Boom just announced, some details on the Transport.

By newmagrathea, in X-Wing

There are 6 pilot cards, 4 unique and another Red and Rookiee Pilot. The ship templates will likely either double up on the generics or be blank.

I see a few posts like this. Read my post on page 4 :P

From what I do understand there is going to be some title cards for the Transport and possibly the X-Wing in this pack. One of them is definitely going to be the Bright Hope, which was one of the few Rebel Transports that was armed with lasers. How this will come into play is still very much a mystery, but it certainly will be exciting to shoot at TIE's with this thing. >:3

So far the two titles are Quantum Storm and Treasure Trove.

I see a few posts like this. Read my post on page 4 :P

I know the feeling, man. I've posted about how Slicer Tools deal only one damage per ship, and not an hour after there was a post from someone who suddenly got enlightened... and again, and agian... even on this page :P

As for the titles - it would be strange if the transport includedcards for all pilots who escorted Bright Hope, but not the ship's title card itself. So I bet that there will be at least three titles for the transport, as LeoHowler said. I also agree that the "Rogue Squadron X-wing" title card would be sweet, no matter what would it be doing :)

also note we don't know how spent energy is regenerated yet.

The movement dial implies that the 1 bank maneuver costs two energy. If that is correct you can expect to use several points of energy for basic ship functions every round. Therefore I guess that a full charge of four energy tokens is available every round.

The picture shows five energy tokens. There might be an upgrade which increases the available energy.

Or perhaps you regenerate energy by flying slowly. That would make sense if the slower maneuvers have more energy icons.

Oh that would be clever. :)

Okay, the Quantum Storm was the very first transport to successfully leave the Hoth System, but we know nothing about any special capabilities it might have, while the Treasure Trove was also armed but, like the Bright Hope, was badly damaged to the point of being considered one of the lost 17. It was getting Tibanna Gas, so who knows if that might come into play.

Oh, for those who don't know, the pilots included with this, besides the standard Rookie and Red Squadron, are Jek Porkins PS7, Derrek "Hobbie" Klivian PS5, Wes Janson PS8, and Tarn Mison PS3. Kind of interesting how there's named pilots who actually have less skill than some of the better squadron pilots now, with this pack and with Imperial Aces.

The upcoming products page says now that the Rebel Transport and Tantive IV are coming in Q2 2014. Maybe we'll get them in time for May 4.

The upcoming products page says now that the Rebel Transport and Tantive IV are coming in Q2 2014. Maybe we'll get them in time for May 4.

That would be awesome and a good marketing ploy but if I had to guess it would be early Q3, probably July. Here's to hoping though.

I think that is actually quite likely, we are through Christmas and Chinese New Year which are probably the cause of delays, and I'm sure they are going to aim to get Wave IV out for Gencon, so 2nd quarter for Big ships seems like a plan, as they are meant to be out before Wave IV.

So I was just reading through the announcement again and it almost sounds like each section of the ship will get an action. It doesn't just say it, but it is implied by this line: "You could use the GR-75’s jam action to force stress tokens onto enemy starfighters before using Slicer Tools to deal them damage". It makes sense since they are damaged separately. That makes it more powerful than I originally thought, not to mention who knows what upgrade cards the Tantive IV will have that can be interchanged.

Good lord. That feels a lot more broken than I first thought. Especially if you're getting all that hull and shields for less than a TIE fighter.

Oh, been doing some thinking about how these abilities can be used. If the Imperials are using TIE fighters with higher piloting skill than 3 then the Rebel Transport will move first and perform actions first. You could use Navigator to look at a TIE's maneuver and then if it's a red maneuver use Jam it so it's stressed before movement. Then the rebel player gets to choose the movement for the TIE, and potentially force it to run into the side of the rebel transport, killing it without firing a shot in one turn. You could do this twice per turn if you have 2 navigators on board. Of course there is an unknown and that is does a TIE fighter crashing into the Rebel Transport cause damage/shield loss/energy loss, it doesn't say anything about that.

Following a TIE collision, you must spend 1 energy to activate the windshield wipers.