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Sharkey1337

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Everything posted by Sharkey1337

  1. I know you’ve said FFG has no current plans for more physical Imperial Assault content, but what about a Republic Assault game that covers the Clone Wars? ;D I would personally love to see it use an app much like Journeys in Middle Earth, which was done very well!
  2. Got my Villains box tonight as well! Sadly the Ember campaign isn’t live on iOS yet apparently. Maybe tomorrow?
  3. Just got my shipping notice directly from FFG, hopefully it'll be here by next week! =D
  4. Whoa, looks like Dash was brought back into Canon after all, so there’s hope after all!!! https://starwars.fandom.com/wiki/Dash_Rendar
  5. Aye, I would LOVE to see those old characters, along with Dash Rendar, but FFG most likely can’t touch any of the Legacy materials after Disney retconned the entire EU... ;_;
  6. Yep, the starter ship boards are double sided as they don’t upgrade into anything, so it’s player choice. Kinda wish the G9 had an additional perk to make it more attractive than just 1 speed faster, like making the mod slot as a mod/cargo slot instead so you could focus more on delivery than fighting.
  7. You choose which ship to start with. The G9 is faster but has less hull and attack compared to the G-1A. In case people didn’t know, FFG did a live playthrough of a full game last week:
  8. There’s a very good chance the first expansion is heavily influenced by The Mandalorian if they have current access to the show’s materials, otherwise maybe a 2nd expansion would be based on it if the game does well enough.
  9. Now that we know who's playable in the core box from the Adepticon demo (Han, Lando, Fett, Aphra, Jyn, Bossk, IG-88, Ketsu), who would you love to see in an inevitable FFG expansion? Here's my list of 8, made up largely of characters who are currently confirmed as crew members already in the base game (if used to play as then you'd remove their relevant cards from the decks):1) Zuckuss/4-Lom: Zuckuss would be the main character while 4-LOM would be a starting crew member as these two are pretty inseparable. Zuckuss' ship Mist Hunter would be a new upgrade option for the starter G-1A ship. Zuckuss isn't going to have great character stats (probably just a single skill), which is made up for by the fact that his starter ship is upgradeable and he begins with a crew member.2) Dengar: While he's confirmed as an encounter card in Outer Rim, it's unconfirmed if he's a possible crew member to recruit, so unknown what his abilities would be. His addition would bring the Jumpmaster 5000 ship to the game, upgradeable into Punishing One.3) Greedo: confirmed as a possible crew member, unique skill would be to add 1 hit in ground combat. Never really has had a unique ship to himself (the Manka Hunter never flew), probably wouldn't add a new ship to the game.4) Aurra Sing: unconfirmed if she's in Outer Rim at all, so unknown what possible skill she could have aside from being focused around combat. Most likely wouldn't add a new ship either as her blockade runner is probably too big to consider, haha.5) Hera Syndulla: confirmed as a possible crew member, unique skill would match her ability to gain free movement based on a tech check. Starting skills would be Piloting and Tech, upgrading her would give a 2nd Piloting skill (allows Focus rolls to count in Piloting tests). Definitely starts out with negative Imperial status, possibly positive Rebel status. Would obviously add the VCX-100 ship, upgrading into the Ghost. Would also add Chopper to the game as a possible crew member if he already isn't one, no other Specters though.6) Hondo Onaka: confirmed as a possible crew member, innate ability to gain 2,000 more credits on cargo missions. Only skill is Influence however to balance this out. Probably won't add a new ship to the game as he no longer has his pirate saucer by this time.7) Tobias Beckett: unconfirmed if he's even in Outer Rim, but he's a proper scoundrel to add. Most likely specialize in Stealth and Influence. Wouldn't add a new ship to the game as he's not known to have a unique one.😎 Enfys Nest: unconfirmed if she's in Outer Rim, but a proper pirate figure from Solo movie. Skill would definitely include Tactics, start with negative Syndicate status. Wouldn't add a new ship to the game as her gang used a carrier of some kind for their swoop bikes.Those are just mine, what about everyone else?
