The ARC-170 in 2.0

By Kyle Ren, in X-Wing

I love the ARC.

Sorry, can't find images to imbed, so I'll just post the words here.

Attack 3^ 2v Agility 1 Hull 6 Shield 3

Actions: Focus, lock, red barrel roll

Pilots:

Garven Dreis (i4): after you spend a focus token, you may choose 1 friendly ship at range 1-3. That ship gains 1 focus token.

Norra Wexley (i5): While you defend, if there is an enemy ship at range 0-1, you may add 1 evade result to your dice results.

Ibtisam (i3): After you fully execute a maneuver, if you are stressed, you may roll 1 attack die. On a hit or critical result, remove 1 stress token.

Shara Bey (i4): While you defend or perform a primary attack, you may spend 1 lock you have on the enemy ship to add 1 focus result to your dice results.

So thoughts? The first obvious thing is that Shara got Norra's old ability and Norra got a new crazy good ability, so both are going to be fun, but they don't neccesarily have to be flown together.

What upgrades are you looking forward to on these? What kind of squads will you fit them in?

Garvin and Shara make a harmonious duet.

I find it hard to talk about these until we know what upgrade slots it has.

The potential for crew+gunner+astro is really enticing but it's possible we'll only get two of those three.

The upgrade selection for the arc is going to depend on the slots it gets. I’d expect either:

• Crew, Gunner, Astro, Torps, Mod (x2?)

• Crew, Astro, Torps, Mod (x2?)

• Gunner, Astro, Torps, Mod (x2?)

+ Talent on appropriate Pilots.

IMHO, I think the first or the last option would be most likely which would be interesting. Veteran Tail Gunner and expert handling on Norra could be a good option. Especially with R2-D2 or a standard R2 unit for backup shield support, or even an R3 unit for setting up multiple Locks.

Edited by intoxicatedALF
1 hour ago, Kieransi said:

I love the ARC.

So thoughts? The first obvious thing is that Shara got Norra's old ability and Norra got a new crazy good ability, so both are going to be fun, but they don't neccesarily have to be flown together.

What upgrades are you looking forward to on these? What kind of squads will you fit them in?

It's probably the the rebel ship I'm most looking forward too.

In general, Veteran Tail Gunner and R3 astro seems like a good combo for this ship. Whether they have a crew slot or not, and which pilots get talent slots will make a big difference on their builds though.

Garven is my favourite, I loved him in the X-wing but he just needed a better chassis to make use of his cool ability. Hopefully he has access to perceptive co-pilot, but even if he doesn't, his reach is better plus on a medium base, and his initiative makes it more useful.

Expert Handling seems perfect for Norra as she'll be much more aggressive with her positioning to get her evade result. R5 seems good for her too if she's going to be trying to knife fight. Tail Gunner seems another solid choice for her, Hot-shot has some potential at her initiative as well.

Shara and R3 are a match made in heaven. Tail Gunner is nice for obvious synergies, but Han Gunner might be handy to capitalise on her big shots too.

Ibtisam unfortunately is nowhere near the other pilots in terms of her usefulness. I can't really see any solid uses for her at all so far.

20 minutes ago, BVRCH said:

Tail Gunner seems another solid choice for her, Hot-shot has some potential at her initiative as well.

Shara and R3 are a match made in heaven. Tail Gunner is nice for obvious synergies, but Han Gunner might be handy to capitalise on her big shots too.

Unfortunately Han Gunner and Hotshot gunner are both specific to Turret arcs and won’t work with the rear arc. Which means Veteran Tail Gunner is the only Gunner upgrade (currently) that the ARC can utilize.

17 minutes ago, intoxicatedALF said:

Unfortunately Han Gunner and Hotshot gunner are both specific to Turret arcs and won’t work with the rear arc. Which means Veteran Tail Gunner is the only Gunner upgrade (currently) that the ARC can utilize.

Very true, good catch. That makes me think they will have a crew slot too then, as in that case Tail Gunner is the only real useful gunner for the ARC-170 to make use of.

