a damage. But if you can get a force using pilot on a large ship... Anyways, based on it being Advanced Sensors but limited to boost/barrel roll, I'm going to start at a cost just a bit lower than 1.0 Sensors. Estimate: 8 pts (up from 5)
ASTROMECHS
R2 Astromech: After you reveal your dial, you may spend 1 [charge] and gain 1 disarm token to recover 1 shield. [2 charges] Analysis: you can recover two shields and a 1.0 Shield Upgrade costs 4 points. If you took an R2 Astromech as being worth two Shield Upgrades, you’d have a 2.0 cost starting point of 16 points. That seems high. R2 isn’t as good as two Shield Upgrades because: 1) you have to lose shields before you can recover them, 2) it’ll cost you the ability to attack when you recover them, and 3) your ship could explode without a chance to use the mech’s charges. In the 2.0 announcement article, a mock-up of the official app showed R2-D2 as costing 10 points. We can take this with a grain of salt, but I’m just going to take it as gospel instead. If R2-D2 is worth 10 points, what is one less charge worth? I’m going to go with... Estimate: 6 pts
R2-D2: After you reveal your dial, you may spend 1 [charge] to recover 1 shield and gain 1 disarm token. [3 charges, Rebel] Analysis: I’m letting the app mock-up set the cost. Estimate: 10 pts
R5-D8: Action: Spend 1 [charge] to repair 1 facedown damage card. Action: Repair 1 Ship damage card. [3 charges, Rebel] Analysis: Going with mock-up app cost. Estimate: 7 pts
R5 Astromech: identical to R5-D8, except addition of “faceup” in second action... likely a late add clarification. [2 charges] Analysis: What’s one less charge worth? Estimate: 4 pts
R3 Astromech: You can maintain up to 2 locks. Each lock must be on a different object. After you perform a [lock] action, you may acquire a lock. Analysis: Functionally identical to 1.0 Weapons Engineer, which was 3 points. Estimate: 6 pts
R4 Astromech: Decrease the difficulty of your speed 1-2 basic maneuvers ([left turn], [left bank], [straight], [right bank], [right turn]). [Small Ship] Analysis: Nearly identical to 1.0 R2 Astromech, at least at the time R2 came out in 1.0. When it first came out, there were no special speed 1-2 maneuvers and all speed 1-2 maneuvers on ships with Astromech slots were white or green. On that basis, pricing 2.0 R4 identical to 1.0 R2. Estimate: 2 pts
R5-TK: You can perform attacks against friendly ships. [Scum] Analysis: Only good for stunts, just like 1.0 R5-TK. Estimate: 0
Please feel free to bring up any reasons you feel these estimates are too high or low. I am basing these estimates on the assumption that an upgrade in 2.0 with identical power as in 1.0 will simply double in cost going from the 100 point scale to the 200 point scale. If FFG decides otherwise, then of course these estimates will be off. But with that said, I'm interested to see what the forum consensus might be.
Edited by J1mBobAdded Force Powers estimates, adjusted SR, added mechs