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lordvorkon

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  1. Like
    lordvorkon got a reaction from nitrobenz in Grappling Struts and Ion   
    Grappling struts says "After you reveal your dial."  When you are ionised, there is no dial to reveal.  Therefore, you will execute a 1-straight ion maneuver, and then flip your struts to the closed side (because you have executed a maneuver).
  2. Like
    lordvorkon got a reaction from Kreen in Grappling Struts and Ion   
    Grappling struts says "After you reveal your dial."  When you are ionised, there is no dial to reveal.  Therefore, you will execute a 1-straight ion maneuver, and then flip your struts to the closed side (because you have executed a maneuver).
  3. Like
    lordvorkon reacted to Something Wicked in Grappling Struts and Ion   
    You don't reveal a dial when you're ionized, so the conditions for skipping your execute maneuver step are not met.
    And the 1 straight ion maneuver counts as executing a maneuver, so the struts then flip back to closed.
  4. Like
    lordvorkon reacted to Croste in WAVE 6 [image heavy]   
    Wave 6 will also have TieInterceptor, Tie Defender and A wing.
    As per in-flight report from Gen Con.
  5. Like
    lordvorkon reacted to aswitcher in What do we know about new Epic?   
    We know the FFG ruler goes to range 4 and 5 to support EPIC play.
    The conversion kit has spoiled all the cards https://www.fantasyflightgames.com/en/products/x-wing-second-edition/products/huge-ship-conversion-kit/ 
    Another pic on this article has the tool https://www.fantasyflightgames.com/en/news/2019/7/11/a-larger-world/
     
  6. Like
    lordvorkon reacted to Maui. in Full Throttle and Red 3 manuevers.   
    The check stress step is part of executing a maneuver. You haven't finished executing the maneuver until after the check stress step.
    You can use fine tuned/full throttle after going over rocks and gas clouds. That's not because of timing; it's because rocks and gas clouds make you skip your perform action step, but fine tuned/full throttle are not a part of your perform action step, so you still get to use them as long as you fully executed the maneuver.
    The penalty for going over debris is gaining stress. The stress does prevent you from using fine tuned/full throttle, because you can't perform actions while stressed.
  7. Like
    lordvorkon reacted to Maui. in Predictive shot & intimidation   
    I would argue that Predictive Shot does not add or remove dice, it simply limits the number you may roll, so Intimidation must necessarily apply before Predictive Shot.
  8. Haha
    lordvorkon got a reaction from nitrobenz in Why is Wave IV Taking So Long to Be Released All of a Sudden?   
    So... it gets to do a white 2-straight every turn after the first? 😛
  9. Haha
    lordvorkon got a reaction from MegaSilver in Why is Wave IV Taking So Long to Be Released All of a Sudden?   
    So... it gets to do a white 2-straight every turn after the first? 😛
  10. Like
    lordvorkon got a reaction from nitrobenz in Is Garven Dreis friendly with himself???!   
    He is friendly with himself, but he is NOT at range 1-3 with himself.  Ships are at Range 0 of themselves in 2nd edition.
  11. Sad
    lordvorkon got a reaction from nitrobenz in Resistance Leia lack a timing, and is therefore, permanent   
    Also FFG doesn't know how to hire a technical writer? 
  12. Like
    lordvorkon reacted to Maui. in New Points Update #2   
    ftfy
  13. Like
    lordvorkon got a reaction from Cav Scout in Resistance Leia lack a timing, and is therefore, permanent   
    Also FFG doesn't know how to hire a technical writer? 
  14. Like
    lordvorkon got a reaction from DR4CO in Is Garven Dreis friendly with himself???!   
    He is friendly with himself, but he is NOT at range 1-3 with himself.  Ships are at Range 0 of themselves in 2nd edition.
  15. Like
    lordvorkon got a reaction from JBFancourt in Design a new illicit upgrade competition   
    **Jury-Rigged Astromech Socket (Illicit and Modification) 3 points
    Restriction: Must NOT have [astromech] slot
    One charge, not recoverable
    Add [astromech] slot
    While your charge is inactive, ignore the abilities of all of your equipped [astromech] upgrades.
    After you are dealt a face-up damage card, lose one charge.
  16. Like
    lordvorkon reacted to ficklegreendice in Couple of things about the N1   
    exactly
     
    see this guy?

     
    he's MISSING skill, but he's taking the ******* initiative
  17. Thanks
    lordvorkon reacted to ficklegreendice in The Viability of the Hyena (emphasis on) Bomber   
    So here's the one Hyena I havn't been able to make a list for

