Reminder: FFG New Ship Preview livestream Today, Tues the 17th

By Hiemfire, in X-Wing

30 minutes ago, heychadwick said:

Refresh my memory, these red tokens get removed by Blue moves, right? Also, if you were Depleted, Strained, and Stressed, one Blue move would clear them all, right? Or am I wrong?

Correct - one blue move can remove up to 1 stress, 1 strain, and 1 deplete. Unless they change up something in the RRG with the new points

Is there any word if the deplete token is removed after you perform an attack modified by deplete as with strain and defending?

6 minutes ago, Pa Weasley said:

Is there any word if the deplete token is removed after you perform an attack modified by deplete as with strain and defending?

It was mentioned on the stream I believe. We will have a rrg in Jan anyway to go with it

They said it was just like Strain

The new depleted having been said to be designed with strain, may explain why strain had nothing to do with gas clouds. Just a thought.

19 hours ago, CaptainJaguarShark said:

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Reposting for all the late-comers.

19 hours ago, Hiemfire said:

Deplete: Red Token, -1 attack die. Applies to any attack the depleted ship makes.

Anything spoiled for the empire?

9 minutes ago, RafaelNN said:

Anything spoiled for the empire?

Morna Kee is an I4 decimator with three non-recurring charges.

Fifth Brother is an I4 TIE/v1

"Vagabond" is an I2 TIE Striker

No idea on abilities though.

I do think that the new faction talent in Vonreg's TIE is FO or Empire though, which is a pretty cool space to explore. Looks like it will be awesome on some aces.

Realization I just had. With Primed Thrusters, the TIE/ba can use its ability on a red maneuver.

Fully executes a red, takes a strain to roll out of arc. Three dice comin' atcha.

Add the new talent and it can do that and focus.

Clear both reds with a blue the following turn and repeat. This thing is crazy kinds of dance-y.

Edited by ClassicalMoser
21 hours ago, ClassicalMoser said:

G4R-G0R – M3-A Scyk – I0

Nom Lumb – Jumpmaster 5000 – I1

Neither of these are showing up on Wookieepedia. Anyone have any idea of the source material for these?

1 minute ago, NeonWolf said:

Neither of these are showing up on Wookieepedia. Anyone have any idea of the source material for these?

Could be like Quinn Jast and FFG made them up. Not a big deal really.

1 hour ago, Hiemfire said:

Could be like Quinn Jast and FFG made them up. Not a big deal really.

Just curious if they were from a source I wasn't familiar with, besides the FFG RPG.

2 hours ago, NeonWolf said:

Neither of these are showing up on Wookieepedia. Anyone have any idea of the source material for these?

Nom Lumb first appeared in the FFG RPG, No Disintegrations. G4R-G0R doesn't appear to be in anything, but might have also been in the RPG and just not noted on Wookiepedia.

Alternatively, it's maybe an inside joke or dumb pun that we just don't get.

Evade tokens in the Hotshots and Aces pack! Woo!

16 hours ago, Hiemfire said:

You realize the Fireball's ship ability isn't a "hindrance" right? Being able to toss a disarm token, even riskily, is **** powerful.

Yes, tossing a disarm token is great. I meant the part where you start with a face-down damage card is kind-of a hindrance (although it's also important for enabling the ability from the start).

I'm more thinking of a pilot ability along the lines of the light scyk from 1.0 - an ability that's a disadvantage and comes in on a cheaper ship than the generics. This is a risky design space, because of course if the downside can be mitigated cheaply then it's a bargain ship, but I think it's a design space worth exploring. Maybe the pilot turns one hit to a crit when they defend, or maybe they expose a damage card when they receive a stress token.

The Twilight ever gets released for the republic, it would be a good candidate for a ship ability that is just pure negative.

5 minutes ago, gadwag said:

Yes, tossing a disarm token is great. I meant the part where you start with a face-down damage card is kind-of a hindrance (although it's also important for enabling the ability from the start).

Difference in perspective then. To me the Fireball is a 5 hp SLAM fighter with the ability to discard a disarm by suffering the effect of a crit. Which one is randomized at the start of the game by starting with a face down damage card.

1 hour ago, Hiemfire said:

Difference in perspective then. To me the Fireball is a 5 hp SLAM fighter with the ability to discard a disarm by suffering the effect of a crit. Which one is randomized at the start of the game by starting with a face down damage card.

Yes, that's a more accurate way to think of the Fireball (and I'm pretty sure the Fireball title will allow you to choose your crit, with an extra penalty for being ionized to prevent discharge vane shenanigans)

The design space for a pure weakness ability is still open, then.

Did they answer the "some ships aren't worth the current cost but they're too close to a breakpoint to cheapen" Discord question mentioned on page 1? I don't think I saw it mentioned in the later posts.

1 minute ago, Psilon said:

Did they answer the "some ships aren't worth the current cost but they're too close to a breakpoint to cheapen" Discord question mentioned on page 1? I don't think I saw it mentioned in the later posts.

Iirc early in the stream they mentioned the break points were something they might look at changing.

6 hours ago, Hiemfire said:

Iirc early in the stream they mentioned the break points were something they might look at changing.

They even specified that the coming points do change the breakpoint for a ship, but that it's not triple Defenders.

16 hours ago, rawbean said:

They even specified that the coming points do change the breakpoint for a ship, but that it's not triple Defenders.

They actually said "certain breakpoints" so the opportunity for multiples is there.

In order of likelihood:

  1. (things we won't even notice)
  2. TIE Silencer
  3. Salvaged YT-1300
  4. TIE Interceptor
  5. TIE Striker

I hope they make it to number 4. 😕

N-1 break point changes is my bet.

On 12/17/2019 at 11:13 PM, XPav said:

Let's break this down, because I consider the 2 paragraphs seperate:

A70D6B90-9D35-4B0E-AAB5-77AC13FDC1AD.jpe

First paragraph -- damage cards with actions that, due to this card, can have their actions executed even when stressed are:

  • Blinded Pilot
  • Wounded Pilot
  • Console Fire
  • Weapons Failure
  • Hull Breach
  • Damaged Sensor Array
  • Loose Stabilizer
  • Fuel Leak

Second paragraph - Ship trait only cards, that use the Action: Repair, so a pretty easy follow-on to a normal repair or a repair-when-red like in the first paragraph:

  • Console Fire
  • Weapons Failure
  • Hull Breach
  • Damaged Sensor Array
  • Loose Stabilizer
  • Fuel Leak

And then the odd balls (bold italics mine)

  • Disabled Power Regulator - Before you engage, gain 1 ion token. After you execute an ion maneuver, repair this card.
  • Direct Hit - Suffer 1 hit damage. Then repair this card.

So the question is: does the second paragraph require one to use a repair action, or is it independent?

Cards that can't be fixed at all with this card are:

  • Stunned Pilot
  • Damaged Engine
  • Structural Damage

I love Kaz's ability, even when he is heavily damaged he still does well against Aces. Gonna have to be careful against generics. Hoping he is around 40 points.

5 hours ago, ClassicalMoser said:

They actually said "certain breakpoints" so the opportunity for multiples is there.

In order of likelihood:

  1. (things we won't even notice)
  2. TIE Silencer
  3. Salvaged YT-1300
  4. TIE Interceptor
  5. TIE Striker

I hope they make it to number 4. 😕

99. SIX. CARTEL. MARAUDERS.