Full Rebel conv kit contents on FB

By thespaceinvader, in X-Wing

B-Wing is the Rebel cannon truck, and looks like cannons have been improved somewhat, both Jam and Tractor now turn every hit/crit into a token. We also don't know their upgrade flexibility either - ships like the ARC will be made on their exact upgrade combos which we don't have access to.

But I suspect the primary "fix" to B-Wings will be not being grossly overcosted anymore, along with general improvements to secondary weapons.

1 minute ago, GuacCousteau said:

Does it seem weird to you that the Y-Wing gets reload and the B-Wing doesn't?

Yes, it does. The B-Wing should have been first in line for a Reload action, IMO.

Jyn Erso crew is Jan Ors on Glitterstim: no longer limited to once per round. With her around, all Rebels (aside from droids) can Evade. That's quite an effect.

Edit: Though I suppose if Garvin is around, if he passes his Focus to a Droid, Jyn could turn it into a Evade.

Edited by Incard
38 minutes ago, PhantomFO said:

I'm thinking the Academy could clock in around 24 points, and the Obsidian at 26.

Ah, gotcha. Okay, so 8 at those prices will fit in 200.

3 minutes ago, UnitOmega said:

B-Wing is the Rebel cannon truck, and looks like cannons have been improved somewhat, both Jam and Tractor now turn every hit/crit into a token. We also don't know their upgrade flexibility either - ships like the ARC will be made on their exact upgrade combos which we don't have access to.

But I suspect the primary "fix" to B-Wings will be not being grossly overcosted anymore, along with general improvements to secondary weapons.

The B-Wing’s not a terrific cannon-carrier, as it tends to be too flimsy to justify extra loadout options. Plus you end up sacrificing your 3-die primary if you opt to use a control-cannon. And HLCs, while undoubtedly cheaper, aren’t going to be easy to use.

The more I play with Kimogila, the more I feel like the Kimogila is what the B-Wing should have been. Just maybe with the Bs dial, and white 1-turns.

53 minutes ago, Dwing said:

Im sure I can train my kids to play it...

I am going to be playing 1.0 for awhile. I LOVE list crafting, finding the creative strings in the rules. 2.0 has greatly hampered the clever list building thus far. (Not completely gone though.) 2.0 takes away the control of the players and gives it to the designers in that regard.

Most of my play group will not be updating right away. Either due to money or lack of caring.

And lastly, I just got back from vacation and super busy at work, but I am working on the X-Wing One project, to keep 1.0 relevant, and adding the new 2.0 Pilots to the collection when released. www.xwingone.com . I plan on updating the site next week when I have some spare time.

Edited by Jadotch

How do we recharge cards like Leia?

1 minute ago, TBot said:

How do we recharge cards like Leia?

If they have an arrow on them they recharge 1 charge at the end of the round.

3 minutes ago, Tbetts94 said:

If they have an arrow on them they recharge 1 charge at the end of the round.

Thank you. Man thats hard to see.

so not factoring which of the upgrades might have multiple copies in the kit, there are over 200 cards, so I think this really is the full kit unfortunately.

so my thoughts now

things I like:

outrider title

Jyn Erso effect and art, so glad they have her in her imperial disguise

Lando Calrissian doesn't whiff anymore

static discharge vanes

feedback array

chopper astromech + rigged cargo chutes (would be cool if we get a ship that can take both)

cloaking device

things I hate (mainly missing cards):

tycho celchu gone so far

leebo crew gone so far

only three options for the yt-2400 so far

wes janson is gone

just fewer pilot options for ships in general

2 minutes ago, Skandranon said:

so not factoring which of the upgrades might have multiple copies in the kit, there are over 200 cards, so I think this really is the full kit unfortunately.

so my thoughts now

things I like:

outrider title

Jyn Erso effect and art, so glad they have her in her imperial disguise

Lando Calrissian doesn't whiff anymore

static discharge vanes

feedback array

chopper astromech + rigged cargo chutes (would be cool if we get a ship that can take both)

cloaking device

things I hate (mainly missing cards):

tycho celchu gone so far

leebo crew gone so far

only three options for the yt-2400 so far

wes janson is gone

just fewer pilot options for ships in general

They need something new for when they rerelease the ship

Edited by Tbetts94

So adding all of the data acquired from this leak, we have now learned 2 things. First, we either have a discrepancy between the count of Pilot Cards we're supposed to be getting, and the pilot cards that we should be getting. Now, the source of the total are from the Spanish and French FFG page, which describes kit contents, for the Rebels it says 84 pilot cards. Knowing what we know now, we should have 94 pilot cards. So either the FFG-esp description is wrong, or it means that we're not getting enough generics for every dial. The second thing we've learned is that you will not be able to run every combination of pilot of a single ship due to the double-sided nature of the ship tokens. (https://docs.google.com/spreadsheets/d/1DMqgr3MQPStvLtLQRCLr0b_hcvNz53Sow7IGB7gXN_U/edit?usp=sharing)

