Imperial conversion unboxing, a PSA.

By RuusMarev, in X-Wing

Wampa got a new name, new wording, and same delicious effect. Which is interesting, because Wampa is still in the game!

Del Meeko seems really good if he's at all cheap, that's a potentially powerful effect against high hull/low shield opponents for endgame.

Turr Phenir seems fun, as he can potentially boost and barrel roll after shooting, take stress, then clear it next turn with his move to do it all again.

Edit: Noo! Tomax got nerfed.

Rexler much better now, doesn't need to spend focus, just needs to have an evade token. At PS5, that makes him an obvious candidate for Juke as well.

Seventh Sister is delightful. Recharging crack shot.

Colonel Yorr seems gone for now. No more stress magnet. But Sai is nice, as he can use coordinate without entirely losing his own action. And with the title... he could give an action to an ally while also getting double mods on himself for attack.

Oicunn is undoubtedly better. No more auto-damage. Can shoot ships touching him now, which is really **** good.

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Gunboat missile title nerfed slightly. Can't spend TL during the attack. Can't use with multiple weapons disabled tokens (no more SLAM>reload>unload, though I think we lost ASLAM anyways... NOPE! ASLAM is back, action must be white and turns red)

Gunboat cannon title buffed like whoa, no point limit on the cannon, just can't use with multiple weapons disabled (uh, okay?) and can only shoot 3 dice max (no HLC, no range 1 smashes).

FCS is fair. Collision detector buffed slightly (2 charges of completely ignore obstacle instead of ignoring crits, the wording would include shooting from on top of a rock, which is excellent).

Ruthlessness is different. Can now deliberately hurt an ally to flip a die to a hit. Still very thematic, and a very powerful effect if you have high health low cost generics around...

Saturation Salvo may actually be worth using now. Debris Gambit as well. Lone Wolf gets a well-deserved nerf.

Seventh Sister is also really fun as a crew! Turn enemy stress to jam or tractor instead. Perfect for those jerks who don't care about stress.

Kallus nerfed, no longer works on defense? Addendum: But the condition transfers to a new target of the opponent's choice if the ship dies, so mixed change.

Jerjerrod and Tarkin both have amazing effects. Squadron-wide actions are a big deal (all ships may red boost, all ships may lock onto your target)

Fifth Brother is scary as ****, as he's RAC with no restrictions. Straight 1 force to flip eyeball to crit, and it regens.

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Unguided Rockets is redesigned for the era of everyone getting reload. Burn energy for rerolls. Can mod normally.

Nothing else surprising in ordnance. Cannons are Tractor, Ion, Jamming, and HLC. All three status cannons can apply multiple tokens of their condition in one shot, but only Ion can do damage. Still, it's a big boost to tractor beam. Wish Flechette was around for Seventh Sister crew, and Mangler for the gunboats. But eh. Ion gunboats should be fine now - ASLAM, focus, shoot, repeat is an option for control.

Edited by Polaritie

Pity about losing Maarek as a Defender pilot, but its nice that Brath finally seems playable.

Brath seems very playable now. Juke plus his ability seems like it will make him strong at hunting large base ships with their high hull for him to keep flipping up crit effects.

I'm glad to see most ships got a good number of copies of generics. Three copies of the striker generics, which means one kit covers all possible combinations of my collection.

SPOILERS!!!

Edited by Boom Owl
1 minute ago, Boom Owl said:

SPOILERS!!!

Yes, that seemed to be self-evident from the title.

I am thinking the gunboat cannon configuration allows you to fire HLCs, but only rolling 3 dice instead of four. Also would it make an ion cannon at range one not get it’s close range bonus die? Need clarification on these.

Liking the Seventh Sister as both a pilot and crew. Had kinda wondered about her being Mara 2.0, but she 7th crew is a neat ability. And 5th Brother is nice.

Yeah, miss Mutten Chops having defense bonus, but like him still being relevant after the target is dead.

Still salty that Juno got renamed, but maybe she’ll return...

2 minutes ago, Polaritie said:

Yes, that seemed to be self-evident from the title.

AND I AM SUPER EXCITED ABOUT IT!!!

WOOOOOO SPOILERS!!!

1 minute ago, Ravenhull said:

I am thinking the gunboat cannon configuration allows you to fire HLCs, but only rolling 3 dice instead of four. Also would it make an ion cannon at range one not get it’s close range bonus die? Need clarification on these.

Liking the Seventh Sister as both a pilot and crew. Had kinda wondered about her being Mara 2.0, but she 7th crew is a neat ability. And 5th Brother is nice.

