Imperial conversion unboxing, a PSA.

By RuusMarev, in X-Wing

6 hours ago, TasteTheRainbow said:

I bet he’s in the interceptor pack in wave 2. Better be!

I wouldn't garuantee it.

He's never seen in the ship in the background that I recall, and the Royal Guard themselves were essentially added to include as fix filler and are nowhere to be seen.

Thoughts:

  • TIE Fighter
    • 8 separate aces from day 1! The TIE fighter all-stars return.
    • They're all really good....
    • Seyn may or may not have an elite upgrade - Wampa doesn't get one because marksmanship, but marksmanship is a bullseye ability now and a lot harder to trigger
    • I4 is a lot better than wampa's PS4, regardless, since if you can lay a damage down it triggers Del and Gideon's abilities.
    • 3 separate I5 pilots!
    • Howlrunner benefits herself - meaning a mini-target-lock, I5 ace even if she's the only one left.
    • With Iden and Del, a large ship (which will probably take a damage card early on but take a lot of finishing off) is in a lot more trouble when being pursued by a TIE swarm than it is now....
    • Skutu's ability is much easier to trigger against large ships, too.
  • TIE Interceptor
    • I guess we might see 'royal guard interceptor' as a separate entity?
    • Other than that, pretty much what you'd expect.
    • Phennir's 'even if stressed' is okay, especially if paired with afterburners and elusive.
  • TIE Defender
    • Mostly unchanged. Rexler needing an evade token (which comes free with Full Throttle) essentially makes his ability all but automatic now.
    • Ryad gets no green k-turns but without push the limit arguably needs them less.
  • TIE Phantom
    • The main changes are to the chassis. I'd argue -1 attack is worse than the benefit of +1 hull, especially since (without the target lock action) fire control system is now useless, which was their traditional way of boosting their attack.
    • Gaining a free evade, not focus, is better for Whisper (since by definition she's already fired).
    • The days of 4-dice evades is gone, though.
  • TIE Bomber
    • Jonus benefits himself, too. Cluster missiles for everyone!!!!
    • Deathfire is essentially fel's wrath, but his 'last shot' may be a concussion missile - rather more impressive than an interceptor's primary weapon.
    • Rhymer - his ability was always good (it was his points cost which made him awful). Now that can (hopefully be fixed). It's stuck with missiles, though, now, even if Snap Shot (or similar) returns.
      • Side note - reading his rules implies a range 1 ordnance can be fired at range 0. Given the wording in the scum falcon preview about asteroids at range 0, this may allow him to fire an advanced proton torpedo into the face of someone he's in base contact with....
  • TIE Punisher
    • Deathrain - the ability is better. drop/reload shuts down your (largely irrelevant) primary but lets you drop unlimited bombs....
    • Redline - essentially everything is now linked with white lock. Nice. Giving him initiative 5 is probably the biggest deal, though.
  • TIE Advanced Prototype
    • Seventh Sister - crack shot every other turn. Nice.
    • The Grand Inquisitor. Preventing the range 1 bonus is a nice alternate use of his ability.
  • TIE Aggressor
    • Pretty much unchanged.
    • Without easy bonus actions or modification, and no twin laser turret, kestal is a lot weaker...
  • Gunboats
    • Pretty much unchanged - both pilots and titles.
  • Lambda
    • The chassis changes a lot, with reinforce and co-ordinate baked in.
    • ST-321 giving you free locks when co-ordinating is good for everyone, but especially good for sai.
    • Sai's free action will take a bit of planning, but even if it's just a focus token it's a nice to have. A lambda squad getting mass reinforce off is nice too, though.
    • Jendon's two-charge Long Range Scanners For Everyone is very nice. Paired with TIE advanced or missile boats, he can rack you up a nice chunk of action advantage.
    • Kagi.....still has the fundamental problem that he's a high initiative large base ship. We already want to kill him. Getting to choose whether to trigger his ability is nice, but the biggest advantage is that he has to be at range 3 of the ship he's pulling the lock off, not range 3 of the attacker - which means you can pull a lock token out of range for someone to use it.
  • Decimator
    • Oicunn - no automatic ramming damage anymore. Still, shooting at range 0 isn't bad, and hopefully he'll be cheap.
    • Chiraneau - now his ability works at range 3! but it does need you to be reinforced, which means action economy to rotate the turret is at a premium.
  • Crew
    • Vader, Palpatine Krennic, Ree, Tua Sloane, Inquisitor - we've all seen
    • Kallus - only on the offence
    • Seventh sister - gaining Jam instead of stress....largely irrelevant since jam goes away. Tractoring someone after they've done a talon roll could be awkward. To be honest, it's a (hopefully cheap) way to give a ship with a crew slot a force token. Not bad in its own right.
    • Tarkin - "Everybody kill that one guy."
    • Fifth Brother - spend a focus to turn a focus to a critical. This is nice, but most crucially, it's something I'd suspected - spending a force token for it's standard effect isn't the only way to spend them 'whilst attacking' - this instantly means Palpatine is better when paired with other force sensitive characters, because they can use his force token for their own abilities as well as just an on-tap mini-focus token.
    • Moff Jerjerrod - your entire squad gets a free red boost once every other turn. That'll take some planning to use well, but could be game-altering.
  • Upgrades
    • No force powers?
  • Glorious TIE/sk x1 'Striker' experimental air superiority fighter
    • Aces are essentially unchanged except (a) "Duchess" can use her ailerons whilst stressed (huzzah!) and "Countdown" gets Initiative 4 - which is proportionally maybe a slight increase.
    • There is definitely only the I1 generic and I3 ace generic - so, combined with the lack of Lightweight Frame, a squad of 5 ex scarif defenders will have some points to spend.
Edited by Magnus Grendel
8 hours 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!