Known Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
A Wing 3 S 3 2 2 3 8 10875
ARC 170 2 M 2 0 4 2 4 7250
Auzituck 2 S 2 1 2 2 4 7250
B Wing 2 S 2 2 2 2 6 7250
E Wing 2 S 2 2 2 2 6 7250
Ghost 2 L 2 1 3 2 5 7250
HWK 2 S 2 1 3 2 5 7250
K Wing 2 M 2 1 2 2 4 7250
Falcon 2 L 2 1 3 2 5 7250
Phantom 1 2 S 2 0 4 2 4 7250
Phantom 2 2 S 2 0 4 2 4 7250
Sabine's TIE 2 S 2 0 4 2 4 7250
U Wing 2 M 2 1 3 2 5 7250
X Wing 2 S 2 2 4 4 8 7250
Y Wing 2 S 2 2 4 4 8 7250
YT2400 2 L 2 1 2 2 4 7250
Z95 4 S 4 2 2 4 10 14500
Accounted Ship Tokens 41 94 Accounted Pilot Cards
Total Ship Tokens 43 84

Total Pilot Cards

What does this chart show? We won't be getting a full retinue of generic pilot cards. As in the B wing has two generics, a Blue Squadron Pilot, and a Blade Squadron Veteran, but we might end up only getting a single copy of each generic. Though note that my initial look at it and I can't come up with a clean reduction of 10 pilot cards. The two "logical" choices in my opinion are to limit the copies of those who have 2 generic pilots, but that would only eliminate 9 pilots (if we minimized the "ace" down to 1 copy) or 18 (if we minimized both down to 1). The other option would be that for "unique" ships they only include a single generic (Falcon, Ghost, Outrider, Moldy Crow), but that only eliminates 4 pilot cards. Even if we were to extend that to all "1 generic" ships, it would only eliminate 7 pilots.

And as I said for the second point, we won't be able to run every combination of pilot. There are only 2 extra bases to play with, and I would suspect they are probably for the B-Wing and E-Wing. But even with that, you won't be able to run every combination of: A Wing, ARC, Ghost, HWK, Falcon, Phantom I, Phantom II, Sabine's TIE, U Wing, and Z-95. In order to run everything, we would need 53 ship tokens (which is coincidentally 10 more than that's in it - the same as the pilot cards. Conspiracy??)

I'm just excited to see the synergy between Jake and Shara. Shara does a Lock and boost, Jake does a focus and boost, passing her the lock. She uses the lock to add a focus which Jake's focus converts to a hit.

Basically Shara A-wing has a sweet (though slightly fiddly) 3 primary.

7 hours ago, Admiral Deathrain said:

Why is Luke gunner a thing...

Dash may be nerfed a bit since he only says 'while moving' this could mean, depending on how the BR rules end up, that he won't be able to roll off asteroids. Still looks like he has to be deathstar levels of points!

According to a redditor, one of the devs said moving means any movement; maneuvers, BRs, boosting, or being moved by something else like tractor beams.

27 minutes ago, Khyros said:

So adding all of the data acquired from this leak, we have now learned 2 things. First, we either have a discrepancy between the count of Pilot Cards we're supposed to be getting, and the pilot cards that we should be getting. Now, the source of the total are from the Spanish and French FFG page, which describes kit contents, for the Rebels it says 84 pilot cards. Knowing what we know now, we should have 94 pilot cards. So either the FFG-esp description is wrong, or it means that we're not getting enough generics for every dial. The second thing we've learned is that you will not be able to run every combination of pilot of a single ship due to the double-sided nature of the ship tokens. (https://docs.google.com/spreadsheets/d/1DMqgr3MQPStvLtLQRCLr0b_hcvNz53Sow7IGB7gXN_U/edit?usp=sharing)

