A Legend Reborn - Major Vonreg's TIE Expansion Pack article
Shield Regen is nice. The double-icon blocks (at the moment) a silencer from taking it, which is reassuring. Quickdraw and Tavson approve, though!
Proud/False Tradition is interesting. Between Fanatical and Pattern Analyser, the First Order isn't short of ways to influence focus results when doing a loop or turn, so it'd need to be cheap, especially since it's got a pretty unpleasant downside since there's no way to flip False Tradition back!
inb4 Power Cells in every FO list
on almost every ship
Edited by ficklegreendice2 minutes ago, Magnus Grendel said:Proud/False Tradition is interesting. Between Fanatical and Pattern Analyser, the First Order isn't short of ways to influence focus results when doing a loop or turn, so it'd need to be cheap, especially since it's got a pretty unpleasant downside since there's no way to flip False Tradition back!
Best two candidates seem like Muse and Holo. Both can pull a red move, take a focus, then offload the stress somehow.
2 minutes ago, theBitterFig said:Best two candidates seem like Muse and Holo. Both can pull a red move, take a focus, then offload the stress somehow.
It's so good for Muse! Good point on Holo, I'd somehow not thought of that!
Good point on Muse. That lets her focus without needing pattern analyser, meaning she can instead pack optics and further boost her ability to act as a 'pocket tie defender'.
I'm not convinced on Holo, but I guess we'll see. I'm always leery of "must" abilities.
3 minutes ago, ficklegreendice said:inb4 Power Cells in every FO list
They pretty much duplicate the effect of R2 Astromech (spend 1 of 2 charge, disarm, 1 shield), so I'd imagine similar cost - which for agility 3 is probably too much to justify on a TIE/fo.
It's a nasty investment for a TIE/sf or a big Upsilon, though, as notedm quickdraw and tavson (who thrive on lost shields) will love it.
One assumes (!) the TIE/ba can carry it, and hit-and-run interceptors are a thing - see all the regen jedi, but the TIE/vn fortunately can't (no mod slot).
It’s nice and all, but this is getting overshadowed by the new wave news.
I am way more hyped for Xi shuttle in my FO list as a support ship than Soontir 2.0.
And the LAAT steals the show
1 minute ago, Magnus Grendel said:Good point on Muse. That lets her focus without needing pattern analyser, meaning she can instead pack optics and further boost her ability to act as a 'pocket tie defender'.
I'm not convinced on Holo, but I guess we'll see. I'm always leery of "must" abilities
Fair enough. I might just run Muse without a Tech slot, though. The thing I don't love about Fanatical/PA Muse is the cost. Running just Proud Tradition probably results in a much cheaper ship.
2 minutes ago, Magnus Grendel said:They pretty much duplicate the effect of R2 Astromech (spend 1 of 2 charge, disarm, 1 shield), so I'd imagine similar cost - which for agility 3 is probably too much to justify on a TIE/fo.
Maybe more. Spend both charges (regen, then change disarm to stress) and you can regain a shield in the system phase, then pull a Blue move to clear stress. So kind of equal to a Shield Upgrade, in a way.
To that end, is it ever worthwhile to spend a charge to swap one of the Baron's strain/deplete tokens to stress? Also potentially handy: getting rid of Ion tokens on a fragile ace. Yeah, the more I think about it, this thing has to cost more than an R2.
I would not sleep on the token switching part of Power Cells. Twice a game you can laugh at Sun Fac, or once a game you can regen and then ditch the disabled token. It also works well for using with the ships ability, take the deplete and then discard it, and gives you something to do with it if you're ahead or they're not shooting your regen ace. It's a really well designed card.
Edited by DarkArk1 hour ago, DarkArk said:I would not sleep on the token switching part of Power Cells. Twice a game you can laugh at Sun Fac, or once a game you can regen and then ditch the disabled token. It also works well for using with the ships ability, take the deplete and then discard it, and gives you something to do with it if you're ahead or they're not shooting your regen ace. It's a really well designed card.
