Tantive IV info

By newmagrathea, in X-Wing

R2-D2 seems pretty crappy, get a shield back with a 37.5% chance of screwing something up on your ship, or even worse getting a direct hit card which means you have the same number of hit points still.

Only time he's good is if your shields are down but you didn't take any hull damage yet, which is a pretty small window.

WELL

Now I'm even more excited for this than I was before. This leaves me with a lot of options to think about. Also, I'm thinking of some crossover upgrades from the Rebel Transport would be something to consider. If not, at least using that Tibanna Gas card to fuel the energy for the Transport.

What I'm wondering is whether or not BOTH the fore and aft sections of the ship get to have an action each, which I personally feel is fair given how expensive this thing is to have on the table. Also, do you require the Hardpoint turrets to be able to properly shoot, or are the like turrets now that are simply accessories to allow you to shoot in a 360 ° arc? If you don't need them, then I'm assuming that it will possess 4 attack dice for it's forward firing arc.

The tantitive has the same 360 symbol as the falcon and a stated range of 3-5. The hardpoints are for secondary guns that do different things, The quad can fire in close and has a semi gunner effect, and the other seems similar to the primary but trades boosting the targets agility for a semi focus, useful since it cant focus normally. Probably best against lower agility targets.

I disagree, markcsoul. See, if I don't have any shields left on my craft I'm happy that he'll be able to restore a point after every round and have the chance to wipe out crits. What's cool is that if you're low or completely out of energy for the epic ships you'll still restore a shield token. Besides, we don't even know what the critical hits are for huge ships yet, so they very well could not have pilot based crits at all.

SWX22-Layout.png

Is that an escape pod or something, just right of the ship cards?

Slightly color blind, I cannot tell if that is green or blue next to hull points.

Looks like a container from the Tie Fighter PC game...

The tantitive has the same 360 symbol as the falcon and a stated range of 3-5. The hardpoints are for secondary guns that do different things, The quad can fire in close and has a semi gunner effect, and the other seems similar to the primary but trades boosting the targets agility for a semi focus, useful since it cant focus normally. Probably best against lower agility targets.

Thank you for the clarification! You're right. Kind-of makes you question why you'd have the Single Laser Turret unless it would allow you to have a second attack with the energy you use for it. Hmmm...

The tantitive has the same 360 symbol as the falcon and a stated range of 3-5. The hardpoints are for secondary guns that do different things, The quad can fire in close and has a semi gunner effect, and the other seems similar to the primary but trades boosting the targets agility for a semi focus, useful since it cant focus normally. Probably best against lower agility targets.

Thank you for the clarification! You're right. Kind-of makes you question why you'd have the Single Laser Turret unless it would allow you to have a second attack with the energy you use for it. Hmmm...

I'm going to guess it's for huge on huge engagements and the odd potshot at a Lambda or Falcon where the extra evade won't hurt as much, if at all in the case of huge ships, and the convert a focus to a hit would help.

And I think Crew2-d2 is good, he has a potential downside yes, but he doesn't have to activate every time he can and debuffed is better than dead if you're down to the wire, and he lacks the movement restrictions of his astromech form, I'd say they are fairly balanced..

Hey guys I'm not really interested in the cinematic format for the gameplay. I've checked and can't find a link for epic play. Are there any details on this?

WELL

Now I'm even more excited for this than I was before. This leaves me with a lot of options to think about. Also, I'm thinking of some crossover upgrades from the Rebel Transport would be something to consider. If not, at least using that Tibanna Gas card to fuel the energy for the Transport.

What I'm wondering is whether or not BOTH the fore and aft sections of the ship get to have an action each, which I personally feel is fair given how expensive this thing is to have on the table. Also, do you require the Hardpoint turrets to be able to properly shoot, or are the like turrets now that are simply accessories to allow you to shoot in a 360 ° arc? If you don't need them, then I'm assuming that it will possess 4 attack dice for it's forward firing arc.

It loks like the firing arcs are broadside only. That should be interesting.

