Hotshots and Aces V02...A forum wish list.

By Dwing, in X-Wing

16 hours ago, Cerebrawl said:

Scum:

-Vaksai configuration

-Revenant title

-StarViper Mk.II configuration (-1 red, +1 shield, lose torp slot, gain cannon slot).

-The rest of the named Tansarii station scyk pilots.

I'll probably think of more later.

I think a wing config for the Starviper would be great. Mayvbe something close to the intensity Ept for 1.0.

I think it's important that all factions get equal representation. Even though I am a Rebel player and was delighted with more options, it was just strange that Rebels got 4 new pilots while everyone else only got 3. I'm also going to be sticking to the rule that 3 must be ships available in 2.0, while the 4th can be for a ship that's been converted over, but not released. The bonus ships are not counted towards the 4 per faction as they are in there as extras if you have the ship in question.

With that in mind, here's what I want:

Rebel Alliance

I'm not including any A-Wing, or Attack Shuttle cards as my belief is the Phoenix Squadron pack will handle that.

  • Y-Wing - Lieutenant Telsij - I6 - When attacking, you may reroll 1 attack die for each enemy ship at range 0-1 of the defender.
  • Y-Wing - Ekelarc Yong - I3 - When you acquire a Lock, you may rotate your firing arc.
  • Sheathipede-class Shuttle - Sabine Wren - I3 - Same ability as Attack Shuttle
  • HWK-290 - Kanan Jarrus - Same Ability as VCX Kanan

  • Astromech - R5-P9 - After performing a red maneuver or action, you may acquire a lock.
  • Title - Control - HWK-290 only - When attacking with a primary weapon, roll 1 additional attack die.

So, I rarely see the Rebel named Y-Wings fly and we have plenty of Gold Squadron so I figured I'd throw in some characters from Gray squadron. In my research Yong flew with R5-P9 but I didn't want to fully convert his ability across since spending a focus to recover shield would always end up on someone else rather than Yong himself so I designed R5-P9 to work well with anyone, but really well with the Y-Wing given how it likes its target locks and has quite a lot of red on the dial, plus the gaining of the lock means he can then rotate his firing arc.

I spent a lot of time debating who should be I3 and who should be I6, in my opinion it's easier for an opponent to deny Telsij his ability by simply keeping his squadron formation lose that way even though Telsij has perfect information, that information may not be what he wants. Whereas Yong benefits more from knowledge of board state with his ability to change arc wherever. Granted it is only one Y-Wing so...eh..I dunno. These two could easily switch initiative.

I wanted Sabine in the shuttle cause it's strange that she's in one but not the other in my opinion. Kanan's ability would do wonders on the HWK, it's a cheaper platform meaning his ability can be used on more ships, but it's not as powerful as the VCX. That being said I wanted to create an alternate title since while banking the focus can be useful for Kanan, he has force and can't transfer it anyway. Moldy Crow is still good if you want to turtle up Kanan and keep his arc coverage for his ability wider...but if you want a more powerful turret you take Control. The origin of this is that Kanan did pilot one in a comic, but it wasn't the Crow, it was a stolen Imperial Governors private ship, so I figured it would have more firepower and 'Control' just sounded like a very oppressive Empire-like name.

---

Galactic Empire

With the release of Fallen Order we now have two more inquisitors to join the fun and given the Interceptor and Reaper could do with an extra pilot it's a perfect fit.

  • TIE Interceptor - Second Sister - I3 - 2 Force Charges - When attacking, after declaring a target you may spend 2 [Force], if you do, the defending ship must receive a jam token or spend 2 [Force]
  • TIE Interceptor - Erstin Deez - I5 - When attacking, if there is an enemy ship in your [bullseye] you may convert 1 focus to 1 hit.
  • TIE Reaper - Ninth Sister - I5 - 1 Force Charge - When you receive a red token, you may spend a [Force] to discard the red token.
  • TIE Phantom - "Wraith" - I5 - After performing an attack, you may perform a red cloak action. - While cloaked, treat your 1 speed basic manuevers as blue.

