Mining Guild TIE

By Innese, in X-Wing

1 minute ago, Gibbilo said:

@everyone

You know how in 1.0 you could fly your rebel y-wing and scum y-wing models in the same squad (or z-95's or other cross faction models).

Will I be able to do this same for this? AKA buy one mining guild tie and use my other tie fighters if I wanted to fly a squad of mining guild pilots?

The difference are still purely cosmetic and they are all still tie fighters right?

Mining TIE has a different dial.

33 minutes ago, Captain Lackwit said:

Ahhav can roll up to five die. In a TIE Fighter.

This.

Wow. Honestly, I waited with abhorrence at Scum getting TIE/LNs albeit oddly altered ones. I really hated the very idea. It ran all over me. Probably because I detest the Sabine TIE/LN; that monstrosity and vile spew on all that is just in the galaxy....there is not enough forum laden words to describe my hate of her crime.

However, I must admit, I like these models and the pilots. I think I am broken to the idea that Scum should have TIE/LNs.

Cool!!!

4 minutes ago, Gibbilo said:

@everyone

You know how in 1.0 you could fly your rebel y-wing and scum y-wing models in the same squad (or z-95's or other cross faction models).

Will I be able to do this same for this? AKA buy one mining guild tie and use my other tie fighters if I wanted to fly a squad of mining guild pilots?

The difference are still purely cosmetic and they are all still tie fighters right?

Not unless you come up with enough dials for the rest, then it would be up to the TOs in the case of a tournament if they allow it. The MGT dial is different than the bog standard TIE/LN dial, and visually they are very distinct.

18 minutes ago, Hiemfire said:

Hoping they bring back Seismic torps?

We already have Seismic Charges, which are arguably stronger than the torps were.

15 minutes ago, Gibbilo said:

@everyone

You know how in 1.0 you could fly your rebel y-wing and scum y-wing models in the same squad (or z-95's or other cross faction models).

Will I be able to do this same for this? AKA buy one mining guild tie and use my other tie fighters if I wanted to fly a squad of mining guild pilots?

The difference are still purely cosmetic and they are all still tie fighters right?

Officially, no.

The name and dials are different, and cannot be interchanged. Sabine's TIE has the same dial and same ship-name as the Imperial version, so it is officially interchangeable.

Casually? Go for it.

The dials are different in the difficulty of the 5-straight, and they don't have a 4-k, but otherwise the dials are the same as the standard TIE. You and your friends are excited to play with the new ship? It's really easy to proxy from a classic TIE fighter.

Certainly, don't try to spring it on a TO or judge or such on gameday.

All have cool strong abilities.

Ffg is doing a great job with game design in second edition.

I pre ordered 4..... Think I might want more.

Edited by Icelom
7 minutes ago, PhantomFO said:

We already have Seismic Charges, which are arguably stronger than the torps were.

Requires 7 points to project a charge (Seismic + Traj to be equivalent to what the torps did), though you get the option of picking which Debris or Asteroid is removed if you place the charge right. With the way Locks work now a Seismic Torp would require a lock on the obstacle. Still my inquiry was directed at Marinealver musing on the expansion of the utility of obstacles think they might be concerned about it.

1 hour ago, Vineheart01 said:

They only ignore rocks when moving.

Shooting is not moving. They cant shoot on the rock.

True, but ignoring the rocks while moving is a great benefit, especially since they can barrel-roll through the rocks without having to use collision detector.

Edited by Ikka
1 hour ago, Hiemfire said:

Hoping they bring back Seismic torps?

I don't mind upgrades that make use of terrain. I mean ignoring terrain does make use of terrain but often in a frustrating manner, take a look at Dash for example. He ignores terrain practically in 1st edition. So when the Seismic Torps came out, he simply stayed away from the rocks until they were destroyed (or used to no effect other than removing obstacles) and then it didn't matter.

1 hour ago, dsul413 said:

Negating or boosting based on debris. Its really interesting, the design space they are using in 2.0.

Boosting on terrain is what I think a better mechanic than ignoring them.

2 hours ago, Jo Jo said:

I like Seevor + Ahhav and then as many Mining Guild Sentrys as you can fit.

2

Drea, 2 tugs and as many MG generics as you can fit. The only question for me is whether to buy 3 or 4 of these things.

I’m eagerly awaiting the Juke Seevor meta.

Edited by PaulRuddSays
Don’t do this, it’s bad.
2 minutes ago, PaulRuddSays said:

I’m eagerly awaiting the Juke Seevor meta.

Depends if he gets a Talent slot. He might not.

2 hours ago, Ikka said:

True, but ignoring the rocks while moving is a great benefit, especially since they can barrel-roll through the rocks without having to use collision detector.

Barrel rolling is an action, not a maneuver, so I don't think their ability would apply there.

9 minutes ago, DailyRich said:

Barrel rolling is an action, not a maneuver, so I don't think their ability would apply there.

