Build Your Legend - Jango Fett's Slave 1 article live

By Jarval, in X-Wing

8 hours ago, Cuz05 said:

False Transponder Codes is really neat. The lack of choice on whether it goes off for you or your opponent is a good bit of design. Thinking of full i5/6 lists here, who likely cannot harmlessly switch it off. Poor full ace lists, their doom is possibly sealed in all sorts of ways.

You misread it. No matter who does the locking, it's always your enemy ("that object") that gets jammed. (Unless you lock an ally or obstacle, but why would you waste perfectly good codes like that?).

4 hours ago, Matanui3 said:

You misread it. No matter who does the locking, it's always your enemy ("that object") that gets jammed. (Unless you lock an ally or obstacle, but why would you waste perfectly good codes like that?).

I think the point they made is that you can't pick to not jam if you lock someone (or get locked by a scrub you don't care about...) not that you would end up jamming yourself somehow

2 hours ago, RejjeN said:

I think the point they made is that you can't pick to not jam if you lock someone (or get locked by a scrub you don't care about...) not that you would end up jamming yourself somehow

Yes this. If I just spent a Jabba charge on my Codes, I don't want some 25pt nobody running behind a cloud and throwing it's action away to remove my choice in the matter. Especially if they have Kylo prepping some Torps for my face.

Ooh, this is absolutely perfect. New Scum compatible cards, a start to getting Separatist ships for when I eventually finally collect those, and finally a great excuse for me to grab a second Firespray.

Jabba + False Transponder Codes is going to be fun. Lock + Range 1-3 Jam for 5 turns? Yes please. I really wanted to make a support Freighter Captain work and that combo with Ion or Concussion Missiles might do that. Lock at I1 makes it easy to have control of the FTC, missiles utilize the lock, and the jam makes it easier to hit with missile and turret attacks. Latts Razzi might also be fun with this, though JabbaNetics gives JabbaCodes really tough competition on a YV-666.

33 minutes ago, Enigami said:

Ooh, this is absolutely perfect. New Scum compatible cards, a start to getting Separatist ships for when I eventually finally collect those, and finally a great excuse for me to grab a second Firespray.

Jabba + False Transponder Codes is going to be fun. Lock + Range 1-3 Jam for 5 turns? Yes please. I really wanted to make a support Freighter Captain work and that combo with Ion or Concussion Missiles might do that. Lock at I1 makes it easy to have control of the FTC, missiles utilize the lock, and the jam makes it easier to hit with missile and turret attacks. Latts Razzi might also be fun with this, though JabbaNetics gives JabbaCodes really tough competition on a YV-666.

Don't forget it also triggers when the ship that is equipped with it gets locked and False Transponder Codes is mandatory (does not say "may").

11 minutes ago, Hiemfire said:

Don't forget it also triggers when the ship that is equipped with it gets locked and False Transponder Codes is mandatory (does not say "may").

I know, that's why I like the idea of it on a Freighter Captain best. I1 means you get to lock before anything except opposing I1s with initiative, reducing the downsides to the Freighter Captain having False Transponder Codes. Slavers and Latts should be fine against higher initiative lists, though thinking more about how any cheap filler that can lock (like Torrents) will shut it down makes it less attractive now.

Edited by Enigami

Legit makes me want to get back into Scum just to have good Firesprays and finally fully dedicate to my latent Mandalorian obsession to be honest, y'all.

This feels like an 'everyone wins' pack.

Its a cross faction ship, so even if you already play scum its a great way to get your second (or more) Firespray and the cards, and branch into seps if you want.

As a bonus, these cards feel scummy. In the 'dirty tricks scum kinda has but not really' sense. Zam is Jinteki incarnate, and while False codes aren't super powerful they look like they will be a nice use for illicit slots at a low cost that do make you feel a bit slippery. And, of course, Hondo, just such a delightful gift to the entire casual fanbase to make him any faction.

I hope the Weapon Officer is lower than people think it will be. FFG has shown that they are trying to create support tools to encourage locks, so it being surprising value isn't impossible. It is pretty rare for a target to need to eat a bunch of double modded missile shots anyway and most missile/torp ships with gunners have trouble staying on target, and while the effect seems big it honestly isn't that special to get a highly conditional and 'slow' bonus action. That said, it could totally be really expensive as well. But we have been surprised by how generous modern upgrades have been recently!

7 hours ago, dezzmont said:

This feels like an 'everyone wins' pack.

Its a cross faction ship, so even if you already play scum its a great way to get your second (or more) Firespray and the cards, and branch into seps if you want.

Agreed. When I heard it was going to be a Seps ship I decided to give it a hard pass; then, the reveal, and so much of it is Scum-usable (and -worthy) that I'm seriously considering getting one. I don't know that I'm really into dual-Firespray lists, but I could be persuaded to come up with some ideas, and the cards that come with it seem to be rocking. 😎 🍺

Okay: pulled the trigger on a pre-order for one of these. Gonna go into my Scum box, though. 😈

The comparison to FCS that someone made in another thread for Weapons Officer makes me think it will actually be quite cheap. Its both more powerful (Full re-roll rather than re-roll 1) but more conditional (Gunner slots are more common than sensors, but it requires you to be making torp shots so its actually taxing the torp, rather than just a generally good way to boost action economy like FCS), which means it probably will be in 'range' of the FCS.