Originally I had Carnor Jax instead of Erstin, but then I realised that Second Sister is fairly close to what Carnor does anyway and having those two fly together would seem oppressive. So I opted to go for a "Fly well, get results" high ace for the 'Royal Guard' pilot. For the record I don't think the Royal Guard generic should come back, I think its fine that the Interceptor has two generics, and one of those is significantly higher than most.

The Reaper can suffer from stress issues so I just made Ninth Sister good at dealing with stress although i can easily see her ability being different.

I wanted to bring back A Phantom that can fire and cloak, but nerf it a little so it isn't as good and the design space to do red actions is a thing that exists. It does mean he can keep and use his evade for defense at least but with taking a stress it means his options are limited. So limited that he definitely needed a few more blues, but only slow blues so even with a decloak his distance options for bugging out are limited lest he keep the stress and therefore not be able to cloak. His fastest getaway is decloak 2 forward, and 3 blue forward. He can then cloak but has no evade token. It's also super predictable. A cloak to the side and turn in is less predictable as it's aggressive...but he's exposed and either just has a focus or evade since the timing of the decloak means he won't have his evade from decloaking.

---

Scum & Villainy

This became a grab bag of weird and wonderful things.

  • Customised YT-1300 Freighter - Chewbacca - I4 - You can perform actions and red maneuvers even while stressed. When you perform an action, if you are stressed you must treat that action as red. After you execute a red maneuver, or perform an action, if you have 4 or more stress tokens, remove 1 stress token and suffer 1 critical damage.
  • Firespray-class Patrol Craft - Hondo Ohnaka - I3 - You may equip 'Rebel Only' upgrade cards.
  • M-3A Interceptor - Aleas Rans'ery - I3 - While you attack, you may reroll one attack die, if the attacker has at one [Limited dot], you may reroll up to two attack dice.
  • Z-95 Headhunter - Mara Jade - I6 - 2 Force Charges - When you perform an attack, you may spend 1 force charge to roll 1 additional attack dice. While you defend, you may spend 1 force charge to roll 1 additional defence dice.

I would prefer I5 on Chewie as then it means we have an I4 - I6 covered. With Lando at I4 I means to get the full spread Chewie needs to be I5. However, I feel that if we did have Chewie be I5, people would complain about how Chewie is an I4 on Rebel and Resistance and he therefore somehow 'lost skill over the years' despite this not being about pilot skill as initative is merely an abstract number for game balance purposes!....ahem.

We've seen 'Mechanic' Chewie with the Rebel version, and the 'Wookiee Warrior' Chewie with the Resistance, Scum Chewie was my chance to present 'Pilot' Chewie. Chewie doesn't care about stress as much, but indulge in it too much and you'll he hurting. It does pair nicely with Han Solo Gunner for being able to do a red focus, even while stressed. It can go well with Lando as invoking Lando doesn't prevent you from doing reds next turn. L3 also goes well with Chewie due to the amount of stress chewie is gaining, having L3 will help mitigate that somewhat.

Spoiler alert, I've put Hondo as a Separatist pilot as well. I don't think its good for balance to have Hondo be able to be flown by any faction, but I like the idea that he is not as limited in what he can take. For that reason Hondo's ability is more list building related where he is able to take Rebel Only upgrades. This really only applies to the crew slot, but it can lead to interesting combos. You take Hondo for interesting combos and fun.

I wanted another Tansarii point pilot, and Aleas in my research was an ace hunter, thus her ability. There is still a beenfit from taking her, but her benefit doubles if it is an ace. I did contemplate I6, but figured it might be a bit too good so put her down to I3.

Mara Jade. A guy can dream, I just wanted Mara Jade with her Z-95 in the game is all. Plus it gives Scum more force users. Given Mara was known for a heavily modified Z-95 I figured her ability should reflect her skill to get the most out of her craft.