Known Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
A Wing 3 S 3 2 2 3 8 10875
ARC 170 2 M 2 0 4 2 4 7250
Auzituck 2 S 2 1 2 2 4 7250
B Wing 2 S 2 2 2 2 6 7250
E Wing 2 S 2 2 2 2 6 7250
Ghost 2 L 2 1 3 2 5 7250
HWK 2 S 2 1 3 2 5 7250
K Wing 2 M 2 1 2 2 4 7250
Falcon 2 L 2 1 3 2 5 7250
Phantom 1 2 S 2 0 4 2 4 7250
Phantom 2 2 S 2 0 4 2 4 7250
Sabine's TIE 2 S 2 0 4 2 4 7250
U Wing 2 M 2 1 3 2 5 7250
X Wing 2 S 2 2 4 4 8 7250
Y Wing 2 S 2 2 4 4 8 7250
YT2400 2 L 2 1 2 2 4 7250
Z95 4 S 4 2 2 4 10 14500
Accounted Ship Tokens 41 94 Accounted Pilot Cards
Total Ship Tokens 43 84

Total Pilot Cards

What does this chart show? We won't be getting a full retinue of generic pilot cards. As in the B wing has two generics, a Blue Squadron Pilot, and a Blade Squadron Veteran, but we might end up only getting a single copy of each generic. Though note that my initial look at it and I can't come up with a clean reduction of 10 pilot cards. The two "logical" choices in my opinion are to limit the copies of those who have 2 generic pilots, but that would only eliminate 9 pilots (if we minimized the "ace" down to 1 copy) or 18 (if we minimized both down to 1). The other option would be that for "unique" ships they only include a single generic (Falcon, Ghost, Outrider, Moldy Crow), but that only eliminates 4 pilot cards. Even if we were to extend that to all "1 generic" ships, it would only eliminate 7 pilots.

And as I said for the second point, we won't be able to run every combination of pilot. There are only 2 extra bases to play with, and I would suspect they are probably for the B-Wing and E-Wing. But even with that, you won't be able to run every combination of: A Wing, ARC, Ghost, HWK, Falcon, Phantom I, Phantom II, Sabine's TIE, U Wing, and Z-95. In order to run everything, we would need 53 ship tokens (which is coincidentally 10 more than that's in it - the same as the pilot cards. Conspiracy??)

Thanks for the spreadsheet -- so do we actually trust the spoiled counts from the Spanish and French page? 84 could be a typo from 94, since 94 clearly works so well.


7 hours ago, Panzeh said:

I imagine the 2400 will not have a gunner slot.

Which would make zero sense, considering just about everything we've seen with a pwt and/or turret gets a gunner slot.

Edited by StriderZessei
46 minutes ago, Khyros said:

So adding all of the data acquired from this leak, we have now learned 2 things. First, we either have a discrepancy between the count of Pilot Cards we're supposed to be getting, and the pilot cards that we should be getting. Now, the source of the total are from the Spanish and French FFG page, which describes kit contents, for the Rebels it says 84 pilot cards. Knowing what we know now, we should have 94 pilot cards. So either the FFG-esp description is wrong, or it means that we're not getting enough generics for every dial. The second thing we've learned is that you will not be able to run every combination of pilot of a single ship due to the double-sided nature of the ship tokens. (https://docs.google.com/spreadsheets/d/1DMqgr3MQPStvLtLQRCLr0b_hcvNz53Sow7IGB7gXN_U/edit?usp=sharing)

Known Quantities Qty Size Dials Generics Uniques Bases Cards Total Dial Sq-mm
A Wing 3 S 3 2 2 3 8 10875
ARC 170 2 M 2 0 4 2 4 7250
Auzituck 2 S 2 1 2 2 4 7250
B Wing 2 S 2 2 2 2 6 7250
E Wing 2 S 2 2 2 2 6 7250
Ghost 2 L 2 1 3 2 5 7250
HWK 2 S 2 1 3 2 5 7250
K Wing 2 M 2 1 2 2 4 7250
Falcon 2 L 2 1 3 2 5 7250
Phantom 1 2 S 2 0 4 2 4 7250
Phantom 2 2 S 2 0 4 2 4 7250
Sabine's TIE 2 S 2 0 4 2 4 7250
U Wing 2 M 2 1 3 2 5 7250
X Wing 2 S 2 2 4 4 8 7250
Y Wing 2 S 2 2 4 4 8 7250
YT2400 2 L 2 1 2 2 4 7250
Z95 4 S 4 2 2 4 10 14500
Accounted Ship Tokens 41 94 Accounted Pilot Cards
Total Ship Tokens 43 84

Total Pilot Cards

There has to be an error somewhere, because the cards and bases don't match up with each other. You shouldn't have an odd number of pilots for any ship, since there are two pilots on every base, unless somehow there are going to be bases that have a YT-1300 pilot on one side and a YT-2400 on the other, or else bases with only one pilot which seems like a waste. And theoretically the number of pilots should be double the number of bases, so you shouldn't be getting (for example) 8 A-wing pilots cards but only 3 bases. That doesn't make any sense, why would you need those extra two pilot cards? Even if they were duplicate generic pilot cards, you couldn't run them without the corresponding duplicate generic base. So right now you have 2 extra pilot cards for the A-wing, B-wing, E-wing, and Z-95, and 1 extra pilot for the VCX, HWK, YT-1300, and YT-2400, that can't be supported by the listed number of bases in the kit.