Critically, it also prevents taking Shield/Hull/Stealth! You have to make the choice. I suspect this will be the favored one due to its versatility in a variety of matchups, but it doesn't seem inherently much stronger than the other options.
I do expect a cost around 7 though.
3 hours ago, DarkArk said:I would not sleep on the token switching part of Power Cells. Twice a game you can laugh at Sun Fac, or once a game you can regen and then ditch the disabled token. It also works well for using with the ships ability, take the deplete and then discard it, and gives you something to do with it if you're ahead or they're not shooting your regen ace. It's a really well designed card.
I think it's potent, but I don't really think I'd call it "well designed." Over and above the sense that calling any regen "well designed" is stretching it, the massive flexibility of this troubles me.
-
Regen two by giving up two shots.
- Use Deplete on your Fine Tuned Thrusters, since you can't shoot anyhow!
- Regen one by pulling a blue moves.
- Remove two nasty debuff tokens at the wrong time (**** you, Sun Fac and Ion weapons and Mag-Pulse Warheads).
- Regen 1 and remove 1 nasty token.
This thing just does anything and everything.
22 minutes ago, theBitterFig said:I think it's potent, but I don't really think I'd call it "well designed." Over and above the sense that calling any regen "well designed" is stretching it, the massive flexibility of this troubles me.
- Regen two by giving up two shots.
- Use Deplete on your Fine Tuned Thrusters, since you can't shoot anyhow!
- Regen one by pulling a blue moves.
- Remove two nasty debuff tokens at the wrong time (**** you, Sun Fac and Ion weapons and Mag-Pulse Warheads).
- Regen 1 and remove 1 nasty token.
This thing just does anything and everything.
Agreed that it is a very powerful card, yet its uses are still somewhat limited.
Effectively, it's a shield upgrade, but with more flexibility. Priced like Mag-Pulse (around 10-12) it would probably be just fine, and a very interesting way to buff your ace. It can be anywhere between two token-ditches and two shield/disarms. That's some tremendous versatility. But it's still not much more valuable than a straight shield upgrade because:
– Each regen requires you to have lost health but survived; if you get nuked in one round it doesn't save you where Shield would have
– A single regen still comes at the cost of stress, which makes it worse than Shield upgrade (unless you're coming back from half points which is still fairly rare)
– Two regens come at the cost of two disarms, which isn't all that punishing for a cagey platform like this, so is probably a strict advantage over Shield
– Two token-ditches can save your life, situationally, but it only works if you're not stressed. Kind of a tricky call to make on this one.
I feel like costing it above 10 makes it like Ezra Gunner; just worse than the more generic alternative. Versatility is worth something, but probably not worth all that much.
The shield upgrade is an interesting comparison, because at worst its pretty close to a shield upgrade, but it's situationally massively better.
DP Cells are instant anti-nantex also. Gain stress instead of being tractored.
"if there is a damaged ship friendly to the defender at range 0-1 of the defender"
WTF!? I hope they didn't print this! "friendly to the defender?" 🤣

6 minutes ago, wurms said:"if there is a damaged ship friendly to the defender at range 0-1 of the defender"
WTF!? I hope they didn't print this! "friendly to the defender?" 🤣
It's probably written this way for non-1v1 epic purposes
2 hours ago, theBitterFig said:This thing just does anything and everything.
Which is good, because the ships this can go on aren't that great. God forbid the FO actually gets a good upgrade card that will put them on the mat for competitive play. This upgrade makes most of my hesitation about the TIE/Ba go away, and gives the FO a card that lets their aces compete with those of other factions. Kylo can't take it, which ironically probably makes him worse than Vorneg for the points now, cost depending.
The regen aspect of it has to be decided in the system phase, so it's even more of a gamble than R2s are. I actually think the regen is secondary to its ability to shed tokens you don't want. Those usually end up causing you more damage than a single shield. And again, this is an upgrade for ships that are universally considered to be uninspiring and not competitive. I'll take it. Now we just have to wait for how many points it will cost.
