3 hours ago, emmjay said:2 attack, 2 agility, 3 hull.....
Vulture droids better be darn cheap!
The stats are low but those network abilities will more than make up for it.
3 hours ago, emmjay said:2 attack, 2 agility, 3 hull.....
Vulture droids better be darn cheap!
The stats are low but those network abilities will more than make up for it.
1 minute ago, Marinealver said:The stats are low but those network abilities will more than make up for it.
Hard to make up for rolling two blanks with only 3 hull.
8 minutes ago, Matanui3 said:Hard to make up for rolling two blanks with only 3 hull.
well nothing can make up for 2 or more blanks. Just ask @ficklegreendice
but that dial though
Blue 2 Hard Turns, and T-rolls!
This thing can run circles around TIE Fighters!
Edited by Marinealver8 minutes ago, Marinealver said:well nothing can make up for 2 or more blanks. Just ask @ficklegreendice
but that dial though
Blue 2 Hard Turns, and T-rolls!
This thing can run circles around TIE Fighters!
Just don't ever need to bank with it. But given that you don't need to worry about asteroids and debris, that's at least three things you won't need banks for.
Right, okay... seismic charges in ALL lists now O_o
3 minutes ago, Kehl_Aecea said:Right, okay... seismic charges in ALL lists now O_o
Seismic Meta?
3 minutes ago, Innese said:Seismic Meta?
seismic is already good.
nothing to stop u from flying away from ships parked on obstacles.
obstacle placement can also be used to limit this ability.
Belballub...
Basic medium-fighter statline. The linked actions are interesting, given the dial. Weak blues, not incredible whites, a little bit of awkward red. Seems like the links can't really be every-turn actions.
I'd guess Impervium Plating is moderately expensive... 8 points? A regular Shield Upgrade on one of these is 6. But then again, it doesn't work on non-crits. Still, it's interesting. Not quite as much of a transformation as Delta 7B (+1 red, -1 green, +2 shields) or a Special Forces Gunner, but it has potential.
Grievous seems potent against lower-initiative ships, reposition to get out of arc, link the focus, and spit some hot fire. However, at Init 4, he doesn't seem that promising, like Jake Farrell. Cool but, hard to pull off his role. Tambor seems solid with a bunch of droids, since the ability doesn't really require anything other than more ships. Sear looks like they could be a potent support. Two dice will leave a calculate unspent around half the time, and often you'd be able to spend a token off a friendly droid who didn't have bullseye. So kinda unlimited Crack Shot for the whole swarm.
//
Anyhow, I guess they'll be 41 points for the cheapest generic, only to lock out 5x. Linked actions and a heavy swarm like that, even with the weak-ish dial, seems problematic.
Edited by theBitterFigIt's also interesting to think about the new Fortressing Rules with regards to Grappling Vulture Droids.
No matter how mechanically easy it'll be for one to stay put, there are limitations. There are only so many turns they can just park where they are without rotating their facing or moving off the rock. A single loose ship could enable a permanent turret array, but that ship is either vulnerable, or outside the fight. As with any other fortress strategy, this gives a lot of time for an opponent to really consider their approach, or just slow-roll themselves and pick off one droid on the last round before time.
39 minutes ago, Kehl_Aecea said:Right, okay... seismic charges in ALL lists now O_o
Bwhahaha, fear my Strikers!
As a fan of triple seismic strikers (I may put Prox mines on one), I am 100% ok with this.
Just now, millertime059 said:Bwhahaha, fear my Strikers!
As a fan of triple seismic strikers (I may put Prox mines on one), I am 100% ok with this.
As someone who is beyond intrigued with bombing strikers but has yet to see one in the wild.... Tell me more.
Just now, Innese said:As someone who is beyond intrigued with bombing strikers but has yet to see one in the wild.... Tell me more.
So the list I use, and it’s fun. Prone to dice swings more than many lists though. But it can be effective
Duchess with Seismic and crackshot
Countdown with seismic
Pure Sabaac with Shield and trick shot
Feroph with Kallus and Tac Officer.
Now this is merely one iteration. I’ve dabbled with different loadouts. Dropping EPTs for Prox mines on one, losing Tac Of or Kallus to do same. Two bombs or three bombs.
There is no one answer, but that’s the basic framework. Almost every time I have Strikers I have bombs, provided I can find 3 points. I find it best in multiples. 6 points for a lot of mind games. You may not drop all, heck you may not drop any. In fact their value is often greater in _not_ using them. The threat will often have your opponent choose a less advantageous move.
