Sith Infiltrator Preview

By imprezagoatee, in X-Wing

1 minute ago, clanofwolves said:

I agree this might work OK, but I get why Dooku is drinking in the image on his card as it is a bit stumbly and complex to implement. So one must need to be drinking to enjoy use him....

The all force active text is to keep him from being crazy. I think we'll see him most on 0 force pilots, since they are likely to have full force more often.

Probe droids are the same mechanic I always expected them to add with laser mines.

12 minutes ago, GuacCousteau said:

Those probe droids sound amazing. What an awesome mechanic; little spotter drones you can move around. I assume they're going to come with a rules update that says they can be attacked? They have an agility and a hull value, but currently I believe that, as templates placed on the board, they can be locked but not attacked..

Just fly over them to ram them and they can be destroyed that way as written so far.

8 minutes ago, GuacCousteau said:

Hmm.

With Maul at I5, I'm not sure the timing works out.

Maul will be shooting early, and so will probably need to decide whether to take the second shot or not before he's done the bulk of his defending. That's two Force down, and even if he doesn't he might still need to spend tokens to mod his dice. That means Hate has to kick in once if not twice before Dooku can be used.

For Dooku to actually do anything, Maul needs to be shot at potentially three times, and to take damage on two of those.

I think Sidious is way better on Maul, personally.

You have much more faith in that single defense die than I do, my friend!

18 minutes ago, GuacCousteau said:

Those probe droids sound amazing. What an awesome mechanic; little spotter drones you can move around. I assume they're going to come with a rules update that says they can be attacked? They have an agility and a hull value, but currently I believe that, as templates placed on the board, they can be locked but not attacked.

A 3 agility "ship" that can't be attacked? Doubtful.

swz30_probe-card.png

Palpatine on Maul/Dooku stressing your entire list sounds like fun. I like the Sidious side much more for the game in general, but I don't see when/why you'd ever flip him.

Dooku crew is great, though clearly weaker than 1.0 Palp.

The infinite range recover for Grievous is pretty good and he is a great card to support swarms. I know I would love him already now.

The probe droid is simply awesome! About destroying it: you can always overlap it and have a 25% chance to make it go boom. Incorporating a mechanic that requires us to end up on something is such a nice novelty and already a theme for vulture droids with their grappling hooks.

I won't be buying into separatists, but I like the probe droid mechanics.

1 minute ago, PhantomFO said:

You have much more faith in that single defense die than I do, my fr  iend!

Like I said, it's the timing not the action which I think doesn't work. Dooku on a 1 agility ship is basically 1e C-3PO, as I said in another post, and we all know how good that was.

Dooku needs full Force to trigger. I don't see too many situations where Maul will be defending with full Force. Even if you just spend 1 to mod an eye result on attack and don't trigger the ability, Dooku won't get to kick in until you're defending for a second time, and that's only assuming you take damage in the first defence and have Hate. If you used Maul's ability, Dooku will only trigger on a third defence roll after you took damage in both first and second defence rolls. How many times does that happen? Even to a large base 1 agility ship?

Dooku on Maul will be good against I6s and other I5s if you're shooting second, I guess. Given the current meta, that might be enough to make the combo viable, I suppose.

14 minutes ago, imprezagoatee said:

Because it says 'firing arc' instead of (front arc symbol).

Not sure if he's right, but it does leave the space open for a turret arc to work with his ability. No turrets or turret arc indicators in the original card spread...but they could be being sneaky I guess.

swz30_spread.png

Could it be so it works with HLC bullseye arc?

17 minutes ago, thespaceinvader said:

it is odd that they're not using the 'V arc' wording thoguh.

Only if Dooku and to a lesser extent the infiltrator doesn't get access to a turret/alternate firing arc. It would ruin the convention and consistency thus far set for wording and symbol usage.

1 minute ago, GreenDragoon said:

Palpatine on Maul/Dooku stressing your entire list sounds like fun. I like the Sidious side much more for the game in general, but I don't see when/why you'd ever flip him.

