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  2. But only two of them will be able to shoot those, by the looks of things (there's a 2-pip that appears to be able to ignore focus/calc/TL restrictions). The only way the rest can fire a [focus] missile is if the Tac Relay or another upgrade still does in fact allow it, in which case they'll be tied to the range and points of said Tac Relay/upgrade. There's an added cost already regardless of how you look at it.
  3. Hey fellow fans of IA. So I have some models for Cad Bane, 4-LOM, and Zuckuss that fit the scale of Imperial Assault. I am not as much of a fan of Yoda, Ewoks, and Scout Troopers as others, but I am a huge fan of the bounty hunters in the Star Wars setting. Up until the recent Star Wars convention I thought that 4-LOM and Zuckuss were at least guaranteed to be in a character/unit pack similar to C-3PO and R2-D2, if not an Endor expansion to cap off a well produced and popular Star War miniature/board game. So after this reveal of "no more plastics" I want to make cards for these characters I have miniatures for. I'll focus on campaign cards for now and worry about skirmish later. Thing is, I don't really know were to begin with designing a balanced and thematic Imperial Assault character. That is where I could use the Star Wars and Imperial Assault community's guidance. Since I have all of the expansions I would like to incorporate mechanics found across the product line, where appropriate, and would even be okay with adding a new bounty hunter themed mechanic shared between these three characters. 4-LOM Protocol droid with metallic frame and Gand (race) head. Became an expert thief before turning to bounty hunting. Knows that he lacks the same level of intuition an organic mind possesses. This is the main reason he is paired with Zuckuss. Protocols were willingly overridden by Jabba the Hutt so that he could kill/harm other lifeforms for more gain. Zuckuss Gand (alien race) Have respirators which allows for breathing off of ammonia rich atmospheric planet. Exterior exoskeleton provides natural armor. Durable enough to punch through Stormtrooper armor. A well known force-sensitive tracker (He calls this trait "intuition") Diagnosed with schizophrenia also referred to himself in the third person. Equipped with a GRS-1 Snare Rifle which caused no damage on impact but instead fired a shock/stun spray and a liquid spraynet to immobilize the stunned target, Also wore body armor over his natural exo-skeleton. Cad Bane Considered the best Bounty Hunter in the Galaxy after Jango Fett. Usages hostages for negotiating, but does revel in violence. Crafty opponent that was great at alluding capture (unless it was with purpose) Excellent fighter that often dual-wields LL-30 blaster pistols. Equipment included breathing tubes, which enabled him to survive after being force choked, rocket boots to help him keep up with Jedi, stunners placed on his gauntlets, and a flamethrower (cuz why not?). The Duros alien race was rumored to have photographic memory. Has a reliable techno service droid named Todo. I have seen other fanmade cards for 4-LOM and Zuckuss, but wasn't sure when they were made or how much research went into coming up with their stats and abilities.
  4. The point @UnitOmega makes is that Sharpened Ki is worded in a pretty legalistic way. Which is totally fine, because being carefully-consistent with rules wordings doesn't just serve to prevent ruleslawyering - it also makes it easier to write concise and, dare I say it, elegant rulesets (I don't think FFG really accomplished this with L5R). Using the "unarmed profiles" phrasing lets the designers create an ability that applies to a subset of kiho without having to list them (which would be bad, lists are inelegant design) and express a design intent for the ability not to apply willy-nilly to any and all kiho involving unarmed attacks.