---

No A-Wings, No T-70s. That was a self imposed rule given how prevalent the ships are and already have plenty of viable pilots.

Resistance

  • Scavenged YT-1300 - Poe Dameron - I6 - When performing a boost action, you must use the 2 speed template.
  • MG-100 Star Fortress - Nix Jerd - I6 - When dropping or launching a device, you may use the [bank left] or [bank right] template of the appropriate speed if, able to.
  • Resistance Transport - Larma D'Acy - I1 - If you perform a red Coordinate or red Jam action, you may choose a ship at range 1 - 3.
  • [INSERT SHIP HERE] I ran out of ideas.

First Order

I'll be honest. I don't fly enough of First Order to know what exactly its pilots should be able to do, however here is my suggestion of 3 ships that should get a new pilot.

  • TIE Baron Interceptor
  • TIE Special Forces
  • Upsilon Class Shuttle

---

Galactic Republic

  • N1 Starfighter - Porro Dolphe - I4 - At the start of the engagement phase, if you performed a 3 - 5 speed maneuver, you may declare a friendly ship at range 1 - 2, if that ship is an N-1 Starfighter you may transfer any token to that ship. Otherwise you can only transfer a focus token.
  • N1 Starfighter - Arven Wendik - I3 - After an enemy ship inside your firing arc at range 2 is destroyed, you may acquire a lock on an enemy ship at range 1 to 3.
  • Y-Wing - "Tag" - I4 - When defending, if there is a friendly ship at range 1-2 in your [left arc] or [right arc] you may roll 1 additional defence dice.
  • ARC-170 - "Fives" - I5 - When attacking in [Front arc] may convert one [Focus] to [Critical] | When attacking in [rear arc], change one of the defenders [Evade] to [Focus]

Yes, I wanted to introduce more of Bravo Squadron. Dolphe is a great support ship who gets larger benefits if flying alongside other N1 Starfighters while Arven is built to encourage torp use given his ability to always have a lock on someone, even if his original target was destroyed.

I did design Tag with the idea he'd be flown alongside Jag in the ARC. There was really no other thought process put into that. :P

---

Confederacy if Independent Systems

  • Firespray-class Patrol Craft - Hondo Ohnaka - I3 - You may equip 'Scum Only' crew upgrade cards.
  • Nantex-Class Starfighter - Poggle the Lesser - I2
  • Sith Infiltrator - Darth Sideous - I4 - 3 Force charges - When a friendly ship at range 1 - 3 spends a Force charge, you may spend a Force charge to allow them to perform an action.
  • Vulture Droid - DFS-502 - I0 - You may perform attacks at range 0. After an enemy ship executes a maneuver, if that ship is in your [Forward arc] and at range 0 of a friendly ship, you may perform a bonus primary weapon attack.

Hondo is basically the same as his scum counterpart, except now CIS get to have some Scum only crew cards appear. The reason I specified only crew cards on this is because technically allowing any scum upgrade would mean Slave I could be taken.

Couldn't think what to do for the Nantex, I think it needs a pilot who doesn't really need the tractor shenanigans, maybe even a support nantex thus Poggle is fitting.

The infiltrator was owned by Sideous and he used it in Son of Dathomir, so I figured lets throw him on as a pilot. He grants action economy to other force users only. It does make him restrictive ability wise...but then he has 3 force charges and that in itself is useful.

502, bad gateway error, sorry for blocking you. Silly and stupid design similar to 404.

---

Bonus

The card packs are really the perfect place to release cards for crossover ships that don't warrant a separate release. They can't really replace the new pilots for the factions because there is an imbalance anyway and you can't expect players to have the ship they need. If you're a Resistance player, your chance of having a TIE Special Forces is not high, and vice versa. Thus why they are treated as 'bonus' inclusions.

