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:
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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.
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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.
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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.
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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.
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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.
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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....
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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.
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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.
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TIE Aggressor
- Pretty much unchanged.
- Without easy bonus actions or modification, and no twin laser turret, kestal is a lot weaker...
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Gunboats
- Pretty much unchanged - both pilots and titles.
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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.
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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.
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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.
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Upgrades
- No force powers?
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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.