Edited by BVRCH

3 hours ago, BVRCH said:

Very true, good catch. That makes me think they will have a crew slot too then, as in that case Tail Gunner is the only real useful gunner for the ARC-170 to make use of.

Plus, Gunner/Astromech is already on the Y-wing; the ARC-170 is the only thing I can think of likely to have Gunner/Crew/Astromech - K-wings and bigger ships lack the astromech, Y-wings lack the crew. Having a unique combination of upgrades is a good way to 'future-proof' the ship because it means there's always going to be an option no-one else can field.

  • Garven
    • You want to generate lots of focus and pass it around.
    • This does mean you want to shoot first.
    • Perceptive Copilot or Baze Malbus both let you generate extra focus tokens from a focus action
    • Jyn Erso lets you hand out evade tokens instead of focus (and now multiple people can get evades every turn!)
  • Norra
    • Getting to range 1 means expert handling is a pretty good call.
    • In turn, if you're at range 1, advanced torpedoes are not a bad call, since you don't need to worry (so much) about exposing yourself to range 1 fire.
  • Shara
    • Exactly as per old Norra Wexley, you need a lock and a focus. Multiple Locks means the R3 is an easy sell. Multiple focus-modifiers....there are actually plenty of options. 3PO gets you two calculate tokens, which is nice even if you don't use his ability. Any crew which gives you a force token is the same (kanan is the only one you can really use).
    • R2-D2, however, is much less valuable. 1.0 Norra tended to fly serenely through the fight, taking a kicking and auto-evading/regenerating the damage as it came in. R2 now requires you to give up a turn shooting and runs out of charge. Not such a great idea for the relatively slow ARC.
    • Gonk or R4 works, but both eat actions. Since you need lots of actions to support a two-tokens-per-attack/defence ability, they're probably not ideal either.
    • (Crew) R2-D2 might work. That gives you regen, whilst an R3 in the slot gives you the locks you need to protect yourself. You'll still need a separate source of focus, but Garven can do that.
    • If you're making her really tough and shield-regen-ey, Selflessness is not a bad call.
  • Ibtisam
    • Clearing stress......Braylen's ability was good because it paired with Gunner/Baze and R3-A2 to allow you to fling stress like a monkey with a bucket of faeces and still get tokens (for not dying) occasionally. There aren't so many self-stressing abilities out there now, though, so the ability to dump stress is less important.
    • Hera Syndulla might be nice; since you can pull white or red moves continuously and Ibtisam's ability should stop you ever having to take damage.
    • Without Alliance Overhaul giving you free criticals, you do really want to keep the big forward guns on target, after all.

49 minutes ago, Magnus Grendel said:

  • Ibtisam
    • Clearing stress......Braylen's ability was good because it paired with Gunner/Baze and R3-A2 to allow you to fling stress like a monkey with a bucket of faeces and still get tokens (for not dying) occasionally. There aren't so many self-stressing abilities out there now, though, so the ability to dump stress is less important.
    • Hera Syndulla might be nice; since you can pull white or red moves continuously and Ibtisam's ability should stop you ever having to take damage.
    • Without Alliance Overhaul giving you free criticals, you do really want to keep the big forward guns on target, after all.

As an alternative to Hera, Maul might make a good crew member for Ibtisam. He’s always going to give her a dice mod that regens each turn, and whenever she takes damage (which would be often due to low agi). At the cost of stress she can Mod every defense and attack roll and then eat the stress with her ability.

R2 astromech might not be a bad option then as she’d need to disengage to turn around effectively. So regen is and option during that process.

43 minutes ago, intoxicatedALF said:

As an alternative to Hera, Maul might make a good crew member for Ibtisam. He’s always going to give her a dice mod that regens each turn, and whenever she takes damage (which would be often due to low agi). At the cost of stress she can Mod every defense and attack roll and then eat the stress with her ability.

R2 astromech might not be a bad option then as she’d need to disengage to turn around effectively. So regen is and option during that process.