  • Resistance: T-65 X-Wing - Ray
  • Rebel: Lambda-class Shuttle - Chewbacca
  • Resistance: TIE Special Forces - Poe Dameron

Edited by Ebak

WES JANSON

12 minutes ago, Ebak said:

Bonus

The card packs are really the perfect place to release cards for crossover ships that don't warrant a separate release. They can't really replace the new pilots for the factions because there is an imbalance anyway and you can't expect players to have the ship they need. If you're a Resistance player, your chance of having a TIE Special Forces is not high, and vice versa. Thus why they are treated as 'bonus' inclusions.

  • Resistance: T-65 X-Wing - Ray
  • Rebel: Lambda-class Shuttle - Chewbacca
  • Resistance: TIE Special Forces - Poe Dameron

Hmm I both agree and hope that cross over ships might not be legal for normal play, but fun flavor full cards you can use for thematic games... Maybe just just a whole other form for card pack. Thematic pilots, all the cross over pilots that actually only fly the ship once and does not make much sense to have in a ship in normal games.

1 hour ago, 5050Saint said:

They talked about in the GenCon Stream. I think it is in the Eta-2 pack. It allows Deltas and Etas to have Torrent wings (maybe V-Wings?) if I remember correctly. If you look at the Eta-2 spread, I think it is the upgrade farthest to the right.

So if this is what comes with the Eta-2 (Sorry for the low quality but I don't remember how to upload larger images):

Captura.thumb.JPG.87d911103d473d3881386dc11628cbca.JPG

According to the upgrade cards we have the one for the hyperspace ring, R2-D2, Pacience (force power, already shown), an unknown card, the Marg Sabl closure (interestingly, a talent appearing in the tri-fighter) and this wing leader card. Only one tournament legal card left to be revealed then, right?

WES JANSON

29 minutes ago, Roller of blanks said:

WES JANSON

47 minutes ago, 5050Saint said:

WES JANSON

WES JANSON

I think Wes Janson is someone that people want to come back. Can't say why, just a hunch. They'd likely change his ability though, as they've said they want less control elements in 2e from the very beginning.

1 hour ago, Ebak said:

I think it's important that all factions get equal representation. Even though I am a Rebel player and was delighted with more options, it was just strange that Rebels got 4 new pilots while everyone else only got 3. I'm also going to be sticking to the rule that 3 must be ships available in 2.0, while the 4th can be for a ship that's been converted over, but not released. The bonus ships are not counted towards the 4 per faction as they are in there as extras if you have the ship in question.

With that in mind, here's what I want:

Rebel Alliance

I'm not including any A-Wing, or Attack Shuttle cards as my belief is the Phoenix Squadron pack will handle that.

  • Y-Wing - Lieutenant Telsij - I6 - When attacking, you may reroll 1 attack die for each enemy ship at range 0-1 of the defender.
  • Y-Wing - Ekelarc Yong - I3 - When you acquire a Lock, you may rotate your firing arc.
  • Sheathipede-class Shuttle - Sabine Wren - I3 - Same ability as Attack Shuttle
  • HWK-290 - Kanan Jarrus - Same Ability as VCX Kanan

  • Astromech - R5-P9 - After performing a red maneuver or action, you may acquire a lock.
  • Title - Control - HWK-290 only - When attacking with a primary weapon, roll 1 additional attack die.

So, I rarely see the Rebel named Y-Wings fly and we have plenty of Gold Squadron so I figured I'd throw in some characters from Gray squadron. In my research Yong flew with R5-P9 but I didn't want to fully convert his ability across since spending a focus to recover shield would always end up on someone else rather than Yong himself so I designed R5-P9 to work well with anyone, but really well with the Y-Wing given how it likes its target locks and has quite a lot of red on the dial, plus the gaining of the lock means he can then rotate his firing arc.