  5. posted a similar squad in the good scum squad thread but reposting here for discussion. SQUAD EXPLAINED: I originally used Old Teroch in place of Captain Nym and have tried L337 escape craft/Captain Seevor in a 4 ship variant. Just found two 2 atk dice ships lacked punch and couldnt get in enough damage. Captain Nym here is a heavy hitter with brawling ability in close with Veteran Turret Gunner and Dorsal Turret double tapping. Genius lets him move before dropping bombs meaning he can catch aces if he guesses their flight path and they are bold enough to engage inside his 'bombing zone'. I played Nym a fair bit in 1.0 where he had Twin Laser Turret and bomb launching but here in 2.0 he is largely unexplored/under used. imo with the shift towards more swarmy lists (separatist droid swarms are on the rise) bringing a bomber to the table seems like a sensible countermeasure. Talonbane is scums cheapest ace at 50pts and will need some reps to get to master (i have never flown the Kihraxz Fighter before) but he fills the need of an initiative 5 3 dice ship. Feedback/suggestions welcome.
  6. I say that the Hyena will be 30ish. Being able to carry barrage rockets comes at a price, imo.
  7. Escape From An Imperial Customs Frigate Reading GG6 reminds me of an encounter I had, on the fly, with my players who had been detained by an Imperial Customs Frigate. There were four crew aboard the PC's ship. The ship docked with the frigate and one of the PCs was escorted by 2 Customs Guards to go over the PC's vessel. The other three PCs were escorted to the Imperial ship. One of the three PCs on the Customs Frigate decided to make a move. He wanted to get back to the Rebel ship as fast as possible. They were still wearing their sidearms--the Imperials had not taken those from them yet. The Frigate has a crew of 16. I made up this chart, on the fly, and let fate decide how hard it would be for the three PCs to get back to their own vessel. I let the player roll his own fate. If he rolled an 8, then there would be 4 Imperials to defeat. Defeating them quickly meant that the PCs would be able to get past their obstacles and back to the PC ship before the Imperials realized what was going on (of course, there are still 2 other Imperials aboard the ship with the fourth PC). If, on the other hand, the players got bogged down in a corridor firefight, this would seal their fate. The Imperials on the Frigate's bridge would lock the hatch and give the PCs no where to go. 2 - 10 3 - 9 4 - 8 5 - 7 6 - 6 7 - 5 8 - 4 9 - 3 10 - 2 11 - 1 12 - 0
  8. No rules exist for these situations you will have to make something up. QB doesn't have tournament rules, what little rules exist tacitly assume you play until someone is tabled.
  9. Can’t use it if you don’t have it. Says so explicitly in the description of the talent. Always read the descriptions, not just what’s on the talent tree. That said, the basic Move power isn’t expensive, XP wise.
  10. If we are talking about counters, everything that can flip damage cards should have a positive matchup against this list since R2 requires at least one damage card. So we might see more Zertik Strom, Director Krennic or Than Kyrell. Honorable mentions goes to Seyn Manara for completely bypassing Han's defensive dice modification.
  11. No, they're 3 different cycles, the awakening are black boxes, the legacies are white with red letters, and the convergence are white with black letters. They're separating for a different formats. For example, the awakening used to be standard before the convergence came out, now they're infinite. Of course the legacies used to be standard and trilogy and they're became standard and no longer be a trilogy. The convergence is now trilogy and standard. Do you understand that? They're rotating different formats by the different colors boxes and letters.
  12. Try Luminara in there. She actually is super impactful as a support piece. The crit mitigation alone adds at least another turn to each torrent. She doesn't do as much damage as Ahsoka herself, but each turn there's one more ship than should be on your team, the more damage you do.
  13. Hi everybody! I would like to ask how to calculate the final score of a quick build match: 1. How many points do I get for taking down half of a ship? Half threat level, rounded up? 2. I would like to run the Lothal Rebel with a Sheathipede docked (see Rebel Quick Build pdf), which has an aggregate threat level of 4, but the single threat levels are not specified. How many points does my opponent get if he/she destroys only one of the two ships? How many if only half of one of those ships? Thanks Regards
