Sith Infiltrator Preview

By imprezagoatee, in X-Wing

15 minutes ago, J1mBob said:

I think this also gives us an idea on how the _____ Discord Missiles from the Vulture expansion will work. They seem to have a similar deploy mechanic, although the token for them suggests a much more limited ability to move them.

I personally still don't think they'll be able to move post-launching them. I think it makes enough sense that they're functionally a mine that you launch 3-straight or 3-bank forwards, but as an attack rather than during the system phase. You shoot the missile, if it overlaps an enemy ship, they become buzz droid-ed. If it doesn't hit anything, I like the idea of them floating there, but not moving of their own accord, until a ship happens to get close enough for them to latch on.

I could be wrong, certainly, but this makes the most sense to me, with what we know so far.

47 minutes ago, kempokid said:

This is a very weird thing to insist on, one way or another without:

  • knowing the cost of the upgrade
  • seeing the updated rules that we obviously need
  • understanding how the device works, seeing as it's not on a base nor is it a standard device/obstacle since it moves during play

28 minutes ago, theBitterFig said:

How easy is it, though? Just working through, you'll go a 3-speed move (deployed in the end phase), followed by a 2-speed move (in the system phase). Since a Vulture can easily do a 3-speed move themselves, that'll only be an extra 2-speed move's distance over what you'd normally be able to do with a Vulture. I guess I'd need to play around with it, get a sense of the on-table geometry.

@kempokid I agree entirely, just noting that it is a possibility.

@theBitterFig you also have the option of getting a lock off for your whole fleet without having any ships in range for enemy locks, you’ll almost definitely lose the droid, but to have your whole fleet have lock+ calculate on the joust seems worth the lost droid.

Just now, SpiderMana said:

I personally still don't think they'll be able to move post-launching them. I think it makes enough sense that they're functionally a mine that you launch 3-straight or 3-bank forwards, but as an attack rather than during the system phase. You shoot the missile, if it overlaps an enemy ship, they become buzz droid-ed. If it doesn't hit anything, I like the idea of them floating there, but not moving of their own accord, until a ship happens to get close enough for them to latch on.

I could be wrong, certainly, but this makes the most sense to me, with what we know so far.

My pet theory is they latch onto your rear guides, and do [whatever] but can be removed [some way] but also by overlapping the token, to represent the scrape scene in ep3

swz30_upgrade-dooku.png

Really, FFG? Did we seriously need a regening crackshot?

Dooku carrier rolls 3 hits against a 3 agility ship its instant hit. 2 hits against 2 agility, etc. Call out blank and dont matter what they roll.

I hope this card is 14-16 points.

6 minutes ago, svelok said:

It also means you can't decloak and then launch it, which is very significant.

You wouldn't be able to do that anyway, you can't drop/launch after decloaking.

3 minutes ago, wurms said:

swz30_upgrade-dooku.png

Really, FFG? Did we seriously need a regening crackshot?

Dooku carrier rolls 3 hits against a 3 agility ship its instant hit. 2 hits against 2 agility, etc. Call out blank and dont matter what they roll.

I hope this card is 14-16 points.

It will probably be more than that.

But honestly, it's similar in value to Vader crew. So that would be about the right level of points.

1 minute ago, wurms said:

swz30_upgrade-dooku.png

Really, FFG? Did we seriously need a regening crackshot?

Dooku carrier rolls 3 hits against a 3 agility ship its instant hit. 2 hits against 2 agility, etc. Call out blank and dont matter what they roll.

I hope this card is 14-16 points.

Its a force user crew and not even a side character, I can’t imagine he would be less than 12 at best.

1 minute ago, thespaceinvader said:

It will probably be more than that.

But honestly, it's similar in value to Vader crew. So that would be about the right level of points.

Hoping more. Vader crew is still undercosted for all the crap that one card does, they just took away its best carrier. Dooku is doing a lot for friendly ships and against enemy ships on both defense and offense. 14pts is very generous.

6 minutes ago, thespaceinvader said:

You wouldn't be able to do that anyway, you can't drop/launch after decloaking.