Nice try FFG employee but this is not true. We know what's in the Rebel kit, it doesn't have enough generics.

No TIE/D title for Defenders ? ?

7 hours ago, mazz0 said:

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

We hadn't seen bases for the Rebel kit. People were going frantic trying to match the number of bases listed to the total numbers of pilot cards given in the contents list.

Admiteddly, it looks like the Interceptor and Gunboat are off. I missed that on my first look through.

That's.... odd. Why not just give us two dials in both of those cases?

No Valen in a Defender, which was rumoured after the 2nd edition reveal showed a very blurry image of him. Other than that everything looks pretty good here. TIE swarms get another handy piece of synergy with the potential to re-roll green dice and a lot of the unique crew are fantastic. Tarkin is pretty nuts, especially if backed up by a mini swarm of TIE Advanceds (which is a really awkward plural, BTW) and the Fifth Brother on RAC looks pretty good too.

I even like the Lambda pilots, so maybe we'll see more than just the generic now. Slightly disappointed with the Interceptors but frankly the only decent pilot we lost was Carnor. All the others are pretty terrible (except Fel's Wrath, he's...something else). Losing the Royal Guard isn't an issue wince the compressed Initiative values mean Sabre Squadrons do the same job. There's a decent number of higher Initiative generics to experiment with now and I'm hoping 2nd edition makes the full range of Initiative values useful.

7 hours ago, Boom Owl said:

BE MORE EXCITED ABOUT THIS FORUMS

WHAT THE ****

I am a bit de-hyped, actually.

I REALLY hoped that we would be in 2.0 spared the utter crap like e.g. Trajectory Simulator. And of course it is still there.

1 hour ago, wurms said:

Lambda + title and Vessery. Vessery has to be 100pts? Right. I mean he is already nasty in 1.0 with a 3/3/3/3 line without a boost.

7th sister crew is just...****. With all the red linked actions now, she is just straight up denial. And best part is, she isnt an expensive ship like carnor jax. Just a crew.

Oh, and I found the mistake:

GKDCmI5.png?2

That is just embarassing. If this is the final product, then FFG's quality controlhas massive problems (Caption Rex, the Jamming reference card, C-Roc base etc.)

26 minutes ago, AdrianBP said:

No TIE/D title for Defenders ? ?

True, but TIE/x7 and (presumably) still their cannon slot, for glorious hybrid monstrosity.

Just now, Magnus Grendel said:

True, but TIE/x7 and (presumably) still their cannon slot, for glorious hybrid monstrosity.

I suppose that a double tap in 2.0, and with Defenders, will be a bit overpowered :D :D

But I will miss my Vessery with tractor beam or ion cannon delivering imperial justice :D

26 minutes ago, Managarmr said:

I am a bit de-hyped, actually.

I REALLY hoped that we would be in 2.0 spared the utter crap like e.g. Trajectory Simulator. And of course it is still there.

That is just embarassing. If this is the final product, then FFG's quality controlhas massive problems (Caption Rex, the Jamming reference card, C-Roc base etc.)

We've noticed exactly two typos and one errata required thus far in like, 400 cards we've seen thus far.

This is a very, very good rate of errors.

They're human.

Perfection is basically impossible.

TSim is much, much less oppressive when it goes off in before anyone moves, giving everyone a chance to see exactly where it's located and move to avoid it.

(On typos/QC, the wave 14 stuff being earlier versions is a little more troubling and disappointing as those ships may not be updated, and if they are it seems unlikely to be soon, but I've no problems with there being 3 errors in the conversion kits' hundreds and hundreds of elements.)