Not a bad thought. Of course, that means you need Ezra elsewhere. Not that Ezra in a TIE fighter is exactly expensive.

They stole Thane and Braylen, gave them BADASS new abilities...and then we get stuck with Braylen's old ability

Come the **** on, ffg

Anyway, I'm worried the poor ARC won't amount to anything short of a glorified jouster and that probably won't be efficient enough to joust well

So far, we only got the incredibly difficult to pull off and incredibly underwhelming vet tailgunner while EVRRYTHING else is bafflingly turret only (looking at you, new hotshot).

Oh well. Shara gets Saw and either a Regen or repair droid (leaning towards repair so you can still fire the Aux Arc), Norra gets Afterburners, Garven gets perceptive copilot

Epts don't exactly inspire, since outmanuever seems to be primary arc only. Expert Handling does something, so there's that. Maybe you can abuse Selflessness with the medium base and stack it across multiple ships, forcing your opponent to inefficiently spread damage. Good for covering Shara Saw

The new slicer crew probably results in far better defensive capabilities than just focus on 1 agi. Consider it for Norra.

All in all, though, the poor thing just doesn't inspire :(

Edited by ficklegreendice

Norra is really good and the closest thing to Re-Enforce we have seen so far right? I cant imagine using any arc besides Norra.

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Upgrade wise...have we seen any threat cards or demo lists for the Arc? Its a medium base right?

Assuming it will have a Talent, Gunner, Astromech, Torpedo, and a mod slot available...lets see how expensive Norra can get...

  • Talent - Elusive, Expert Handling, Lone Wolf, Intimidation, Debri Gambit, Saturation Salvo?
  • Gunner - Veteran Tail Gunner Only ( The rest I think reference Turrets or Bombs? )
  • Astromech - R3 Astromech?
  • Torpedo - Proton or Ion maybe
  • Mod - Stealth Device? Hull/Shield Upgrade?

Options lifted from that awesome 2.0 changes doc. If it has a crew slot things immediately get crazy.

Talent

  • Swarm Tactics (Talent) - At the start of the Engagement Phase, you may choose 1 friendly ship at range 1. If you do, that ship treats its initiative as equal to yours until the end of the round.
  • Crack Shot (Talent) - 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.
  • Marksmanship (Talent) - While you perform an attack, if the defender is in your (bullseye arc), you may change 1 (damage) result to a (critical) result.
  • Selfless (Talent, Rebel only) - 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 (critical) damage to cancel 1 (critical) result. (Note: Analogous to 1E “Draw Their Fire”; not similar to the 1E “Selflessness” Talent.)
  • Elusive (Talent) - 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]
  • Squad Leader (Talent, Unique) - While you coordinate, the ship you choose can perform an action only if that action is also on your action bar. [adds red Coordinate action]
  • Expert Handling (Talent, Red Barrel Roll) [adds white Barrel Roll action]
  • Outmaneuver (Talent) - While you perform a (front arc) attack, if you are not in the defender’s firing arc, the defender rolls 1 fewer defense dice.
  • Predator (Talent) - While you perform a primary attack, if the defender is in your (bullseye arc), you may reroll 1 attack die.
  • Saturation Salvo (Talent, Reload) - While you perform a (torpedo) or (missile) attack, you may spend 1 (charge) from that upgrade. If you do, choose two defense dice. The defender must reroll those dice.
  • Lone Wolf (Talent, Unique) - While you defend or perform an attack, if there are no other friendly ships at range 0-2, you may spend 1 [charge] to reroll 1 of your dice. 1 [Charge], regenerates
  • Juke (Talent, Small or medium Ship) - While you perform an attack, if you are evading, you may change 1 of the defenders [Evade] results to a [Focus] result.
  • Trick Shot (Talent) - While you perform an attack that is obstructed by an obstacle, roll 1 additional attack die.
  • Intimidation (Talent) - While an enemy ship at range 0 defends, it rolls 1 fewer defense die.
  • Debris Gambit (Talent, Small or Medium Ship) - While you perform a red [Evade] action, if there is an obstacle at range 0-1, treat the action as white instead. [adds red Evade action]
  • Daredevil (Talent, Small ship, White [Boost]) - While you perform a white [Boost] action, you may treat it as red to use the 1 [Turn-left or right] template instead.