Yes you can. Rules Reference page 8, Cloak action:

"Each ship cannot drop or launch a device during the same phase that it decloaked."

Normal decloak is system phase, Dooku decloak is combat phase, the droids launch in end phase.

Edited by imprezagoatee
2 minutes ago, imprezagoatee said:

Yes you can. Rules Reference page 8, Cloak action:

"Each ship cannot drop or launch a device during the same phase that it decloaked."

Normal decloak is system phase, Dooku decloak is combat phase, the droids launch in end phase.

You beat me to it, I had to double check the Rules Reference before making a statement I couldn’t back up 😂

16 minutes ago, wurms said:

swz30_upgrade-dooku.png

Really, FFG? Did we seriously need a regening crackshot?

Dooku carrier rolls 3 hits against a 3 agility ship its instant hit. 2 hits against 2 agility, etc. Call out blank and dont matter what they roll.

I hope this card is 14-16 points.

It's regenerating Crackshot IF you rolled all hits in the first place AND you hadn't spent Dooku's Force point elsewhere AND the target is at range 1-2 (0-2 if they're using Zeb crew) AND they don't have some ability that lets them change a blank after it's been rolled.

It's a level of power roughly on par with a naked Seyn.

Heck, Tomax Bren actually has generating Crackshot and you still rarely see him.

2 minutes ago, PhantomFO said:

It's regenerating Crackshot IF you rolled all hits in the first place AND you hadn't spent Dooku's Force point elsewhere AND the target is at range 1-2 (0-2 if they're using Zeb crew) AND they don't have some ability that lets them change a blank after it's been rolled.

It's a level of power roughly on par with a naked Seyn.

Heck, Tomax Bren actually has generating Crackshot and you still rarely see him.

AND they don't roll a blank naturally. Its strong, but it's not crackshot.

21 minutes ago, imprezagoatee said:

Yes you can. Rules Reference page 8, Cloak action:

"Each ship cannot drop or launch a device during the same phase that it decloaked."

Normal decloak is system phase, Dooku decloak is combat phase, the droids launch in end phase.

So, in fact, you specifically can! Neat.

33 minutes ago, SpiderMana said:

I personally still don't think they'll be able to move post-launching them. I think it makes enough sense that they're functionally a mine that you launch 3-straight or 3-bank forwards, but as an attack rather than during the system phase. You shoot the missile, if it overlaps an enemy ship, they become buzz droid-ed. If it doesn't hit anything, I like the idea of them floating there, but not moving of their own accord, until a ship happens to get close enough for them to latch on.

I could be wrong, certainly, but this makes the most sense to me, with what we know so far.

The shape of the buzz droid token suggests it has more functionality than just dropping them like a bomb or mine. One edge is shaped to fit between the nubs of a ship base (similar to the Spare Parts Cannisters token). Perhaps you place the token between your nubs in the End Phase and then they move *once* in the next round?

15 minutes ago, PhantomFO said:

It's regenerating Crackshot IF you rolled all hits in the first place AND you hadn't spent Dooku's Force point elsewhere AND the target is at range 1-2 (0-2 if they're using Zeb crew) AND they don't have some ability that lets them change a blank after it's been rolled.

It's a level of power roughly on par with a naked Seyn.

Heck, Tomax Bren actually has generating Crackshot and you still rarely see him.

Crackshot needs bullseye, hence no Bren.

No need to try and make it sound complicated. Its a simple focused attack at range 2. Three red dice attack with a focus averages 2 hits. Against any 2 agility ship like Poe, Luke, etc. is instant damage. Its that simple. You dont say "You have to roll average AND have a focus AND be within range 2 AND have arc."

Be real. Focus + fire within range 2. Happens a dozen times a game.

24 minutes ago, PhantomFO said:

Heck, Tomax Bren actually has generating Crackshot and you still rarely see him

Seventh Sister as well, and she doesn't need bullseye.

Edited by kris40k
2 hours ago, SpiderMana said:

It’s got five directions it can go, so I mean.

Now we just need an Imperial Probe Droid model/card with a hex base that can maneuver in five directions.

