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About f0rbiddenc00kie

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  1. LOCATION: Los Angeles, California, USA Looking for... UPGRADES: Mostly stuff that doesn't come in the conversion kits. + CONFIGURATION: Servomotor S-Foils + CREW: Han Solo (Gunner/Scum), Magva Yarro (Crew), Saw Gerrera (Crew), Tobias Beckett (Crew) + MODIFICATION: Delayed Fuses (w/tokens) MODELS: HWK-290 Light Freighter, JumpMaster 5000 MAYBE: L3-37 (crew/config), Qi'ra (crew), Spare Parts Canisters (w/token) Willing to Trade... 1st ED: Any card I own from 1st edition, and I own the majority of ships. CONVERSION DIALS: I have lots of spare dials I'm willing to trade from Galactic Empire, Rebel Alliance, and Scum & Villainy. Just name something. CONVERSION SHIP TOKENS WITH PILOT CARDS: I have much fewer available ship tokens with pilots cards than I do dials, but here's a list of what I got. + REBEL ALLIANCE: ARC-170 Starfighter, Sheathipede-class Shuttle, TIE/ln Fighter, UT-60D U-Wing, YT-2400 Light Freighter + GALACTIC EMPIRE: Alpha-class Star Wing, TIE Advanced v1, TIE/ag Aggressor, TIE/sk Striker + SCUM & VILLAINY: Fang Fighter, G-1A Starfighter, Modified TIE/ln Fighter, Scurrg H-6 Bomber HOTSHOTS AND ACES: Mostly stuff from the sequels, plus a little extra. + GALACTIC EMPIRE: "Vagabond" + RESISTANCE: Paige Tico, Ronith Blario, Zizi Tlo + FIRST ORDER: Captain Phasma, Lieutenant LeHuse, "Rush" UPGRADES: Miscellaneous upgrades, mostly spares from original trilogy conversion kits. + POSSIBLE POINTS OF INTEREST: 0-0-0 (crew), BT-1 MAYBE: + MODEL: Kihraxz Fighter, T-70 X-Wing + PILOTS w/TOKEN: Fifth Brother (TIE Advanced v1), K-2SO (UT-60D U-Wing) P.S. - What is the cheapest way to ship tiny stuff like this?
  2. Now that Epic Battles is released, I'm curious which scenarios are your favorites?
  3. Across the board, going up to I5 and I6 seems too cheap, especially for pilots with good abilities. Generics should be the most cost-effective in terms of raw stats, but that's not how it is for pilots like Wedge. Scum needs a little love, especially the M-3A, Jumpmaster, and Kimogila. With the tractor beam changes the Quadrijet could afford to go down a point or two since the negative agility no longer stacks. TIE Aggressor and Punisher could use a little help, too.
  4. Personally I feel that it needs a configuration to drop its 3-ATK primary to a 2-ATK primary for both a point reduction and so it can reasonably use ordnance for its reload action. It's just such a shame that the ship in its current form has so many cool potential goodies that it never wants to use.
  5. I'm tempted to buy several as well. Does anyone have any decent lists using multiple Jakku Gunrunners? Ever since the point cost increase I rarely ever see more than one in a list.
  6. May we have a link to the world lists, please?
  7. Perhaps you're thinking about this the wrong way. I suggest an alternative solution to a spreadsheet... a scale. Divide your components into piles of the same kind of token, weigh out like 10, record the number, deduce the total number of tokens once you put all similar tokens on the scale. Rinse and repeat for each type of token. You should be done in minutes once sorted out.
  8. I was also thinking about picking up the 1.0 Decimator now that the contents for 2.0 have been spoiled. If anything, it looks like the color scheme for the 2.0 model is slightly more blue than grey. Can't tell for sure, though. Also, the 2.0 comes with a Proximity Mine template, which is always nice to have more of just in case.
  9. I know I'm late to the party but I was under the impression that only the expansions in "Wave 1" would be just cards from the Conversion Kits. I ask because I'm wondering if I should buy some ships like the 1st edition Quadjumper (which is on sale now for 50% off) or wait for a second edition Quadjumper expansion? Will ANY of the re-releases contain "new" cards not found in Conversion Kits?
  10. Omicron Group Pilot — Lambda-class T-4a Shuttle Jamming Beam 0 Freelance Slicer 3 ST-321 4 Major Vermeil — TIE Reaper 49 ISB Slicer 3 Darth Vader 14 Hull Upgrade 3 “Whisper” — TIE/ph Phantom 54 Juke 5 Everything strips tokens and punishes enemy for lack of tokens. I'm close, but I need some help allocating my last 22 points. Any Suggestions? Current list-building objectives: - make opponents want to target Lambda (too easy to ignore atm) - draw aggro away from Major Vermeil (he's too tasty a target atm)
  11. Something came to mind. What kind of pilots or upgrade cards have abilities that require a token to work? You know... using Jamming Beam to stop ability interactions and combos, like throwing a wrench in an opponent's plan. Only one that comes to mind is Rexler Brath's pilot ability requiring an evade token to flip a damage card and also as someone mentioned using a high initiative Jamming Beam to stop a missile/torpedo attack. I'm sure some more are out there.
  12. It has uses. Not many, but I know it does. This thread is to compile a list of situations on which Jamming Beam is useful. I'll start with getting the most obvious out of the way... free cannon shots via the "Xg-1 Assault Configuration" on the Alpha-Class Star Wing and IG-88B's pilot ability. EDIT: Best suggestions - stripping "Reinforce" - focus fire - denying torpedo shots (especially from 2-ATK primary carriers) - stalling (for MoV, regenerating, etc.) - when you know an opponent wants to use tokens for offense instead of defense - stopping a TIE-Phantom from re-cloaking - disabling "Juke" - setting up for a following turn with "ISB Slicer"
  13. ASTROMECH - LIMITED - SCUM After you fully execute a maneuver, if you have not dropped or launched a device this round, you may drop 1 bomb. So... what's up with this? I thought there wasn't supposed to be any more unavoidable damage in 2.0 anymore? Looks like this enables high PS bombing shenanigans again. Not sure if I'm missing something, so someone please fill me in. Do we have reason to be worried about this?
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