Edited by thespaceinvader
2 hours ago, wurms said:

Lambda + title and Vessery. Vessery has to be 100pts? Right. I mean he is already nasty in 1.0 with a 3/3/3/3 line without a boost.

7th sister crew is just...****. With all the red linked actions now, she is just straight up denial. And best part is, she isnt an expensive ship like carnor jax. Just a crew.

Oh, and I found the mistake:

GKDCmI5.png?2

Maybe they're a gungan? "Meesa do a coordinate".

Oof, I just twigged that the Lambda doesn't have Lock.

This makes Tarkin VERY tough to actually use effectively, as I think only the Deci has lock natively, of the Imperial crew ships.

Makes it amusing to stick him in a bus with Krennic, though.

1 minute ago, thespaceinvader said:

This makes Tarkin VERY tough to actually use effectively, as I think only the Deci has lock natively, of the Imperial crew ships.

Or you can pair him with ST-321 - getting you a free lock whenever you co-ordinate someone.

I hadn't noticed the lack of lock myself. Good spot.

5 minutes ago, Magnus Grendel said:

Or you can pair him with ST-321 - getting you a free lock whenever you co-ordinate someone.

I hadn't noticed the lack of lock myself. Good spot.

Except that his requirement is 'Imperial [lock action]' and ST321 doesn't give the lock action, it just gives the ship the ability to acquire them, like FCS used to.

He's basically deci or krennic only, which is a little lame.

5 hours ago, SabineKey said:

Iden and Del were the turn coats. Seyn isn’t in the game, so not sure about her.

She was part of the Inferno Squad in the book (before the game).

are the 2nd ed upgrades for Imperial Raider in the pack ?

56 minutes ago, AdrianBP said:

I suppose that a double tap in 2.0, and with Defenders , will be a bit overpowered :D :D

What makes you think that?

Worth noting by the by that according to alex at Euros, defenders start at a base cost of either 70 or 72 points, so it will not be possible to run 3 in a list, and it will be tough to fit a good third ship with them.

Also, 6- or 7-ship named TIE swarms look like they could be great fun, as could Wampa/Iden/Howl/Seyn Ace/miniswarm lists, maybe with Inq or 7th Sister.

15 minutes ago, thespaceinvader said:

He's basically deci or krennic only, which is a little lame.

The idea that Tarkin is most effective on a ship that also has Krennic is kinda hilarious.

I'm just imagining them bickering over which ship to target lock, and then arguing about who gets credit when that ship is killed.

"I will tell the Emperor that I will be taking credit for the kill I first targeted moments ago."

"We fire here amidst my target lock, not yours!"

3 minutes ago, GuacCousteau said:

The idea that Tarkin is most effective on a ship that also has Krennic is kinda hilarious.

I'm just imagining them bickering over which ship to target lock, and then arguing about who gets credit when that ship is killed.

"I will tell the Emperor that I will be taking credit for the kill I first targeted moments ago."

"We fire here amidst my target lock, not yours!"

Super thematic though. Tarkin is nothing if not a vulture capitalising on Krennic's... dubious achievement.

Oh My Gunboat in the Heavens, allow your avatar in the tables to have a native cannon slot.

2 minutes ago, thespaceinvader said:

Super thematic though. Tarkin is nothing if not a vulture capitalising on Krennic's... dubious achievement.

Getting both of them on a shuttle - especially ST-321 for the action-free lock - might be a bit expensive, though, given that you really want a sizeable squad to benefit from Tarkin's ability.

2 minutes ago, thespaceinvader said:

Super thematic though. Tarkin is nothing if not a vulture capitalising on Krennic's... dubious achievement.

That's a very good point, I hadn't thought of it like that.

I like the combo even more now.

I think the lack of Force cards is that all of them (so far) appear to be the new core set, and they expect you to get that. The core uniques aren’t in here either.

It's also worth noting that Dark Side force upgrades don't actually exist yet (again, confirmed by Alex at Euros) - they may do eventually, but Maul's text is essentially future proofing to allow his ship access to them if and when they do.

Just now, GuacCousteau said:

That's a very good point, I hadn't thought of it like that.

I like the combo even more now.

Pack both in an ST-321 Lambda for a squabbling road trip.

If you're prepared to spend the points, it can even work fairly well:

  • Co-ordinate a ship at range 2 of you, lock someone at range 3 of them . Use Krennic's ability to peel off the shields.
  • Next turn, Tarkin orders "you may fire when ready" and everyone gets free locks in the system phase on that guy.

Saddened to note the lack of Adrenaline Rush amongst the elite upgrades. With both that, Wired and Veteran Instincts gone, Duchess will have to think carefully what, if anything, to equip. I suspect Elusive is a decent generic answer.