I love it when people don't bother looking at the rules or wording... The Barrel Roll section of the Rules Reference:

Barrel Roll ()

Pilots can barrel roll to move their ship laterally and adjust their position. When a small ship performs a action, it follows these steps:

  1. Take the (1 ) template.
  2. Place the narrow edge of the template flush against the left or right side of the ship's base. The template must be placed with the middle line of the template aligned with the hashmark on the side of the base.
  3. Lift the ship off the play surface, then place the ship with the hashmark on the side of the base aligned to the front, middle, or back of the other narrow end of the template.
  4. Return the template to the supply .

barrel-roll-fig1

When a medium or large ship barrel rolls, substitute "long edge" for "narrow edge" in the above description.

barrel-roll-fig2

  • When a player declares to barrel roll a ship, that player also declares whether the ship is barrel rolling to the left or right. Then, while attempting to place the ship, the player may attempt to place the ship at the front, middle, and back before choosing one of those positions.
  • While attempting to place a ship to complete a barrel roll, the action can fail if any of the following occurs:
    • All three positions would cause the ship to overlap another ship.
    • All three positions would cause the ship to overlap or move through an obstacle.
    • All three positions would cause the ship to be outside the play area (and therefore would cause that ship to flee ).
  • If a barrel roll fails, the ship is returned to its prior position before it attempted the barrel roll.
  • The player cannot choose to fail a barrel roll if one of the three positions would not cause the action to fail.
  • Performing a barrel roll does not count as executing a maneuver but does count as a move.
  • If an ability instructs a ship to barrel roll, this is different than performing a action. A ship that barrel rolls without performing the action can still perform the action this round.

The Boost section for good measure:

Boost ()

Boost represents a pilot activating additional thrusters to move farther forward. When a ship performs a action, it boosts. A ship boosts by following these steps:

  1. Choose the [1 ], [1 ], or [1 ] template.
  2. Set the template between the ship�s front guides .
  3. Place the ship at the opposite end of the template and slide the rear guides of the ship into the template.
  4. Return the template to the supply.

boost-fig1

  • When a player declares to boost a ship, that player also declares whether the ship is boosting straight, left, or right.
  • While attempting to place a ship to complete a boost, the action can fail if any of the following occurs:
    • The ship�s final positions would cause the ship to overlap another ship.
    • The ship would overlap or move through an obstacle .
    • The ship�s final position would cause it to be outside the play area (and therefore would cause that ship to flee ).
  • If a boost fails, the ship is returned to its prior position before it attempted the boost.
  • The player cannot choose to fail a boost if the final position would not cause the action to fail.
  • Performing a boost does not count as executing a maneuver but does count as a move .
  • If an ability instructs a ship to boost, this is different than performing a action. A ship that boosts without performing the action can still perform the action this round.

And to nail the coffin for this fully closed. The Move section:

Move

A ship MOVES when it executes a maneuver or otherwise changes position using a template (such as barrel rolling or boosting ).

A ship MOVES THROUGH an object if the template is placed on that object when the ship moves.

  • If a ship moves through an obstacle , it suffers the effects of that obstacle.
  • If a ship moves through a device , it can suffer effects based on the device.
  • If a ship moves through another ship, there is no inherent effect. Due to the physical miniature being in the way, players should mark the positions of any intervening ships and temporarily remove them. To mark an intervening ship's position, players can either use the position markers provided in the core set or place templates in the ships� guides or along the side of the base. Then those ships are physically removed to complete the move. After the move is complete, the removed ships are returned to their original positions.
5 hours ago, Jarval said:

6 pilots, but no new upgrades alas.

swz23_mining-guild-sentry.png swz23_mining-guild-surveyor.png swz23_overseer-yushyn.png swz23_ahhav.png swz23_a1_captain-seevor.png swz23_foreman_proach.png

since jam action is range 1 would Captain Seevor have to be range 1 to use his ability

4 minutes ago, wsmith32 said:

since jam action is range 1 would Captain Seevor have to be range 1 to use his ability

He asigns a jam token, he’s not doing a jam action.

Edited by Innese
5 hours ago, theBitterFig said:

So how would folks use Yushyn? There's a natural combo with Proach, but that seems like... meh. It's just an extra 2-dice primary. Is the cost going to be worth it? Dude is almost surely going to be at least 3 points more than the Init 1 generic. Actually... that doesn't sound too bad. If running a Proach-swarm, I think you always bring Yushyn.

Yushyn and Proach do not work together.

7 minutes ago, HolySorcerer said:

Yushyn and Proach do not work together.

elaborate

8 minutes ago, HolySorcerer said:

Yushyn and Proach do not work together.

Yes they do. They might be the best combination together but they definitely work together. Yushyn can be triggered when Proach gains a disarm from his ability. They even talk about this in the article.

8 minutes ago, nikk whyte said:

elaborate

Page 2 of the Rules Ref: Replacement Effects

“When a replacement effect is resolved, the replaced effect is treated as not having occured.”

edit: @CaptainIxidor

edit 2: Wait would this also stop R2 & Reload?

Edited by Innese
6 minutes ago, nikk whyte said:

elaborate

Just now, CaptainIxidor said:

Yes they do. They might be the best combination together but they definitely work together. Yushyn can be triggered when Proach gains a disarm from his ability. They even talk about this in the article.

Just now, Innese said:

Page 2 of the Rules Ref: Replacement Effects

“When a replacement effect is resolved, the replaced effect is treated as not having occured.”

This. Proach never gets the disabled token, so the effect never triggers to hand out the tractor token.

6 minutes ago, HolySorcerer said:

This. Proach never gets the disabled token, so the effect never triggers to hand out the tractor token.

Ohhh.

Yeah, they should have put the disarm token in the effect line, not the cost line.

Still no official release date?

5 hours ago, Vineheart01 said:

They only ignore rocks when moving.

Shooting is not moving. They cant shoot on the rock.

Unless you bring an Outer Rim Pioneer, possibly docked to a Falcon.