Gunner

  • Veteran Tail Gunner (Gunner, Rear Firing Arc Only) - After you perform a primary (forward arc) attack, you may perform a bonus primary (rear arc) attack.

Astromech

  • R4 Astromech (Astromech, Small Ship) - Decrease the difficulty of your speed 1-2 basic maneuvers ([left turn], [left bank], [straight], [right bank], [right turn]).
  • R2 Astromech (Astromech) - After you reveal your dial, you may spend 1 (charge) and gain 1 disarm token to recover 1 shield. [2 Charges]
  • R2-D2 (Unique, Astromech, Rebel) - After you reveal your dial, you may spend 1 (charge) to recover 1 shield and gain 1 disarm token. [3 Charges]
  • R5-TK (Unique, Astromech, Scum) - You can perform attacks against friendly ships.
  • R3 Astromech (Astromech) You can maintain up to 2 locks. Each lock must be on a different object. After you perform a (Target Lock) action, you may acquire a lock.
  • R5-D8 (Unique, Astromech, Rebel) Action: Spend 1 (charge) to repair 1 facedown damage card. Action: Repair 1 faceup Ship damage card. [3 Charges]
  • R5 Astromech (Astromech) Action: Spend 1 (charge) to repair 1 facedown damage card. Action: Repair 1 faceup Ship damage card. [2 Charges]
  • Chopper (Astromech ) Action: Spend 1 non-recurring charge from another equipped upgrade to recover 1 shield. Action Spend 2 Shields to recover 1 non-recurring charge on an equipped upgrade
Edited by Boom Owl

Afterburners is probably going to be my goto for any ship. Shera with burners and a gunner. Garven and Jan ors providing backup

Since selflessness is no longer unique, it might be the go to if you're fielding multiple medium bases

So, with how Garvin Dreis' ability, it sounds like you can still spend a focus token to change ZERO focus results? Right?

I know FFG is trying to cut down on cheese, like "zero is a thing" (1.0 C-3po, 1.0 Turani Kulda ruling), but as far as I can tell, Garvin can still spend for 0 so he can pass the focus.

Or is there some separate rule about 0 now? (Could also impact Ten Numb's new ability)

Garvens ability is so niche that there's nothing "cheesy" about spending a token to modify nothing. It's really not that good

He still needs the opportunity to spend said tokens (ie has to attack, be attacked, or have some kind of ability that spends it)

Edited by ficklegreendice

I'm still waiting for the Republic and CIS factions to be announced for Wave 6

;)

Edited by Marinealver
5 hours ago, Wiredin said:

Afterburners is probably going to be my goto for any ship. Shera with burners and a gunner. Garven and Jan ors providing backup

Afterburners are small ships only, so no deal there. Though the medium base should make expert handling much more appealing.

Does anyone know if it has crew?

I believe it’s all just speculation at the moment.

8 minutes ago, intoxicatedALF said:

I believe it’s all just speculation at the moment.

Of course. Most of the forums are.

Edited by Managarmr
spelling
14 hours ago, Magnus Grendel said:

Plus, Gunner/Astromech is already on the Y-wing; the ARC-170 is the only thing I can think of likely to have Gunner/Crew/Astromech - K-wings and bigger ships lack the astromech, Y-wings lack the crew. Having a unique combination of upgrades is a good way to 'future-proof' the ship because it means there's always going to be an option no-one else can field.