It does look like an object with defence and hull points but doesn't look like the classic escape pod.

I'm surprised there is only one set of target locks, I would have thought the huge ships would have multiple ones.

For shame you guys! That's a class E Cargo container! Awesome to see more references to the sims crop up!

SWX22-Layout.png

Is that an escape pod or something, just right of the ship cards?

Slightly color blind, I cannot tell if that is green or blue next to hull points.

Looks like a container from the Tie Fighter PC game...

Type E?

Maybe if you shoot the container ships of a certain type show up with increasing PS...

(Anybody with me on this?)

For the record, C-3PO only works if you are rolling at least 1 Defense Die, so he's much better on a YT-1300 than any of the large ships (which would only receive a Defense Die at Range 3+ or from Asteroids). And remember, the CR-90 does NOT have Focus.

Also, the multiple weapon attacks are fueled by Energy, which is both limited and required for many of the other special abilities, so we'll see.

It looks...really good though, in an awesome but balanced way.

If I am reading it right...this baby has 16 hull points?

:ph34r: :ph34r: :ph34r:

So....what happens if you destroy one of the 1/2's of the ship? Like if I take out the aft section, I'm guessing the whole ship goes down?

So....what happens if you destroy one of the 1/2's of the ship? Like if I take out the aft section, I'm guessing the whole ship goes down?

My guess is that it loses the action and attack from that section but the ship as a whole continues. Perhaps with some additional penalty.

I'd say the whole thing goes down, but with reinforce and shield regen actions and with crew like chewie and the new r2 and other things we have yet to see I imagine, or at least hope, that it would take some effort to finish off, especially with rebel fighters harrying you the whole time.

yeah - there's a gun on the front half (you can see the base has a 360 circle like the falcon) - and the rear half is engines, maybe if you cripple the rear half you can't move anymore, but - simultaneously, if you destroy the engines and generator, you'd expect the whole thing to blow...

Edited by Ravncat

I'd say the whole thing goes down, but with reinforce and shield regen actions and with crew like chewie and the new r2 and other things we have yet to see I imagine, or at least hope, that it would take some effort to finish off, especially with rebel fighters harrying you the whole time.

I kinda like that idea, I mean if you blow 1/2 the ship up....you'd think the whole thing would go down, but that kinda makes that aft section really seem weak? Just get a bunch of bombers on it's rear and blast it with torpedos...

Anyone else notice that the single turbolasers give the defender double agility? Suddenly, I'm no longer regretting the purchase of a 3rd discounted core set at Target just for the dice (well, and the ships, duh.)

It's only one shield less than the fore, that isn't too much weaker, plus it has two actions that can help it survive, and the fore turret can certainly reach far enough back to discourage them. And that's assuming a lack of fighter escorts screening for it.

Whoa - did you notice the main guns have a range of 3-5 (check that first card again) - that means there's a pretty big blind spot - that's probably why those turbo-lasers are range 1-2

A LOT to absorb. Range 4 and 5 is crazy to think about. And I like how the Turbolaser is pretty bad against TIEs, especially with Stealth Device. But B-wings, Y-wings, and Falcons will get hit hard.

And how the different hull sections interact with each other is very exciting. I can't wait to see the full rules.

To the question of what happens when say the aft section gets taken out. Remember in A New hope, the Tantive IV gets a good hit amid section, and seems to slow down, next we see troopers boarding. Hopefully... cinematically they have a rule set up to deal with this.. possibly with a chance to take the ship out..

Considering, at the very least, the ship loses the actions, upgrades, and likely the stats provided by the said hull, taking one portion down is pretty big. Taking out the aft section will pretty much cripple the ship, since it will likely lose it's energy, thus it's primary way of fending of ships at range 1-2. Take out the fore, it is pretty much a non-threat, for the most part. It is a fascinating dynamic. Can't wait to see how it plays, and how other ships work with different sections of hull.

So.. I have to ask, as I know there are many modelers here.. anyone already thinking about moding this ship.. say the version with the hanger in the middle with the ships suspended along side .. that would be very awesome to see.