Well with the amount of ships that use asteroids as cover and are not penalized by it, I expect to see some fraggle rock lists to pop up in the meta.
Edited by Marinealver58 minutes ago, Marinealver said:fraggl e ro ck
Liked just for the memories
7 hours ago, PhantomFO said:If you're good at abusing the terrain and landing them on rocks, they'll effectively be a 2/3/3/0 thanks to the extra defense die, with the added bonus of being able to ignore the obstacle they're sitting on. It also looks like they don't actually have to leave the asteroid as long as they don't execute a 2-straight, and can pivot at will as long as they reveal a right or left maneuver.
Ladies and gentlemen, behold your asteroid-mounted laser turrets.
ENOUGH IS ENOUGH! I'VE HAD IT WITH THESE MOTHA****ING VULTURE DROIDS ON THESE MOTHA****ING ASTEROIDS! Now somebody get a trajectory seismic!
Yessir!
On the other hand, clusters might join the torps on my trick shot Blackout...
Edited by player3010587trajectory simulator > low initiative droids camped on on obstacles.
deadman's switch might also be good.
So an entire faction whose spam ship's abilities can be countered through placing two of the three rocks on your side of the board for a reload y-wing to seismic bomb, neutered heavily on the alpha with Trajectory Simulator, suffering crippling vulnerabilities to Ionization which deprives them of vital calculate tokens, in a future meta where 50% of the obstacles will most likely be Ion clouds, that has no true aces so far above initiative 4 for their bulk ships, and are also just a bit fragile?
Somehow it seems that the potentially 3 ship list, Force mod heavy, ace dial, initiative 5-6 Republic Jedi faction are getting the better deal here...
the republic jedi starfighters are going to be REALLY popular. im betting ull need the republic 3 ship expansion to gather the upgrades ull need to fly them fully loaded.
this ship would be called a 'system seller' if it was a video game. by that i mean totally new players will start playing x-wing because of this ship.
havent seen the dial but u can bet ur life its going to be as agile as an A-Wing or intercepter with boost and barrel roll and talon roll. linked actions into focus and more importantly - force sensitive name pilots who will surely have a few faction only force upgrades.
x-wing players loyal to other factions will consider defecting... get ready for the Delta-7 invasion... its going to alter the landscape of the game... im anticipating force creep to become a thing...
republic squads may be filled with 3 named delta7 pilots or 2 jedi starfighters and a support ship.
Edited by Da_Brown_Bomber
32 minutes ago, Da_Brown_Bomber said:the republic jedi starfighters are going to be REALLY popular. im betting ull need the republic 3 ship expansion to gather the upgrades ull need to fly them fully loaded.
this ship would be called a 'system seller' if it was a video game. by that i mean totally new players will start playing x-wing because of this ship.
havent seen the dial but u can bet ur life its going to be as agile as an A-Wing or intercepter with boost and barrel roll and talon roll. linked actions into focus and more importantly - force sensitive name pilots who will surely have a few faction only force upgrades.
x-wing players loyal to other factions will consider defecting... get ready for the Delta-7 invasion... its going to alter the landscape of the game... im anticipating force creep to become a thing...
republic squads may be filled with 3 named delta7 pilots or 2 jedi starfighters and a support ship.
I mean, I don’t really disagree with anything you said. And I love that idea. I am ready and waiting for the tricks they can pull.
Add in the N-1 and it is a faction laser targeted at my gaming happy place. As someone whose favorite ships (in both the minis game, and video game) are the Interceptor and A-wing I have two words for you. Wheee! Zooom!
Can’t touch this.
43 minutes ago, Da_Brown_Bomber said:the republic jedi starfighters are going to be REALLY popular. im betting ull need the republic 3 ship expansion to gather the upgrades ull need to fly them fully loaded.
this ship would be called a 'system seller' if it was a video game. by that i mean totally new players will start playing x-wing because of this ship.
havent seen the dial but u can bet ur life its going to be as agile as an A-Wing or intercepter with boost and barrel roll and talon roll. linked actions into focus and more importantly - force sensitive name pilots who will surely have a few faction only force upgrades.
x-wing players loyal to other factions will consider defecting... get ready for the Delta-7 invasion... its going to alter the landscape of the game... im anticipating force creep to become a thing...
republic squads may be filled with 3 named delta7 pilots or 2 jedi starfighters and a support ship.
We already know what the dial looks like, and what actions it has:
It's on the Interceptor level. it can do a a Boost or Barrel Roll at the cost of a Force after a successfully completed maneuver. The only unknown is the purple action.
