They're taunting us by obscuring Quickdraw's PS and text! QD will likely be an I6, but what about the ability? Special Forces Gunner is taking over Special Ops Training, although it looks like you'll have to rotate the arc now. I feel like QD might get the exact same or very similar ability. With no new ships announced, they're going to have to make a few things in the First Order faction attractive to keep players buying. I worry about the total cost of QD as well, but I suppose that can just be adjusted based on effectiveness or sales. I say the latter because I feel like cost in 2.0 will be subtly influenced by what FFG wants to sell at a certain time. For example, I think the Solo falcon will be really good on release. With no Tie/sf for sale at the moment in 2.0, Quickdraw might not get a prime time cost until its re-release.
Moment Of Silence: The Price of Freedom

I'm assuming Lieutenant Rivas - "Inconvenient Witness" is the FO that flew alongside Kylo and Quickdraw?
1 hour ago, Transmogrifier said:
Lt. Rivas was an officer that knew that Cpt. Phasma shut down the shields on Starkiller Base. Phasma spent some time hunting him down between the films in the Phasma comic.
Cmdr. Malarus and TN-3465 are also from comics.
Edited by kraedinQuickdraw - Ruthless Pardner.
15 hours ago, dadocollin said:They're taunting us by obscuring Quickdraw's PS and text! QD will likely be an I6, but what about the ability? Special Forces Gunner is taking over Special Ops Training, although it looks like you'll have to rotate the arc now. I feel like QD might get the exact same or very similar ability. With no new ships announced, they're going to have to make a few things in the First Order faction attractive to keep players buying. I worry about the total cost of QD as well, but I suppose that can just be adjusted based on effectiveness or sales. I say the latter because I feel like cost in 2.0 will be subtly influenced by what FFG wants to sell at a certain time. For example, I think the Solo falcon will be really good on release. With no Tie/sf for sale at the moment in 2.0, Quickdraw might not get a prime time cost until its re-release.
Dengar kept revenge shot ability so I expect Quickdraw to keep hers as well. Hers is limited by shields and was massively enhanced by FCS, optics, Expertise and LWF. Many of these things don’t or won’t exist. FCS will be a solid buy for Quickdraw if she keeps Sensor.
Another way to temper her is to change hull and shield to 4/2, but the reality is Quickdraw thrived in late 1.0 environment because she could power through damage on 1agi ships like Nym and Miranda and reliably be above them in PS.
The Spec Forces gunner and the way the arc mechanics work look like a massive nerf though that could be reflected in cost.
Looking forward to finally finding out the shape of them FO faction. Certainly enjoyed the Silencer, SF and FO in 1.0. Let’s hope the Upsilon gets better.
12 hours ago, DodgingArcs said:Dengar kept revenge shot ability so I expect Quickdraw to keep hers as well. Hers is limited by shields and was massively enhanced by FCS, optics, Expertise and LWF. Many of these things don’t or won’t exist. FCS will be a solid buy for Quickdraw if she keeps Sensor.
Another way to temper her is to change hull and shield to 4/2, but the reality is Quickdraw thrived in late 1.0 environment because she could power through damage on 1agi ships like Nym and Miranda and reliably be above them in PS.
The Spec Forces gunner and the way the arc mechanics work look like a massive nerf though that could be reflected in cost.
Looking forward to finally finding out the shape of them FO faction. Certainly enjoyed the Silencer, SF and FO in 1.0. Let’s hope the Upsilon gets better.
I'm just worried that SF is going to keep the 2 dice attack for no reason whatsoever, as well as the 2 agility, which was pretty much useless on that ship.
While Omega Leader got a nice buff, I'm just not super comfortable with using cheap ships as high initative platforms. Even if Omega Leader has an amazing ability, he is still sitting in a ship with 4 health, and a 2 dice attack, with few upgrade slots. Poe is just a better platform for IN6.
I think Kylo would be justified on IN6, and with the pilot critical nerfs, he isn't even that bad anymore. He can't prevent you from shooting, or locking you to 0 IN...
I’ve bought in - the First Order will be my sequel faction. I will either just play the 4 factions or I might pick one prequel when it comes.