Edit: Also, I realized in 1v1 endgame situations where you are both going to be k-turning PT is an exceptionally potent card. Forcing a crit onto your opponent if they want to deny your red action economy is a steep cost, and most FO ships can deal with it.
Edited by DarkArk16 minutes ago, wurms said:"if there is a damaged ship friendly to the defender at range 0-1 of the defender"
WTF!? I hope they didn't print this! "friendly to the defender?" 🤣
What's your issue with the wording? When Ember attacks, if the defender has a ship friendly to it at range 0-1 of it that is damage they cannot use Focus or Calculate tokens during the attack.
7 minutes ago, Hiemfire said:What's your issue with the wording? When Ember attacks, if the defender has a ship friendly to it at range 0-1 of it that is damage they cannot use Focus or Calculate tokens during the attack.
could have just said : '' if the defender has an enemy ship at range 0-1.'' but maybe it would have been confusing (enemy to whom? My ship? the defender's ship? etc)
I agree that it's a mouthfull, but at least it clear and without leeway.
1 hour ago, Biophysical said:The shield upgrade is an interesting comparison, because at worst its pretty close to a shield upgrade, but it's situationally massively better.
Well, technically at worst a Shield upgrade would be better, the worst meaning you took hit hit crit and that crit was a direct hit. Shield upgrade would have meant you still have full hull. This tech means you're still just dead. Unfortunately regen takes time so isn't always viable on such squishy platforms.
Of course, it's rare you'll take more than 2 damage at once. Right? Unless you're strained and chose focus over evade and then spent it on attack, or you got caught between two arcs...
Still, this is massively more flexible than Shield and should cost at least a bit more.
11 hours ago, Magnus Grendel said:They pretty much duplicate the effect of R2 Astromech (spend 1 of 2 charge, disarm, 1 shield), so I'd imagine similar cost - which for agility 3 is probably too much to justify on a TIE/fo.
I am thinking that there will be a discount because of the double slot requirements. Maybe 4-5 at agi 3???
there isn’t anything to say that they won’t give the Silencer a mid slot, they may increase afterburners because of all the high play it gets. I did it it too, but it is a possibility. But they could be focusing regen on Agi 2 ships like the /SF. Pretty sure QD might like this upgrade.
3 minutes ago, Archangelspiv said:there isn’t anything to say that they won’t give the Silencer a mod slot,
I never want to see kylo with regen, and that's coming from a player who almost only play kylo on every match. It would probably be way beyond disgusting. Rush with fanatical and regen would also probably be pretty busted. I think it's fair to say we won't be getting mod slot on silencer, if only for the good health of the game.
Now, onto the tie-whisper now... we just don't know
10 hours ago, theBitterFig said:This thing just does anything and everything.
The combination of Focus, Evade (with Composure) and Regen is a lot of defensive capabilities for a ship with high mobility
I'm mainly a FO player but I'm worried about it. The ship isn't too good with the deplete/strain drawback, and even with high Initiative, two actions per turn is not the same as Jedi's Force, but this tech must be priced correctly. I don't want God mode everywhere.
Also, Holo can regen and ditch out the disarmed token to keep fighting.
I hope this upgrade doesn't cost less than 9 points on 3 agility ships. Also I hope Vonreg doesn't cost too much because this one.
@S4ul0 An R2 droid is 6 on an Aethersprite. Fuel cells died the same thing, can spend a charge to drop a token too, but takes up 2 very important slots as well. I think it will be in the range of R2 points wise.
22 minutes ago, Archangelspiv said:@S4ul0 An R2 droid is 6 on an Aethersprite. Fuel cells died the same thing, can spend a charge to drop a token too, but takes up 2 very important slots as well. I think it will be in the range of R2 points wise.
I think R2 is undercosted. Two regen charges would be at the same range than one extra shield.
Also, I think the extra health is very cheap and needs to go up with the next update (or the design team could remove some slots from the best pilots).
Finally, I think the Deuterium is a little better than R2.
9 points seems reasonable to me and I'd put it on my Aces.
Edited by S4ul0