I spent a lot of time debating who should be I3 and who should be I6, in my opinion it's easier for an opponent to deny Telsij his ability by simply keeping his squadron formation lose that way even though Telsij has perfect information, that information may not be what he wants. Whereas Yong benefits more from knowledge of board state with his ability to change arc wherever. Granted it is only one Y-Wing so...eh..I dunno. These two could easily switch initiative.

I wanted Sabine in the shuttle cause it's strange that she's in one but not the other in my opinion. Kanan's ability would do wonders on the HWK, it's a cheaper platform meaning his ability can be used on more ships, but it's not as powerful as the VCX. That being said I wanted to create an alternate title since while banking the focus can be useful for Kanan, he has force and can't transfer it anyway. Moldy Crow is still good if you want to turtle up Kanan and keep his arc coverage for his ability wider...but if you want a more powerful turret you take Control. The origin of this is that Kanan did pilot one in a comic, but it wasn't the Crow, it was a stolen Imperial Governors private ship, so I figured it would have more firepower and 'Control' just sounded like a very oppressive Empire-like name.

---

Galactic Empire

With the release of Fallen Order we now have two more inquisitors to join the fun and given the Interceptor and Reaper could do with an extra pilot it's a perfect fit.

  • TIE Interceptor - Second Sister - I3 - 2 Force Charges - When attacking, after declaring a target you may spend 2 [Force], if you do, the defending ship must receive a jam token or spend 2 [Force]
  • TIE Interceptor - Erstin Deez - I5 - When attacking, if there is an enemy ship in your [bullseye] you may convert 1 focus to 1 hit.
  • TIE Reaper - Ninth Sister - I5 - 1 Force Charge - When you receive a red token, you may spend a [Force] to discard the red token.
  • TIE Phantom - "Wraith" - I5 - After performing an attack, you may perform a red cloak action. - While cloaked, treat your 1 speed basic manuevers as blue.

Originally I had Carnor Jax instead of Erstin, but then I realised that Second Sister is fairly close to what Carnor does anyway and having those two fly together would seem oppressive. So I opted to go for a "Fly well, get results" high ace for the 'Royal Guard' pilot. For the record I don't think the Royal Guard generic should come back, I think its fine that the Interceptor has two generics, and one of those is significantly higher than most.

The Reaper can suffer from stress issues so I just made Ninth Sister good at dealing with stress although i can easily see her ability being different.

I wanted to bring back A Phantom that can fire and cloak, but nerf it a little so it isn't as good and the design space to do red actions is a thing that exists. It does mean he can keep and use his evade for defense at least but with taking a stress it means his options are limited. So limited that he definitely needed a few more blues, but only slow blues so even with a decloak his distance options for bugging out are limited lest he keep the stress and therefore not be able to cloak. His fastest getaway is decloak 2 forward, and 3 blue forward. He can then cloak but has no evade token. It's also super predictable. A cloak to the side and turn in is less predictable as it's aggressive...but he's exposed and either just has a focus or evade since the timing of the decloak means he won't have his evade from decloaking.

---

Scum & Villainy

This became a grab bag of weird and wonderful things.

  • Customised YT-1300 Freighter - Chewbacca - I4 - You can perform actions and red maneuvers even while stressed. When you perform an action, if you are stressed you must treat that action as red. After you execute a red maneuver, or perform an action, if you have 4 or more stress tokens, remove 1 stress token and suffer 1 critical damage.
  • Firespray-class Patrol Craft - Hondo Ohnaka - I3 - You may equip 'Rebel Only' upgrade cards.
  • M-3A Interceptor - Aleas Rans'ery - I3 - While you attack, you may reroll one attack die, if the attacker has at one [Limited dot], you may reroll up to two attack dice.
  • Z-95 Headhunter - Mara Jade - I6 - 2 Force Charges - When you perform an attack, you may spend 1 force charge to roll 1 additional attack dice. While you defend, you may spend 1 force charge to roll 1 additional defence dice.