I would suggest that the number of bases must be incorrect (if the actual number of pilot cards is 84, then there should be 42 bases, not 41 or 43), and that the number of pilots is probably incorrect in several places, but definitely incorrect for the VCX, HWK, 1300, and 2400 (one generic each for those ships seems likely).

My guess: A-wing has a 4th base, and its 8 pilots are correct; the VCX, HWK, 1300 and 2400 have 1 generic and 4 total pilots each; and the B, E, and Z each have 2 fewer pilot cards than you have allotted for them. This brings you to 42 bases and 84 corresponding pilots.

***

This is unrelated, but ALSO: Outer Rim Smuggler = biggest buff in 2e

Edited by nexttwelveexits
7 minutes ago, StriderZessei said:

Which would make zero sense, considering just about everything we've with a pwt and/or turret gets a gunner slot.

gameplay > fluff

I'd reckon it's reasonable to expect a gunnerless YT-2400 simply because of the alternative (I 5 Dash with no doughnut hole)

Course, now it's probably going to have a gunner. At least perceptive + Bistan looks like it could be fun.

Edited by ficklegreendice
12 minutes ago, StriderZessei said:

According to a redditor, one of the devs said moving means any movement; maneuvers, BRs, boosting, or being moved by something else like tractor beams.

Wow ... So Dash can barrel roll over objects for no stress now.

Just now, Jadotch said:

Wow ... So Dash can barrel roll over objects for no stress now.

No. The BR is red, and the Outrider title specifically says you must clear a maneuver.

2 hours ago, GuacCousteau said:

Agreed. It's a little sad that they seem to have got almost no love at all.

1 speed t-rolls do sound pretty interesting, but the only other change is a slight nerf to the hull and shield balance.

I'm amazed that with all the new design space they haven't been given an inbuilt ability, or a new action. Does it seem weird to you that the Y-Wing gets reload and the B-Wing doesn't?

Might all come down to upgrade slots. Native crew slot might be nice, especially if it makes Nien and Ten a viable pairing.

You think that's bad? At least the B got badass new pilot abilities

Arcs got a nerfed Norra ability, an (admittedly cool) new Norra ability, ******* Garven (the LEAST cool xwing ability by a country mile), AND we still somehow kept braylens rng bull

Then Braylen himself faffed off to the B to get a badass ability (and ditto Thane to the X). Don't think they're coming back :(

anyway, B's fine long as it costs the same as the X. Not as manueverable but a comparable statline and a very relevant linked action

Lando Crew!

43 minutes ago, ficklegreendice said:

gameplay > fluff

I'd reckon it's reasonable to expect a gunnerless YT-2400 simply because of the alternative (I 5 Dash with no doughnut hole)

Course, now it's probably going to have a gunner. At least perceptive + Bistan looks like it could be fun.

In all likelihood, the YT-2400 will have one crew and one gunner, tops. Dash's loss of Rey, Kyle/Kanan+PtL, and the nerf to Lone Wolf have made him much less scary. Yes, 5 dice are wicked, but it's highly likely they won't be modded much beyond a focus.

Edited by StriderZessei
6 minutes ago, StriderZessei said:

In all likelihood, the YT-2400 will have one crew and one gunner, tops. Dash's loss of Rey, Kyle/Kanan+PtL, and the nerf to Lone Wolf have made him much less scary. Yes, 5 dice are wicked, but it's highly likely they won't be modded much beyond a focus.

well thank the force the yt2400 gets 3 dice at range 1, or we'd be ******

Still, 3 dice at range one is infinetly more than 0 so...

Regardless, not a fan of 1.0 coming back in force regardless of how modded it'll be. Dash will still be nigh impossible to get in arc if he's given freedom to face however he likes without consequences, and the named yt-1300 won't be far behind.

Fortunately yeah, no rey or LW, but it really sucks that 1.0 turret mechanics are back regardless. Now we're stuck hoping they're ridiculously pricey for the sake of game balance.

Elusive is still pretty annoying with Outrider, though.

Edited by ficklegreendice

Outrider will have a Gunner slot except for Dash, Dash builds will be so fat, Dash will be taking up multiple seats on the ship.