    Reason being I've seen my one Torrent eat it on the way in...one the first round of fire...basically every game (which is its job, but not the Drone's job)
    While the ability is certainly unique, it's also incredibly short ranged. I think everyone's figured out the obvious use here of hair-balling Proximity Mines into peoples' faces (using Delayed fuses to not blow yourself up), but there's the issue of being required to end your turn in extreme proximity (heh) to the enemy.
    But then I realized I never actually put these guys on the table (doi) and started to wonder...how close exactly DO they need to be? What's the effective "range" given a small ship? This isn't exactly easy to figure out since the prox mine isn't as wide as a firing arc, but here are some apPROXimations
     A.) a Drone launched prox mine is slightly longer than range 1
     
    B.) the prox mine "arc" is a range ruler's width wider than the front face of the Drone's base (so imagine your entire front section is a big-ol bullseye arc)
    So, that's just for unavoidable overlapping the moment the prox is dropped. What about unavoidable drops where you just hairball it in front of the opponent? Well, gents, that's FAR more difficult to measure because accounting for a ship's maneuvers will require far more time than I'm willing to give.
    The most guaranteed you can get (short of your opponent pulling a stop out of their ***) is as so:

    [disclaimer: obvious inexact and sloppy model is obvious]
    C.) roughly speaking, your opponent's base has to be "in range" of the mine and their bare plastic has to be (At most) parallel to yours
     
     
    I just did some other mockups with the bomber and target right across from one another.
    At the tail end of range 2, any speed turn for a small base sees it safely out of harm's way. In front of the mine, a 2-3 bank will overlap the mine (a 1-bank won't). A one-forward won't make it to the mine, but any other speed will.
    If the target is completely within range 2 (we'll call it "Range 1.5"), then anything but a 1-turn will hit the mine (note: remember, this is dead-on, we're not counting the ability to just turn/bank away from an off-center mine)
     
    and that's about all the testing I feel like doing outside an actual game. So, in summary
     
    1.) To guarantee your hairball's effectiveness, your opponent has to be at range 1 (+a hair's breadth more at most) and within your front width + the width of a range ruler
    2.) To guarantee your opponent will move over your prox with anything but a stop, the range is the same but your "arc" extends out to the bare plastic part your bases
     
    Tl;dr: the bombardment drone's prox mine launch is basically a range 1 "double-bullseye arc" shot (at essentially initiative 0)
    32-c obviously makes life easier, but now that's a LOT of investment for something that's effectively at only excessively close range. Maybe Sear would be an idear?
    Dunno, ****'s real risky at 39 points (40 with struts; asteroids would really help funnel your opponent in)
     
  18. Like
    lordvorkon got a reaction from ClassicalMoser in Design a new illicit upgrade competition   
    Yeah I wouldn't bother with calculate, either.  The thing I don't like is that it's pretty hard to handle not-90-degree rotations and still keep the center of the ship in the same place.  I guess you could put a template across the middle of the base and use that as a reference point, but that feels really awkward to me.
  19. Like
    lordvorkon got a reaction from hargleblarg in Is Garven Dreis friendly with himself???!   
    He is friendly with himself, but he is NOT at range 1-3 with himself.  Ships are at Range 0 of themselves in 2nd edition.
  20. Like
    lordvorkon reacted to Ysenhal in Design a new illicit upgrade competition   
    Directed Jamming Array
    Illicit / Modification. Requires [Rotate] action. 5 points.
    Action: Jam a ship in your [Turret Arc] at range 1-2. If that ship is at range one, you may treat this action as red to assign one additional jam token.
     
  21. Like
    lordvorkon reacted to ClassicalMoser in Design a new illicit upgrade competition   
    Enhanced Heat Sinking (5 pts):
    When you would receive a stress token, you may spend a charge to gain a disarm or strain token instead.
    3 charges, non-recurring
  22. Like
    lordvorkon reacted to ClassicalMoser in Design a new illicit upgrade competition   
    Coaxium Cell (7 pts):
    Adds red (boost) action.
    When you declare a (boost) action, lose a charge. If you have no active charges, you cannot (boost).
    3 charges, non-recurring
  23. Like
    lordvorkon reacted to ClassicalMoser in Design a new illicit upgrade competition   
    Glitterstim (3 pts):
    At the start of the engagement phase, you may spend 1 charge, if you do, until the end of the round, while attacking or defending, you may receive one stress token to change all (focus) results to (crit) or (evade) results.
    2 charges, non-recurring
  24. Thanks
    lordvorkon reacted to Hiemfire in Design a new illicit upgrade competition   
    With this being limited 2 and taking 2 slots I think it would be fine at 2 points (Scum is already paying a point per slot for Illicit Slots as is).
  25. Like
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