I would prefer I5 on Chewie as then it means we have an I4 - I6 covered. With Lando at I4 I means to get the full spread Chewie needs to be I5. However, I feel that if we did have Chewie be I5, people would complain about how Chewie is an I4 on Rebel and Resistance and he therefore somehow 'lost skill over the years' despite this not being about pilot skill as initative is merely an abstract number for game balance purposes!....ahem.

We've seen 'Mechanic' Chewie with the Rebel version, and the 'Wookiee Warrior' Chewie with the Resistance, Scum Chewie was my chance to present 'Pilot' Chewie. Chewie doesn't care about stress as much, but indulge in it too much and you'll he hurting. It does pair nicely with Han Solo Gunner for being able to do a red focus, even while stressed. It can go well with Lando as invoking Lando doesn't prevent you from doing reds next turn. L3 also goes well with Chewie due to the amount of stress chewie is gaining, having L3 will help mitigate that somewhat.

Spoiler alert, I've put Hondo as a Separatist pilot as well. I don't think its good for balance to have Hondo be able to be flown by any faction, but I like the idea that he is not as limited in what he can take. For that reason Hondo's ability is more list building related where he is able to take Rebel Only upgrades. This really only applies to the crew slot, but it can lead to interesting combos. You take Hondo for interesting combos and fun.

I wanted another Tansarii point pilot, and Aleas in my research was an ace hunter, thus her ability. There is still a beenfit from taking her, but her benefit doubles if it is an ace. I did contemplate I6, but figured it might be a bit too good so put her down to I3.

Mara Jade. A guy can dream, I just wanted Mara Jade with her Z-95 in the game is all. Plus it gives Scum more force users. Given Mara was known for a heavily modified Z-95 I figured her ability should reflect her skill to get the most out of her craft.

---

No A-Wings, No T-70s. That was a self imposed rule given how prevalent the ships are and already have plenty of viable pilots.

Resistance

  • Scavenged YT-1300 - Poe Dameron - I6 - When performing a boost action, you must use the 2 speed template.
  • MG-100 Star Fortress - Nix Jerd - I6 - When dropping or launching a device, you may use the [bank left] or [bank right] template of the appropriate speed if, able to.
  • Resistance Transport - Larma D'Acy - I1 - If you perform a red Coordinate or red Jam action, you may choose a ship at range 1 - 3.
  • [INSERT SHIP HERE] I ran out of ideas.

First Order

I'll be honest. I don't fly enough of First Order to know what exactly its pilots should be able to do, however here is my suggestion of 3 ships that should get a new pilot.

  • TIE Baron Interceptor
  • TIE Special Forces
  • Upsilon Class Shuttle

---

Galactic Republic

  • N1 Starfighter - Porro Dolphe - I4 - At the start of the engagement phase, if you performed a 3 - 5 speed maneuver, you may declare a friendly ship at range 1 - 2, if that ship is an N-1 Starfighter you may transfer any token to that ship. Otherwise you can only transfer a focus token.
  • N1 Starfighter - Arven Wendik - I3 - After an enemy ship inside your firing arc at range 2 is destroyed, you may acquire a lock on an enemy ship at range 1 to 3.
  • Y-Wing - "Tag" - I4 - When defending, if there is a friendly ship at range 1-2 in your [left arc] or [right arc] you may roll 1 additional defence dice.
  • ARC-170 - "Fives" - I5 - When attacking in [Front arc] may convert one [Focus] to [Critical] | When attacking in [rear arc], change one of the defenders [Evade] to [Focus]

Yes, I wanted to introduce more of Bravo Squadron. Dolphe is a great support ship who gets larger benefits if flying alongside other N1 Starfighters while Arven is built to encourage torp use given his ability to always have a lock on someone, even if his original target was destroyed.