My wish list:
- Upsilon shuttle downgraded to 3 die attack so it can be appropriately priced, or give it a 2nd weaker arc like the lambda. Has to be usable
- QuickDraw survives largely unchanged
- The FO turret gunner to be priced reasonably enough to come on most/all SF
- Kylo with 2 force
On 8/4/2018 at 7:08 PM, Commander Kaine said:I'm just worried that SF is going to keep the 2 dice attack for no reason whatsoever, as well as the 2 agility, which was pretty much useless on that ship.
The latter, I don't know. The striker stayed at agility 2, but that's a much cheaper ship.
The former, I strongly suspect the Special Forces Gunner is intended to provide the same effect as Spec Ops Training does today. The fact that it's a "Special Forces" card makes it too close a match for me to think otherwise, and there's no way a TIE/sf deserves a 4-dice primary attack. given that it doesnt' appear massively better armed than an X-wing, TIE interceptor, or any other 3-attack-die fighter. So I agree that the base TIE/sf is probably going to have a 2-dice attack.
That does make the TIE/sf less efficient, though; because if you want a 3-dice attack, you've got to lock your gun pod forwards, whilst if you want to do gunslinger-fore-and-aft you're giving up the 3-dice-attack option, and since it's a [turret] arc, rotate actions will presumably be involved. With action economy shot through in terms of Fire Control System being less effective (but cheaper) because you've got to acquire the lock in the first place, and advanced optics removing your ability to hold on to tokens, I suspect the TIE/sf should be cheaper, and wouldn't be too surprised if it does keep agility 3.
I'm not a fan of auto-include upgrades, but I guess if the TIE/sf can earn its points as a missile boat without special forces gunner (essentially acting as the First Order analogue of a TIE bomber) whilst saving points by sticking with a 2-dice attack, then it's not an auto-include. So unlike @ScummyRebel, I think I'd rather see the Special Forces Gunner reasonably costly, such that:
- A basic TIE/sf with special forces gunner = a 1.0 Spec Ops Training TIE/sf with lightweight frame (25 points in 1.0) - so ~ 50 points in 2.0
- A basic TIE/sf without a gunner = a 2.0 galactic empire TIE bomber with an agility increase (28 points for a 6 hit/2 dice/missile slot scimitar - a point or so for reload + whatever you want to cost a permanent +1 agility as) - maybe about 38 points, allowing 5 zeta specialists and a handful of upgrades. 37 would allow 5 all armed with homing missiles, not a totally stupid idea even if they do only get 2 dice attacks.
It's hard to determine exactly what an attack die is priced at in 2.0. The Academy pilot to Alpha Squadron Pilot upgrade was a useful metrestick in 1.0 (6 points) but with the latter picking up talon rolls and autothrusters, which in turn makes its boost action and green turns much more valuable too, then it's no longer a direct measure. It's an 11 point cost increase, so I'd suggest that 10 points feels probably about right, maybe 8 or 9 since getting said extra attack dice either denies you your rear arc or at least demands a lot of rotate-fiddling (with concomitant impact on dice modifiers) to make it work.
Edited by Magnus Grendel
1 hour ago, Magnus Grendel said:The latter, I don't know. The striker stayed at agility 2, but that's a much cheaper ship.
The former, I strongly suspect the Special Forces Gunner is intended to provide the same effect as Spec Ops Training does today. The fact that it's a "Special Forces" card makes it too close a match for me to think otherwise, and there's no way a TIE/sf deserves a 4-dice primary attack. given that it doesnt' appear massively better armed than an X-wing, TIE interceptor, or any other 3-attack-die fighter. So I agree that the base TIE/sf is probably going to have a 2-dice attack.
That does make the TIE/sf less efficient, though; because if you want a 3-dice attack, you've got to lock your gun pod forwards, whilst if you want to do gunslinger-fore-and-aft you're giving up the 3-dice-attack option, and since it's a [turret] arc, rotate actions will presumably be involved. With action economy shot through in terms of Fire Control System being less effective (but cheaper) because you've got to acquire the lock in the first place, and advanced optics removing your ability to hold on to tokens, I suspect the TIE/sf should be cheaper, and wouldn't be too surprised if it does keep agility 3.