  14. So with Sméagol you could reach 97 tokens, as long as you get rid of Stinker?
  15. Ketsu Onyo (70) Zuckuss (2) Shadow Caster (6) Ship total: 78 Half Points: 39 Threshold: 5 Talonbane Cobra (50) Predator (2) Ship total: 52 Half Points: 26 Threshold: 3 Captain Nym (48) Dorsal Turret (2) Veteran Turret Gunner (6) Proton Bombs (5) Seismic Charges (3) Havoc (4) "Genius" (2) Ship total: 70 Half Points: 35 Threshold: 5 Total: 200 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!126:,66,,,,160:;119:127,,,,,:;144:,137,,90,69,71,,149:U.-1,U.1&sn=Unnamed Squadron&obs=
  16. I would probably go for the middle ground and assign the points of the bid between the ships to increase their value. Could be done proportionally to the ships point cost or the same value per ship. I have no idea, how to solve the slow play issue.
  17. I was at that Hyperspace, I'm so glad I didn't have to deal with that particular monster.
  18. First off, nice try attempting to retcon a previous conversation with a comment in this one. doesnt work that way. it is interesting that you identify your preferences, opinions, or prefered interprretations of vagur sources as facts and then imply others are liars for disagreeing with you. thats ******. in regards to the gauntlet, there are a dozen depictions of it that vary, and Im viewing the majority of them as defining the ship. Ive presented sources repeatedly and you present no counterpoints or evidence of your own. not cool Second, no. Im not dismissing anything at all. im saying that within cannon materials the 2 ships (Fo tie and SF tie) are so similar as to be more like variations of the same thing. For example consider Van models, where the same chasis has features added to create a passenger model and cargo model. it makes more sense for the SF to be a title or upgrade to the FO and if it werent for capitalism, it would be. but toy sales shape franchises.
  19. It's an older meme but it checks out according to the rules.
  20. And the second battle report https://greendragoon.home.blog/2019/04/20/battle-report20-4-19/
  21. Just played it, against Anakin/Obiwan. Again had to move first, but it went again quite ok.
  22. I've got a quick question that, to be honest, seems self explanatory. I wanted to just double check to be sure. In the Niman Disciple tree, the Force Assault allows the character to make a Force Move power action as a maneuver. I assume this is contingent on actually having the Force Move power available for the character, ie having already spent experience into purchasing it, not a freebie use of the basic form of the power or something similar to that.
  23. I reckon it's going to be Matsu Tsuko, 5 cost Champion of the Lion, since Toturi seems to bemuch more likely to surrender the title than Satsume and even The Grinning Crane resigned from the post after a while as Emerald and Crane Champions simultaneously.
  24. As I'm starting to work on small pieces made out of Lego... does anyone know of good urban Legion terrain somewhere? Everything towards the top of the page here seems to be forest/desert/snow.
  25. GALAXY GUIDE 6: TRAMP FREIGHTERS (1E version) I am reading it cover to cover. I'll make some notes. The book is part sourcebook and part campaign outline. I say outline because it will require some work on the details by the GM to make the adventures playable. Still, the outline is more than an adventure idea. There's lots of solid information there. Many GMs, I've read, have put their creative talents to work on the Minos Cluster. Chapter One is nothing but advice to the GM on how to pull new or existing characters into this campaign. Chapter Two is a description of the type of atmosphere that is promoted in the campaign. This isn't the world of the Rebellion, the Alliance fighting the evil Galactic Empire. This is the world of Han Solo. Life as a Fringer. Scamping around in a tramp freighter, one step ahead of the Loan Shark's bounty hunters, trying to make a deal that will get you even with the crime lord. Chapter Two is short, and it is suggested that the chapter be used as a player hand out before the campaign starts. Chapter Three is a good GM's over-view of the state of the galaxy, from the point of view of a tramp merchant captain. Good read. Here's something from that chapter that you can use in your game: On popular routes, the chance of encountering an Imperial Customs vessel is about 1-in-20. 5%. (A roll of 6 or less on 3D is a 5% chance) For the GM who likes to have random, chance encounters, this is a nice bit of news to work from. An encounter or two with Imperial Customs will go a long way to encouraging your players to take less well know, more dangerous hyperspace routes.
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