WWHSD

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    https://community.fantasyflightgames.com/topic/206748-ffg-email-ruling-collection/

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  1. I had some luck with Cloaking Device on N'Dru in a Mindlink squad. If you were already planning on bringing Jabba and had 20ish points to spend he could be decent at carrying the cloak. If Scum ever gets a ship with a systems and a tech slot, I'd guess that cloaking, homing missile N'Dru might see a lot of play.
  2. Yeah, I see it now. Not sure how I missed that when I looked. Thanks.
  3. I remember seeing something official looking about double crew upgrades being crew upgrades when Palpatine first dropped but am having trouble find it it now, it might be in the Raider pamphlet but I can't find mine. There was a lot of discussion about whether or not Boba Fett could be used on Palpatine.
  4. I believe that the tokens would stay on the card but they wouldn't do anything since it is the Jabba crew card that gives them meaning. That's making the assumption that there is nothing in the pamphlet that has rules for the token in the same way that there is no rule card for ordnance tokens.
  5. N'Dru with Munitions Failsafe and Hot Shot Blaster plus an EPT costs 21-24 and is throwing 4 red dice at range 1-2 for probably longer than he'll stay on the table in a squad with Jabba.
  6. It's a shame that Azmorigan is huge ship only.
  7. It's a shame that you can't fit a Weapons Engineer onto that shuttle. Striden would also work nicely since he boosts the range of Targeting Sychronizer out to three. Not sure if it's worth downgrading the TLT to a third Synced Turret though.
  8. Shooting at a ship with Unguided Rockets means that either they won't be modding their defense roll or they will be throwing fewer attack dice (which will probably be unmodified).
  9. Actually, I think that they would be. Unguided Rockets is providing your opponent with some incentive to shoot at what is likely to be the cheapest ship in your squad.
  10. If we're going to take a pilot ability to base it off of, Tel Trevura's seems like a good place to start. This version doesn't make the TIE any more expensive and removes the chance that the TIE will be taken off the table in one shot. "No Shields, All Guts" Ept, TIE only, 0 pt. When defending, you may discard this card to cancel all damage and critical damage results. If you do, deal yourself facedown damage cards until you have one less damage card than your hull value. You may not be assigned shield tokens. You may not equip this card if your Hull value is 4 or higher.
  11. Blaster Turret and R4 Aggromech no longer work together like that. Blaster Turret has you spend the focus token before there is a defender so there is not yet a target on which to acquire a target lock with R4.
  12. She is a lot more expensive but I don't think Guri and Teroch play much alike at all.
  13. That's a more potentially more powerful ability than Biggs's current ability. Kanan could be sitting at range two of your ships immune to attacks with Biggs outside of range three (but still range one from Kanan). Currently, if you can't attack Biggs then his ability has no effect.
  14. I've been messing around with something along those lines that I'm calling Puff, Puff, Pass. I haven't had the chance to fly it competitively yet but I think it might do okay given some more practice. Dropping LWF and bringing Concussion Missiles instead of Homing Missiles would let you bring a Tractor Beam Vessery. Tomax Bren (24) Crack Shot (1) Extra Munitions (2) Concussion Missiles (4) Guidance Chips (0) "Backdraft" (27) Adaptability (0) Fire-Control System (2) Targeting Synchronizer (3) Colonel Vessery (35) Veteran Instincts (1) Tractor Beam (1) TIE/D (0) Total: 100
  15. Doesn't that just make the K-Wing even better?