Dooku crew is great, though clearly weaker than 1.0 Palp.

The infinite range recover for Grievous is pretty good and he is a great card to support swarms. I know I would love him already now.

The probe droid is simply awesome! About destroying it: you can always overlap it and have a 25% chance to make it go boom. Incorporating a mechanic that requires us to end up on something is such a nice novelty and already a theme for vulture droids with their grappling hooks.

The probe also has an agility stat, they're most likely able to be shot at.

Not sure if K2-B4 will be great, or just meh. Only really gives an evade if the enemy really doesn't want strain, only strains if the enemy really wants your ship dead, or is likely to be unaffected by it. I like giving my opponent bad choices, but he's always going to choose the lesser effect so...we'll see.

2 minutes ago, GreenDragoon said:

Palpatine on Maul/Dooku stressing your entire list sounds like fun. I like the Sidious side much more for the game in general, but I don't see when/why you'd ever flip him.

I think late game that recover force option will be really nice for Maul, but you need 2 ships still on the board to coordinate, so you might be right.

Text on Palapatine's card is wrong. Should be:

During the end phase, you may say "Execute Order 66". If you do, flip this card.

Can't believe they'll have to day 1 errata this.

Just now, Hiemfire said:

The probe also has an agility stat, they're most likely able to be shot at.

Yes, I'm sure that will be possible. But I really like that they included the option to crash it by overlapping.

Bottom of the Probe Droid card calls it a "Remote." Expect to see an update to the rules to explain how they can be attacked and especially how they interact with overlaps etc.

When Dooku's card says "all Force charges are active" does it include the pilot's force tokens and the Force from the crew card as well?

1 minute ago, K13R4N said:

Could it be so it works with HLC bullseye arc?

Sure...but that arc is always inside the front arc so... :)

Just now, kempokid said:

When Dooku's card says "all Force charges are active" does it include the pilot's force tokens and the Force from the crew card as well?

They are one and the same. Crew simply add force to the pilot's pool.

1 minute ago, kempokid said:

When Dooku's card says "all Force charges are active" does it include the pilot's force tokens and the Force from the crew card as well?

Yes. Force from crew goes to the pilot anyway.

EDIT: Ninja'd! :)

Edited by imprezagoatee
1 minute ago, imprezagoatee said:

I think late game that recover force option will be really nice for Maul, but you need 2 ships still on the board to coordinate, so you might be right.

I completely read past the recover force. That is a good point, and might be nice in combination with the rest, from Maul to Dooku pilot to Dooku crew (if there are two slots and Palp takes only one). Thanks!

4 minutes ago, K13R4N said:

Could it be so it works with HLC bullseye arc?

The firing arc is part of the "while defending" part of Dooku, not the attack part so it is not concerned with what HLC requires. Dooku has two different abilities that aren't reliant on the other.

Edited by Skitchx
3 minutes ago, Hiemfire said:

A 3 agility "ship" that can't be attacked? Doubtful.

swz30_probe-card.png

Yeah, that's literally what I said.

They have stats, so obviously they're meant to be attacked.

But currently, you can't. The current rules don't allow you to attack obstacles or devices, only lock them. These are currently the only template types that can be placed on the board. The card for the probe droids just says 'drop or launch one DRK-1 probe droid'. It doesn't use the word template, so presumably these things are different.

But they're also not ships.

The rules don't have an option for you to perform an attack on... whatever the cardboard token will ultimately be defined as.

Unless these tokens somehow count as ships? Idk...

Just now, kempokid said:

When Dooku's card says "all Force charges are active" does it include the pilot's force tokens and the Force from the crew card as well?

Considering that all force charges are on the pilot card, it likely encompasses those as well.

4 minutes ago, Skitchx said:

Only if Dooku and to a lesser extent the infiltrator doesn't get access to a turret/alternate firing arc. It would ruin the convention and consistency thus far set for wording and symbol usage.

Lol, like there's any consistency in anything FFG has published in 2e.

Dark Courier/Dooku Crew/Probe Droids/Scimitar : Could be a nice support ship !