Give it two attack, I mean, since an escape pod can shoot with 2... Why not, right?

Can grappling struts on to another ship of any size.

Steal that ships dial and make it whatever you want.

C'mon...it'll be fun.

22 minutes ago, Bucknife said:

hex  base that can maneuver in five  directions.

?

1 hour ago, thespaceinvader said:

Plus the base width, plus potentially the extra speed from Skilled Bombardier.

For Skilled Bombardier, a 4-straight plus a 2-straight is something like a 7-straight (not exactly, since the probe droid is a different size, and has a 5-sided shape). A serpentine of a 3-bank and 2-bank is going to cover about the same distance. A vulture has a 5-straight. 2 extra ship lengths is nice, but it's not even a full range band.

That said, throwing one of these out fast allows for Vultures to move slower (2-straight, for example), but get locks as if they'd moved fast. That'll help range control, prevent an enemy from jumping from Range 4 to Range 1 to avoid missiles.

I want to buy Seperatists, but it seems it would be kind of expensive to buy all the vultures. I was thinking maybe 1-2 fat infiltraters + a few fillers may be more cost efficient (in real money) than a 8 ship swarm.

21 minutes ago, theBitterFig said:

That said, throwing one of these out fast allows for Vultures to move slower (2-straight, for example), but get locks as if they'd moved fast. That'll help range control, prevent an enemy from jumping from Range 4 to Range 1 to avoid missiles.

Definitely the way to do it, yeah.

23 minutes ago, JJH_BATMAN said:

I want to buy Seperatists, but it seems it would be kind of expensive to buy all the vultures. I was thinking maybe 1-2 fat infiltraters + a few fillers may be more cost efficient (in real money) than a 8 ship swarm.

Here I am having preordered a bit of everything from wave 3... except the Infiltrator.

And now I really want this too 😭

What does the K2-84 "Solitary" keyword means? I never seen it before so I'm confused.

5 minutes ago, Andreu said:

What does the K2-84 "Solitary" keyword means? I never seen it before so I'm confused.

Can be the only Tactical Relay upgrade in the list. They went over the Solitary restriction in the Power and Profit article several weeks back.

https://www.fantasyflightgames.com/en/news/2019/1/18/power-and-profit/

"During squad building, a player cannot field more than one solitary card of the same upgrade type."

1 hour ago, wurms said:

Crackshot needs bullseye, hence no Bren.

No need to try and make it sound complicated. Its a simple focused attack at range 2. Three red dice attack with a focus averages 2 hits. Against any 2 agility ship like Poe, Luke, etc. is instant damage. Its that simple. You dont say "You have to roll average AND have a focus AND be within range 2 AND have arc."

Be real. Focus + fire within range 2. Happens a dozen times a game.

Sure, but a three-die attack would still be better off calling for a crit than trying to force a blank on the defender in almost every situation. It's a lower-probability event, so you're more likely to have your investment be rewarded. The only time I can envision myself using Dooku against defense dice are when I don't have a shot with his carrier ship, and there are no friendly ships at range 0-2 I could enhance instead.

2 hours ago, wurms said:

swz30_upgrade-dooku.png

Really, FFG? Did we seriously need a regening crackshot?

Dooku carrier rolls 3 hits against a 3 agility ship its instant hit. 2 hits against 2 agility, etc. Call out blank and dont matter what they roll.

I hope this card is 14-16 points.

Yes and no.

If you call blank then, yes, they are guaranteed to take 1 damage, but only that. If they roll evade-evade-blank against your 3 hits, Dooku does nothing (ie. he can't make a less-than-perfect evade roll worse). And your ship needs to actually roll hits equal to or greater than the defender's agility before he even does something, so there will be a lot of times he sits there shaking his fist and being rather useless. And his ship needs to have its Force points fully charged and be in range, so it's possible for the opponent to counter with range control or by pressuring the Dooku carrier into spending some Force points.

He's good, yes, but situational, and certainly not point-and-click levels of effective the way Vader crew is. Nothing to begin panicking over.

Edited by DR4CO