We also know it has an I6 in Anakin, I5s in Obi-Wan and Plo Koon, and probably another I5 in Mace.
I said this in another on the topic of there being Force creep, does it count as creep if it was clearly planned from the beginning of 2.0?
10 minutes ago, millertime059 said:I mean, I don’t really disagree with anything you said. And I love that idea. I am ready and waiting for the tricks they can pull.
Add in the N-1 and it is a faction laser targeted at my gaming happy place. As someone whose favorite ships (in both the minis game, and video game) are the Interceptor and A-wing I have two words for you. Wheee! Zooom!
Can’t touch this.
I am looking forward to the Delta-7 as well for pretty much the same reason. Interceptors and A-wings are some of my favorite ships, now we get to add the Force and some tricks.
1 hour ago, Cloaker said:So an entire faction whose spam ship's abilities can be countered through placing two of the three rocks on your side of the board for a reload y-wing to seismic bomb, neutered heavily on the alpha with Trajectory Simulator, suffering crippling vulnerabilities to Ionization which deprives them of vital calculate tokens, in a future meta where 50% of the obstacles will most likely be Ion clouds, that has no true aces so far above initiative 4 for their bulk ships, and are also just a bit fragile?
Somehow it seems that the potentially 3 ship list, Force mod heavy, ace dial, initiative 5-6 Republic Jedi faction are getting the better deal here...
We won't know until we see the point cost. It's entirely possible that 3 I5 Delta-7s means little or no real upgrades, meaning 3 ships with only 2 red dice as your list. Which will have issues destroying things even if they are very difficult to kill.
6 hours ago, Da_Brown_Bomber said:and the one saying Dash and his title actually work together...
8 hours ago, Hiemfire said:I think the Semicolon is the key part of that implying that the droid must still be at range 0 of the Asteroid or Debris Cloud to rotate 90 degrees. They skip their Execute Maneuver step when they have the Grapples open and are within range 0 of an asteroid or debris cloud so at best they'll be able to rotate 90 deg and then Barrel roll off the obstacle.
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That seems like a really odd use of a semicolon, though. Basically, the sentence has five bits:
(1) After you reveal your dial,
(2) if you reveal a maneuver other than a (2 ^) and are at range 0 of an asteroid or debris cloud,
(3) skip your Execute Maneuver step and remove 1 stress token;
(4) if you revealed a right or left maneuver,
(5) rotate your ship 90* in that direction.
I get the argument that (4) is still bound by the requirement of (2), but it seems just as valid to claim that the semicolon is dividing two separate "if" statements ((2) and (4)), each bound only by (1).
In other words, the idea that you could rotate by revealing a maneuver even without being on a debris cloud seems perfectly valid with the current text.
Edited by JJ48They may only have 2 agility, but if they're sitting on an asteroid they will most likely be obstructed. I think that may have been a conscious choice to keep them from being basically 4 green die turrets that just constantly camp. Especially since they'll probably be the cheapest ships in the game, I'm guessing <10 points.
They might be predictable, but given how the game is much more arc locked than it was before a ship that can remain totally stationary it might spend quite a bit of time out of your arc. And if you are in a turreted ship that is just orbiting the asteroid this Vulture droid is camping, the rest of the CIS list is probably running circles around you.
If you can get 3-4 Vulture droids plus another 2-3 damage dealers it could be quite nasty. The vultures become little turrets on the asteroids while the other ships fly interference. If you attack the vultures, the Aces will kill you. If you attack the aces, the Vultures will plink you to death.
2 hours ago, JJ48 said:That seems like a really odd use of a semicolon, though. Basically, the sentence has five bits:
(1) After you reveal your dial,
(2) if you reveal a maneuver other than a (2 ^) and are at range 0 of an asteroid or debris cloud,
(3) skip your Execute Maneuver step and remove 1 stress token;
(4) if you revealed a right or left maneuver,
(5) rotate your ship 90* in that direction.I get the argument that (4) is still bound by the requirement of (2), but it seems just as valid to claim that the semicolon is dividing two separate "if" statements ((2) and (4)), each bound only by (1).
In other words, the idea that you could rotate by revealing a maneuver even without being on a debris cloud seems perfectly valid with the current text.
If you were right and the rotate clause was independent of the range 0 & not 2 straight -> skip manoeuvre clause, then flying over but not landing on an obstacle would allow you to open the struts, then next round dial in a turn, swivel 90 degrees *and then execute the turn*!