I'm not a fan of auto-include upgrades, but I guess if the TIE/sf can earn its points as a missile boat without special forces gunner (essentially acting as the First Order analogue of a TIE bomber) whilst saving points by sticking with a 2-dice attack, then it's not an auto-include. So unlike @ScummyRebel, I think I'd rather see the Special Forces Gunner reasonably costly, such that:
- A basic TIE/sf with special forces gunner = a 1.0 Spec Ops Training TIE/sf with lightweight frame (25 points in 1.0) - so ~ 50 points in 2.0
- A basic TIE/sf without a gunner = a 2.0 galactic empire TIE bomber with an agility increase (28 points for a 6 hit/2 dice/missile slot scimitar - a point or so for reload + whatever you want to cost a permanent +1 agility as) - maybe about 38 points, allowing 5 zeta specialists and a handful of upgrades. 37 would allow 5 all armed with homing missiles, not a totally stupid idea even if they do only get 2 dice attacks.
It's hard to determine exactly what an attack die is priced at in 2.0. The Academy pilot to Alpha Squadron Pilot upgrade was a useful metrestick in 1.0 (6 points) but with the latter picking up talon rolls and autothrusters, which in turn makes its boost action and green turns much more valuable too, then it's no longer a direct measure. It's an 11 point cost increase, so I'd suggest that 10 points feels probably about right, maybe 8 or 9 since getting said extra attack dice either denies you your rear arc or at least demands a lot of rotate-fiddling (with concomitant impact on dice modifiers) to make it work.
You are not paying attention. I can guarantee they will take it away. I think the sf will get nerfed hard, because some people thought that a competitive imperial craft is too much, and QD was often equated to Dengar, despite being a very reasonable ship all together.
Oh, I can see it not being agility 3, too.
But the thing is that if what's essentially Spec Ops Training is now moved into a crew, not a zero-cost configuration, then we're looking at a very different ship because the base ship is a 2-attack-die ship that looks a lot like a TIE bomber. Gunners are nice, but shouldn't be an automatic choice. As a case in point; with the gun pod forwards, veteran turret gunner gives you a 2-dice double-tap versus special forces gunner giving you a 3-dice single shot.
Even if they don't cost or stat it to your liking, that means it's likely to be being reworked from the ground up, so any assumption on 'what the ship currently is' doesn't necessarily apply, so I'm not sure 'buffed' or 'nerfed' is the correct way to look at it.
Edited by Magnus Grendel
Well, according to Poe, they do really move (and can keep up with a Silencer), so the justification for 3 agi and a better dial is there.
Yeah, I'd like to see these ships get a better dial, evade, and a native 3 agility.
As to the turret, I suspect the ship will have an ability like the rz2, where it can rotate it after any action but only fore and aft. Perhaps also with some kind of baked in bonus if it is pointing forward. This would make the sf gunner a nice option, but not mandatory.
1 hour ago, HolySorcerer said:Yeah, I'd like to see these ships get a better dial, evade, and a native 3 agility.
As to the turret, I suspect the ship will have an ability like the rz2, where it can rotate it after any action but only fore and aft. Perhaps also with some kind of baked in bonus if it is pointing forward. This would make the sf gunner a nice option, but not mandatory.
The action bar has been shown and every action links into a white rotate.
11 minutes ago, Biophysical said:The action bar has been shown and every action links into a white rotate.
I must have missed this. Where did we see this?
2 minutes ago, HolySorcerer said:I must have missed this. Where did we see this?
I don't remember, I just remember seeing it.
8 minutes ago, Biophysical said:I don't remember, I just remember seeing it.
Do you remember it getting any new actions aside from rotate?
5 minutes ago, HolySorcerer said:Do you remember it getting any new actions aside from rotate?
I want to say it got an Evade.
5 minutes ago, Biophysical said:I want to say it got an Evade.
Don't tease us...
26 minutes ago, Biophysical said:I want to say it got an Evade.
Double tap juke could be fun. I'm hoping that Comm Relay comes back unchanged, but I'm not hopeful on that.
A possibility I haven't seen here is that we get a new silencer pilot who is I6.
In my gaming community we were all of the opinion that PS9 Kylo in a silencer was essentially a PS9 generic with no special ability. Because while showing someone the dark side was nice when you got hit, it wasn't the reason you took kylo in a silencer. You took it because it was PS9 and with advance sensors could do almost anything on the board to flank people.
So if they drop Kylo to I5 we could actually get a unique pilot at I6 in the silencer with an ability that people will pick that pilot for. not because of his Initiative / Pilot Skill.