Yeah, miss Mutten Chops having defense bonus, but like him still being relevant after the target is dead.

Still salty that Juno got renamed, but maybe she’ll return...

Yeah, we'll be getting new pilots with the rereleases of ships, and you can bet the TIE Advanced is early on the schedule.

Mara's effect would be insane with Seventh Sister around. Rebel Captive as well. Any reliable stress source is much better when it becomes a reliable "tractor you onto that rock".

1 minute ago, Polaritie said:

Yeah, we'll be getting new pilots with the rereleases of ships, and you can bet the TIE Advanced is early on the schedule.

Mara's effect would be insane with Seventh Sister around. Rebel Captive as well. Any reliable stress source is much better when it becomes a reliable "tractor you onto that rock".

Well, the TIE Advanced is Wave 1, but I think we saw the only “new” pilot in that batch of “bonus” cards.

Was a fan of the Seventh Sister in Rebels , and glad to see her being viable in here. Though, I think Maul should get a bonus attacking her. ;)

I just want to separate this out again for how strange it is.

In 2.0, Wampa's ability has been changed. The new ability is potentially very good.

Also in 2.0, there's a new unique TIE pilot. He has Wampa's old ability.

This raises the question... why?

wow like only 2 named Interceptor pilots, where is everyone else

2 minutes ago, Polaritie said:

I just want to separate this out again for how strange it is.

In 2.0, Wampa's ability has been changed. The new ability is potentially very good.

Also in 2.0, there's a new unique TIE pilot. He has Wampa's old ability.

This raises the question... why?

Maybe the Devs just thought Wampa sounded fun to use with the new ability? And was his old taken by one of the new Inferno squad pilots? I think they were trying to give them synergy.

Can everybody stop freaking out about generics now?

This has demonstrated once and for all that there will be enough pilot cards and bases to run any number of pilots in any configuration up to the number supported by the dials. If this is true for the Imperial conversion kit, it must be true for the Rebel and Scum kits too.

Also, Vessery is back and completely un-nerfed. Turr Phennir is back and even better. Get hype!

Edited by GuacCousteau
4 minutes ago, Darth evil said:

wow like only 2 named Interceptor pilots, where is everyone else

Wave 2, my guess.

4 minutes ago, Darth evil said:

wow like only 2 named Interceptor pilots, where is everyone else

In the new Interceptor expansion. Don't worry you'll be able to buy the cards without the mini.

1 minute ago, Polaritie said:

Wave 2, my guess.

Wave 2 with the Bomber and maybe the Defender sounds very reasonable.

On a different note, they had better give the Defender an Elite Config to make it a monster again. Only being able to fit two in a list makes them much less imposing.

Am I missing something, or does Trajectory Simulator work with mines now? Unless they are now saying that mines and bombs are completely separate now?

Also, like new Collision Detector.

Edit: Also, we knew Gonk was now unaligned, but he’s also not unique.

Edited by Ravenhull

Retracted on further thought. The ships coming in card packs benefit far more having an odd man out. Still double dipping but for enough money you can right this, just gotta hope the pockets hold.

Edited by LordFajubi

Anyone got pics?

41 minutes ago, Ravenhull said:

Am I missing something, or does Trajectory Simulator work with mines now? Unless they are now saying that mines and bombs are completely separate now?

Also, like new Collision Detector.

Edit: Also, we knew Gonk was now unaligned, but he’s also not unique.

There are no mines anymore. All bombs act the same now.

Was trajectory simulator even in the Rebel conversion kit?

49 minutes ago, GuacCousteau said:

Can everybody stop freaking out about generics now?

This has demonstrated once and for all that there will be enough pilot cards and bases to run any number of pilots in any configuration up to the number supported by the dials. If this is true for the Imperial conversion kit, it must be true for the Rebel and Scum kits too.

Also, Vessery is back and completely un-nerfed. Turr Phennir is back and even better. Get hype!

“Must be”? But we already know what’s in the Rebel kit, so we know it ain’t so.

1 minute ago, Kdubb said:

There are no mines anymore. All bombs act the same now.

Proximity Mines and Conner Nets are still there, and must be run over, rather than going boom at the end of movement.

16 minutes ago, Kdubb said:

Was trajectory simulator even in the Rebel conversion kit?

According to FFG, all the upgrade cards from all conversion kits are the same. That way a Rebel player doesn't have to buy the Empire kit just to get a copy of 'trajectory simulator' or something like that.

One thing about Vessery; he doesn't specify that the lock has to be from an ally now. So if M9-G8 is a thing, Vessery attacks, then gains a lock on the locked ship. :D