  • Garven
    • You want to generate lots of focus and pass it around.
    • This does mean you want to shoot first.
    • Perceptive Copilot or Baze Malbus both let you generate extra focus tokens from a focus action
    • Jyn Erso lets you hand out evade tokens instead of focus (and now multiple people can get evades every turn!)
  • Norra
    • Getting to range 1 means expert handling is a pretty good call.
    • In turn, if you're at range 1, advanced torpedoes are not a bad call, since you don't need to worry (so much) about exposing yourself to range 1 fire.
  • Shara
    • Exactly as per old Norra Wexley, you need a lock and a focus. Multiple Locks means the R3 is an easy sell. Multiple focus-modifiers....there are actually plenty of options. 3PO gets you two calculate tokens, which is nice even if you don't use his ability. Any crew which gives you a force token is the same (kanan is the only one you can really use).
    • R2-D2, however, is much less valuable. 1.0 Norra tended to fly serenely through the fight, taking a kicking and auto-evading/regenerating the damage as it came in. R2 now requires you to give up a turn shooting and runs out of charge. Not such a great idea for the relatively slow ARC.
    • Gonk or R4 works, but both eat actions. Since you need lots of actions to support a two-tokens-per-attack/defence ability, they're probably not ideal either.
    • (Crew) R2-D2 might work. That gives you regen, whilst an R3 in the slot gives you the locks you need to protect yourself. You'll still need a separate source of focus, but Garven can do that.
    • If you're making her really tough and shield-regen-ey, Selflessness is not a bad call.
  • Ibtisam
    • Clearing stress......Braylen's ability was good because it paired with Gunner/Baze and R3-A2 to allow you to fling stress like a monkey with a bucket of faeces and still get tokens (for not dying) occasionally. There aren't so many self-stressing abilities out there now, though, so the ability to dump stress is less important.
    • Hera Syndulla might be nice; since you can pull white or red moves continuously and Ibtisam's ability should stop you ever having to take damage.
    • Without Alliance Overhaul giving you free criticals, you do really want to keep the big forward guns on target, after all.

I completely agree. A crew slot also makes a bit more worth while being a medium ship. Its kind of essential for a support ship.

Garven benefits most from a crew slot by far. I think Baze would be quite a good option on Norra, if she can get in the scrum with 2 focus and 2 target locks with R3 and then fire twice with Tail Gunner, she's going to be a real nuisance and a bunch of fun. Although C-3PO is not as good as he was, he is still a really nice option for on Shara, so is Lando. I think the aspect of a disarm cost for regen on a dual arced ship really kills the usefulness of regen droids on the ARC for me personally. That being said, if you wanted to go for a regen droid (or any other droid over R3) on the likes of Shara, Magva Yarro might be a good crew for that setup. Ibtisam still doesn't have many options even with a crew slot. Maul is the only thing I can think of that might be worth using on her. Maul isn't limited to once per round or anything like that so he can take a stress each time she takes damage to gain a force token. That's at least decent option for free mods considering you're going to take damage regardless. A regen droid of some kind (particularly hull) might actually be quite good in that scenario. Then her with her ability and a blue move, she can potentially drop 2 stress a round, just like old Braylen.

6 hours ago, BVRCH said:

A regen droid of some kind (particularly hull) might actually be quite good in that scenario.

A good call. With Maul providing free focus, you can afford to send your action into damage control, but unlike the R2 series, it doesn't kill your ability to shoot.

Ultimately, Maul is about the only stress-centric ability right now. So there aren't too many options.

That said, I doubt the ARC-170 would have got much cheaper, so three is probably your limit, so if people want to bring back the wingspan, a squad of Garven, Norra and Shara looks non too bad at first pass.

Edited by Magnus Grendel

Remember we dont know the point cost yet. So Norra is 29pts right now. If they all get a bit cheaper in 2.0 ARCs could be really worth it.

Edited by Qraith
13 minutes ago, Qraith said:

Remember we dont know the point cost yet. So Norra is 29pts right now. If they all get a bit cheaper in 2.0 ARCs could be really worth it.

Agreed. But what I mean is that they're unlikely to get cheaper enough that you can field 4 of them - and, given that the ARC pretty much lives and dies by its pilot abilities and multiple upgrade slots, fielding lower quality or lightly equipped ARCs in return for shoving in an extra hull feels like a poor choice compared to doing the same things with X-wings or B-wings