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About Mef82

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  1. My take on a Brobots list. I've upgraded both with an Ion Cannon and swapped Predators for Juke, since it somewhat synergises with C's ability. Then I've replaced the third ship with an Autopilot Drone. I assume it can be deployed separately from host YT. This would mean a guided Proton Bomb with 3-turns' primer, for an equivalent of 12 points. Now even though its maximum speed is just 3, it would enable a huge area denial potential when coupled with Trajectory Simulators on the Bros. IG-88A (70) Juke (4) Trajectory Simulator (3) Ion Cannon (5) Proton Bombs (5) Inertial Dampeners (1) Ablative Plating (4) IG-2000 (2) IG-88C (70) Juke (4) Trajectory Simulator (3) Ion Cannon (5) Proton Bombs (5) Inertial Dampeners (1) Ablative Plating (4) IG-2000 (2) Autopilot Drone (12) Total: 200
  2. Mef82

    Scum Han list

    Here's something I wanted to share: Han Solo (Scum) (54) Trick Shot (1) IG-88D (4) Lando Calrissian (Scum) (8) BT-1 (2) Rigged Cargo Chute (4) Lando's Millennium Falcon (6) Autopilot Drone (12) IG-88A (70) Trick Shot (1) Rigged Cargo Chute (4) IG-2000 (2) N'dru Suhlak (31) Trick Shot (1) Total: 200 Han gets up to 3 Calculate tokens per round, with Lando enabling him to spend any of those on 1-2 offensive or defensive re-rolls each time. Autopilot Drone is a bargain for 2x Shield Upgrade and a homing Proton Bomb. IG-88 is the Calculate token dispenser, but can hold his own pretty well, too. He also provides a slot for a second Rigged Cargo. These, together with 3 debris fields will provide extra dice for both Han and the other two ships with Tick Shot. If you somehow get the enemy to stress himself (debris!), you'd be gaining from the Falcon's title and BT-1 as well. N'dru is a placeholder for now, waiting for the Mining Guild TIE's pilot costs. Too janky? Sounds like fun to me.
  3. Because it was originally supposed to emulate the famous scene in which Luke turns off the targeting computer to "Trust his feelings" instead. Thus Lock loss and Force retrieval. On that note, congratulations to the OP yet again, nailed it when it comes to fluff - gameplay transition.
  4. You could change the upgrade type to a Force Power, too. I would even take it further and do it like this: At the beginning of the Engagement Phase, you may discard your Lock to regenerate all of your Force Charges. When attacking, you can spend any amount of Force Charges to re-roll that many attack dice. This way you'll still have an option to get a re-roll at the cost of Force you've just regenerated. Or too strong maybe?
  5. Just you wait for the obligatory Jar Jar crew upgrade, hehehe. ?
  6. So I've been watching Star Wars The Clone Wars lately (out of luck for real Star Wars movies recently, for my taste)... And there's an episode where R2-D2 and C-3PO have to evacuate from a crippled battleship and not being able to secure an escape pod, R2 flies them away in a Y-wing. So the simple yet brilliant design emerged thanks to the series. I could not resist the need to post it here. R2-D2 or Whistler (we may do a poll if the idea catches attention). Astromech upgrade Game Text: The ship equipped with this upgrade card loses it's pilot ability and has the initiative of 2. Add 1 [Crew] icon. This way, R2, Whistler or any other famous Astro of your choice, would become the de-facto pilot of the ship. The "lose piot ability" clause is for making it only make sense fielding on a cheapest generic ship representing the bare vessel. He would have no pilot ability and the Initiative of 2 to represent basic combat flight training and his focus on piloting and shooting only. However single-seater craft would gain the Crew icon through this upgrade. This would give X-Wings, Y-wings or E-wings access to cheap fun abilities for generics via Crew slot. Kind of turn them half fighter-bomber, half support ship instead of calling for the clunky HWK. Or improve their destructive ability or add some action economy (even though with low Initiative) through the same means. Who likes the idea? Comments? Was this worth sharing?
  7. That's one of the best new mechanic ideas I've seen on these forums so far. You could even make it totally crazy and have an upgrade card come with countdown "charges" tokens for 3 or more turns of "warming up".
  8. Jedi! Would that count as a faction? I'd love to field 3 Jedi Starfighters with say 2 top-notch pilots and one named with low PS and no EPT (still a Force user like the generic Inquisitor).
  9. Oh wow, took me all my Star Wars life (first seen on a bootleg VHS at the age of 4 or 5 a bit over 30 years ago) to realize that... Naming something-Wings with English letters DOESN'T MAKE SENSE!? They would have named these (and the visual designers would have to base those ships on) AUREBESH LETTERS!
  10. Are you kidding me? You only have to keep a large base in range 1 of an obstacle. Of which there are 6 on the table. And you don't care about facing.
  11. Yep. That, and Han with Falcon title would get an Evade action, double defensive re-rolls, offensive re-rolls (as long as he's around a rock), Force mini-Focus and whatever an EPT can add to that list. Plus 2 crew slots on top of that... Just hope it'll be expensive enough that it won't instantly cross out the whole "v2 rewards skillful flying" promise.
  12. It might still be costed more appropriately. Bu yeah, what use are the 1-Talons if there's no optional long K.
  13. Mine is: How long will it take until you have to buy copies of the ships you've already had from v1, because they come with the upgrades that were not in the conversion kit...
  14. Yes please. The old one is bland and unappealing. And don't get me started on the top cannon...
  15. Are B-wings getting a new sculpt or paintjob (or both)? The teaser video is showing one which looks a little different.
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