Faction identities

By Roller of blanks, in X-Wing

Rebel: damage mitigation synergy faction

Empire: ?

Scum: gimmick faction

FO: Agression faction?

Resistance: Ace faction

Separatist: swarm faction

Republic: Force Faction

What do you think? Am I right or way off?

Edited by Roller of blanks

I think you might end up being surprised by the Clones, for one.

Empire I’d say is a unique mix of Ace and Swarm, ideally. Obviously we haven’t seen a ton of TIE swarms, but I’ve seen a Vader+4 TIE list at a couple local Hyperspace events that’s done really well.

Empire: Ship ability faction.

9 minutes ago, SpiderMana said:

I think you might end up being surprised by the Clones, for one.

With quite a few Republic abilities dealing with friendlies in the side arc and their Faction talent being generic only, they have an interesting skill set. The Ace/Mini swarm idea comes to mind, but there is also some great support abilities from the Jedi.

Ah. I look forward to figuring this faction out.

Rebel: Synergy/Beef Faction

Empire: Efficiency en masse or Efficiently Self-Sufficient faction

Scum: Tricksy hobbitses, precious. Also the biggest faction as a result of being the EU's miscellaneous box.

FO: Elite Empire/Agression faction

Resistance: Elite Empire/Variance mitigation faction

CIS: Swarmy McSwarmface with a heavier than usual focus on Overwhelming

Republic: Rebel Synergies meet Imperial Aces

Edited by player3010587

Ever since i started to read this forum, empire has been the faction of pessimists, and also with the most players.

Oh, and they have most specialist ships, with individual abilities and equipment options on each ship.

34 minutes ago, SpiderMana said:

I think you might end up being surprised by the Clones, for one.

Empire I’d say is a unique mix of Ace and Swarm, ideally. Obviously we haven’t seen a ton of TIE swarms, but I’ve seen a Vader+4 TIE list at a couple local Hyperspace events that’s done really well.

Agreed. Empire is ace and supposed to be swarm as well.

Scum's identity is that it has no identity. It is a bunch of random ships that can have synergy, or aces, or swarms. The illicit slot, which is supposed to be a defining feature, isn't even unique to the faction. Rebels and Resistance (what!?) both have it. There are no meaningful upgrades that are worth taking for the points. Illicits should be priced dramatically lower for Scum. Like Deadman's Switch should be free for Scum but cost 2 or 1 for Rebels and Resistance. Who is going to take Feedback Array for 4 points? I bet it would see at least some play at 1 for Scum. Make Inertial Dampeners free for Scum.

Edit: Every single Scum pilot with the exception of Autopilot Drone should have an Illicit slot. M3-A doesn't have it, Scurrg doesn't have it, Fang Fighter doesn't have it, StarViper doesn't have it, TIE doesn't have it.

Edited by Skitchx
46 minutes ago, Roller of blanks said:

Rebel  : synergy f  actio  n

What specificall do you mean by synergy and how is it different from synergy in other factions?

Scum is bounty hunters, pirates, criminals, and thugs. They look out for #1(Fenn Rau, Boba, Han, Lando, etc.), and have no problem using others to get what they want(Drea, Kaa'to, Kath Scarlet, Serissu). Their ships are as varied as the pilots who fly them and they don't shy away from tricks(Mining Guild Ties, Starvipers, Autopilot Drone, Moralo, Tel) or dirty dealings(Illicits, Jabba, and many other crew/gunner cards) to get ahead.

2 minutes ago, GreenDragoon said:

What specificall do you mean by synergy and how is it different from synergy in other factions?

Rebel synergy is all about helping out each other, Dutch handing out target locks, Garvin/Essege/Jake/Kyle with Focus, Lando with actions, cards like Leia or Jyn that help other ships, Selflessness and Biggs taking hits for their wingmates. Contrast these types of abilities with the Empire whos faction card, Ruthless, damages a friendly ship to try and push damage through on an enemy. You might point out Howlrunner's ability, but in context she is a squadron leader inspiring/directing a disciplined unit.

Other factions have some handshake type abilites, but often they have a drawback like Hux, and generally they don't have as many ways to help each other out.

Empire crew commanders may be worth noting as somewhat of a faction archetype. Palp, Tarkin, Sloane and Moff J etc.

Rebels: Typically 3-4 ships with more of an emphasis on HP than agility. The squads are typically mutualistically synergistic - they support one another without compromising their own functionality.

Empire: Typically 4+ ships with more of an emphasis on agility than HP. The squads are typically about space superiority, whether in numbers or maneuverability. Occasionally there is a support, who is rarely very functional on its own.

Scum: Typically 3-5 ships, with no general preference for HP or Agility. The squads are typically about undermining/altering the game state for their own advantage.