I did design Tag with the idea he'd be flown alongside Jag in the ARC. There was really no other thought process put into that. :P

---

Confederacy if Independent Systems

  • Firespray-class Patrol Craft - Hondo Ohnaka - I3 - You may equip 'Scum Only' crew upgrade cards.
  • Nantex-Class Starfighter - Poggle the Lesser - I2
  • Sith Infiltrator - Darth Sideous - I4 - 3 Force charges - When a friendly ship at range 1 - 3 spends a Force charge, you may spend a Force charge to allow them to perform an action.
  • Vulture Droid - DFS-502 - I0 - You may perform attacks at range 0. After an enemy ship executes a maneuver, if that ship is in your [Forward arc] and at range 0 of a friendly ship, you may perform a bonus primary weapon attack.

Hondo is basically the same as his scum counterpart, except now CIS get to have some Scum only crew cards appear. The reason I specified only crew cards on this is because technically allowing any scum upgrade would mean Slave I could be taken.

Couldn't think what to do for the Nantex, I think it needs a pilot who doesn't really need the tractor shenanigans, maybe even a support nantex thus Poggle is fitting.

The infiltrator was owned by Sideous and he used it in Son of Dathomir, so I figured lets throw him on as a pilot. He grants action economy to other force users only. It does make him restrictive ability wise...but then he has 3 force charges and that in itself is useful.

502, bad gateway error, sorry for blocking you. Silly and stupid design similar to 404.

This is pretty good!!

1 hour ago, Matanui3 said:

Kanan flew a HWK? More importantly, Disney decided that ship exists?

aaf.png

13 hours ago, reqent said:

I would like it if they made it so you could taken an out of faction ship (wouldnt mind if it's an epic thing not extended or hyperspace)

Don't forget Mace Windu on a Vulture Droid!
You might become cool, but you'll never be Mace Windu surfing on a ...

In all seriousness though, cross faction stuff sounds like a lot of fun. Epic probably would be the better place to put most of it, to help preserve faction identity within hyperspace and extended.

[double post]

Edited by Hippie Moosen

Nevermind, misread a post

Edited by Roller of blanks
21 hours ago, svelok said:

I want multi-dot limited pilots!

It would be pretty neat to see this stuff pop up in other factions.

On a semi-related note, does anyone think we could see multi-dot pilots that are able to use more than one ship type? Like a Rogue Squadron Ace that can be on A, B, X, or Y wings, Or a Jedi Fighter Specialist who can use both the Jedi Star fighters and maybe some clone ships like the Torrent or the V-wing. Maybe they'd have the same ability across all ships they can be in, maybe they'd be different. Would that even be a good idea? Just a random thought I had when these multi-dot pilots became a thing awhile back.

Edited by Hippie Moosen
14 minutes ago, Hippie Moosen said:

It would be pretty neat to see this stuff pop up in other factions.

On a semi-related note, does anyone think we could see multi-dot pilots that are able to use more than one ship type? Like a Rogue Squadron Ace that can be on A, B, X, or Y wings, Or a Jedi Fighter Specialist who can use both the Jedi Star fighters and maybe some clone ships like the Torrent or the V-wing. Maybe they'd have the same ability across all ships they can be in, maybe they'd be different. Would that even be a good idea? Just a random thought I had when these multi-dot pilots became a thing awhile back.

This is very cool idea.

Hera in an A-Wing

Hera in an X-Wing

Hera in a B-Wing

Sabine in an A-Wing

Tycho

Corran Horn in an E-Wing. We only have an imposter at the moment.

Just now, Skitch_ said:

Corran Horn in an E-Wing. We only have an imposter at the moment.

Please 'splain?

6 hours ago, Odanan said:

  • Slave One: Jango Fett

Jango's Slave I is slated for release later this year. Unfortunately, that means he's probably not going to be in a Hotshots and Aces pack any time soon - at least for Scum.

33 minutes ago, Ebak said:

Please 'splain?