Resistance: Typically 2-4 ships, with a balance of HP and agility. The squads are generally about independent super aces.

FO: Typically 3-5 ships, with a slight preference for agility over HP. The squads are typically about intense aggression, even and often at a cost to themselves.

Republic: Ship count seems ambiguous still, what with no points. I would guess 3-5, with no general preference for HP or agility. The squads will likely be about sharing effectiveness - on their own, not superb, but better with more friends.

CIS: I anticipate 5+ ships, if not more. Fragile, clearly. Definitely swarm synergy - they make one another better, just like Republic.

21 minutes ago, Ambigatos said:

Empire crew commanders may be worth noting as somewhat of a faction archetype. Palp, Tarkin, Sloane and Moff J etc.

Shame that only Krennic is HS legal.

Yes, that still torques me off.

I have a feeling swarm is what is intended for Seperatists. But the vulture droid looks so weak on paper, I could see it being a faction of aces down the line.

Scum: Annoying mother****ers

Empire: Get ****ed

Rebels: Bet you can't **** us

FO: **** you .

Resistance: At least the dice won't **** us

CIS: ****s everywhere

Republic: Let's help eachother **** them

My current feeling about Scum: it is a faction of subfactions.

- 2 x fully loaded IG-88 are jack of all trades, but master of none. Very hard to predict and corner. No High PS or over the top synergy, but they are puzzle to kill.

- Meanwhile, you have 3 Fangs + Fenn. One of them blocks you and all the others punch in your teeth at repetition.

Both lists are so completely opposite of each other that I think of them as subfactions.

Rebels: I'll take that hit for you, bro.

Republic: Look out! Don't get hit, bro!

Empire: Your pain makes me stronger.

FO: My pain makes me stronger.

Scum: What is pain?

Seperatists: Let's make a deal: I win.

2 minutes ago, Bucknife said:

Rebels: I'll take that hit for you, bro.

Republic: Look out! Don't get hit, bro!

Empire: Your pain makes me stronger.

FO: My pain makes me stronger.

Scum: What is pain?

Seperatists: Let's make a deal: I win.

Continuing that theme:

Rebels: Ragtag band of redshirt allies sacrificing for the hero

Republic: elite redshirts watching out for the hero

Resistance: self-aware movie protagonists that will do anything knowing that they have plot armor save them

Empire: mustache-twirling villains

FO: Edgelord teens disappointed that they don't have enough peachfuzz to twirl like a mustache

3 hours ago, Burius1981 said:

You  might point out Howlrunner's ability, but in context she is a squadron leader inspiring/directing a disciplined  un  it  . 

That's a fluffy description, but the mechanical effect is synergy.

What really is the difference?

26 minutes ago, GreenDragoon said:

That's a fluffy description, but the mechanical effect is synergy.

What really is the difference?

Howlrunner is ment to be in a Tie swarm, as is iden and the rest of inferno squadron, to an extent.

But the rest of the faction doesn't echo that mentality. It's almost like there's a Tie fighter subfaction.

4 minutes ago, Roller of blanks said:

Howlrunner is ment to be in a Tie swarm, as is iden and the rest of inferno squadron, to an extent.

But the rest of the faction doesn't echo that mentality. It's almost like there's a Tie fighter subfaction.

There are more, especially crew: Sloane, Ciena Ree, Tarkin, Palpatine. Then there's Jendon, and few TIE /LN abilities like Del on top.

I'm asking so obnoxiously because I think it's important to be more specific than "synergy". Rebels show a very specific kind of synergy that's worth pointing out.

I think this is the correct articulation of the factions and their identities:

Rebel : Beefy Memes

Empire : Tie Memes

Scum : Boba Memes

FO : Emo Swolo Memes

Resistance : RZ-2A Memes

CIS : Roger Roger Memes

Republic : Try Spinning Memes

Edited by RunnerAZ
fixed text
19 minutes ago, RunnerAZ said:

I think this is the correct articulation of the factions and their identities:

Rebel : Beefy Memes

Empire : Tie Memes

Scum : Boba Memes

FO : Emo Swolo Memes

Resistance : RZ-2A Memes

CIS : Roger Roger Memes

Republic : Try Spinning Memes

This belongs in DXM for sure!

13 hours ago, RunnerAZ said:

I think this is the correct articulation of the factions and their identities:

Rebel : Beefy Memes

Empire : Tie Memes

Scum : Boba Memes

FO : Emo Swolo Memes

Resistance : RZ-2A Memes

CIS : Roger Roger Memes

Republic : Try Spinning Memes

The best kind of memes.

To be honest, I always found these faction identities to be pretty meaningless in actual competitive play.