Force, probably. Some people think that an (presumably) high-initiative E-wing with force would be a fair and balanced mechanic. The Delta-7 and Silencer, being very good, would beg to differ.

Edited by Npmartian
17 hours ago, kempokid said:

Didn’t Ezra and some of the Ghost crew fly A-Wings in some episodes? Not sure their abilities make any ship super viable but could be something. Maybe Sabine would be nice with the new a-wing talent coming out to BR or boost in order to line up a K-turn/sloop through an enemy ship.

I would love Ezra in an A-wing - It would be very comparable to a generic V1 Inquisitor, albeit with a decent force ability. The ability works surprisingly well on the chassis with Vectored Thrusters, being able to double your force powers by linking any action into a boost. Evade link to boost and then have two focus modifiers would be pretty tough. Or, go all in with a TL to red boost and have two focus modifiers for offense. An I3 A-Wing with the force would be something that even the Resistence doesn't have (Yes, I know Zizi exists, but Ezra always has force, even when blocked). That, plus having a cheap Supernatural Reflexes plus missiles would be awesome. I want this just as much as Hera in a A-wing.

Still want Tycho more though!

5 hours ago, Npmartian said:

Force, probably. Some people think that an (presumably) high-initiative E-wing with force would be a fair and balanced mechanic. The Delta-7 and Silencer, being very good, would beg to differ.

Ahh but the E-Wing cant double reposition (excluding twice per game if equipped with afterburners and doing a 3+ maneuver)

Even the lowliest E-wing already can take R3 and FCS to snag locks before engagement and then just focus up for the first round of shooting, so a pilot with a force doesnt sound like a broken idea, surley balancable relative to many other pilots.

Edited by Scum4Life
2 hours ago, Scum4Life said:

Even the lowliest E-wing already can take R3 and FCS to snag locks before engagement and then just focus up for the first round of shooting, so a pilot with a force doesnt sound like a broken idea, surley balancable relative to many other pilots.

The offensive capabilities of a Force-powered E-wing aren't the problem. It's the defensive capabilities.

You give an E-wing a Force point, and you have created a ship that gets to token stack force + Evade whenever it likes, and it has access to AdvS and regen droids. It'd be like fighting a Defender who you can never block, only it's got up to 10hp instead of "only" 7. And, unlike the Defender, it will hit you bloody hard thanks to rocking up with its target locks preset. And it's in the faction with the game's best support and synergy pieces.

This is simply not worth the amount of trouble it would cause.

EDIT: And, before someone suggests it, no, making the Evade purple doesn't work, because Jyn exists.

Edited by DR4CO

I'll just say that I like E-Wings exactly as they are.

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I really dig that they're unique, and not just Rebel Starvipers. They've been overpriced for most of 2e, pretty close to OK now, and just about anything that'd make them more like "normal" ships, even if it makes them "better," would make them far less interesting and less cool.

I'll throw this out: I'd be more OK with E-Wings getting double repo than getting force.

Let's say the E-Wing fix is a config that grants them Roll > Red Boost, and Boost > Red Roll. They can be wicked squirrelly, but if they repo at all, they can't take a green token for their defense. If they want a green token, they have to stay put.

Maybe that's a bad idea for E-Wings, but I think it'd be a good idea for some ship.

Say... Scum doesn't have double Repo. Maybe that could be the gimmick of the Bounty Hunter Fighter out of The Mandalorian. Focus/Evade/Lock/Barrel Roll > Boost/Boost > Barrel Roll. They get a token, or they go **** anywhere, never token and repo.

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20 minutes ago, theBitterFig said:

Say... Scum doesn't have double Repo.

Heck, it feels like we barely have linked actions. It's basically only the ones on the StarViper and Fang - though I guess the HWK does exist, too.
Don't try to tell me that the Jumpmaster has a linked action, though. It doesn't really count if it's literally the only way to rotate your turret (and still red, too!)

To be fair, I haven't looked at how much other factions have; it's just how it feels.