  10. Agreed, I see their news post as 10/25 being the official release date but there was no mention of Gamestop’s exclusivity other than GS’s item page.
  11. Gamestop got exclusive selling rights for the expansion for the first month or two. I believe the official release date for all retailers is early next month.
  12. I have mine in a deck, though I split it into two decks so it’s less cards having to dig through.
  13. You only draw the agenda cards for enemy activation at the end of a round, not each player's turn.
  14. So I’ve found the Super Mutant character rather underwhelming. Here you have a mountain of mutated muscle, but he just gets xp for reducing his health with rads? To make him a stronger and more thematic character, I’ve given him the trait of getting 1 additional Strength reroll when applicable, such as Strength-related tests and weapons. In addition, I'm giving the Super Mutant trait in general the ability to gain an additional Strength reroll when applicable, since you can become a super mutant via side questing. The XP perk will be exclusive to the starting Super Mutant character, but at least you can get some kind of perk being a Super Mutant. In that spirit, I've also given the Synth trait the ability to gain an additional Endurance reroll when applicable. This way these traits do more than just offer up different quest options.
  15. Yeah my co-op rules specifically ends the game when you finish the main storyline, as there are just enough faction points to get you to the end of the power track. It’s definitely a far more satisfying ending, I just wish the final quest cards had more story fluff to go with them.
  16. Playmat seems too pricey for me to justify a purchase, but it’s a personal preference. New California’s contents mixes everything into the core box contents. There are double sided specific tiles just like the core box that are scenario specific. Best of all it includes expanded core scenarios that have larger maps due to the new tiles you get from the expansion.
  17. For me here is my wishlist of a New Vegas themed expansion: -Desert Ranger: starts with ranger armor: 1 Armor, difficult terrain is treated as normal terrain; Endurance -Gambler: starts with lucky coin item, can exhaust for a reroll, costs 1 cap to unexhaust; Luck -Mercenary: contract item: when you kill an enemy, gain 1 cap; Perception -Raider: starts as vilified, when an enemy is in your space, get 1 free Attack; Agility -Synth: synth trait, gain an additonal Endurance reroll when applicable; starts with trench coat: 1 Armor, cannot be attacked from adjacent spaces; Endurance
  18. Enjoy the cooperative "New California" scenario and wish the rest of the game was cooperative? Follow these rules to adapt every scenario! Setup 1. Choose a scenario, set up as described on the card. 2. As a team, pick your faction to support. This faction is now referred to as the "survivor faction". Exception: New California 3. Players do not draw agenda cards; influence is not used to win the game. Additionally, all of the agenda cards are used to create the agenda deck for this scenario, regardless of player count. 4. Optional Difficulty Scaling: Finding your experience too easy? Try this scaling variant to increase opposing faction activations by removing your faction’s activating cards from the agenda deck. Refer to the bottom of the card symbols, not top. • 1 Player: Remove the 4-player survivor-faction agenda card from the agenda deck. • 2 Players: Remove the 4- and 3-player survivor-faction agenda cards from the agenda deck. • 3 Players: Remove the 4-, 3-, and 2-player survivor-faction agenda cards from the agenda deck. • 4 Players: Remove all survivor-faction agenda cards from the agenda deck. 5. Players place their character figures on any space of the Crossroads tile. Players can share the same space as others. General Rules 1. Victory: Your faction token reaches the final space of the power track. 2. Loss: The opposing faction token reaches the final space of the power track. 3. Killed: If killed, advance the opposing faction token by 1 space. 4. End of the Round: Advance only the opposing faction token by 1 space when the final agenda card is drawn. 5. Agendas: When a survivor would gain an agenda card, do not draw an agenda card. Instead, move the opposing faction back by 1 space. 6. Survivor-Faction Activations: If any survivor-faction tokens would activate via an agenda card, follow these rules. Exception: Far Harbor (refer to scenario card only) • Move the token toward the nearest opposing faction token on the map. • If a faction token is able to attack an opposing faction token, a fight ensues between them. • A faction token’s attack value is equal to its level. Increase by 1 if it has a ranged ability and its opponent token doesn’t. Increase by 1 if it has the radioactive ability. • A faction token’s defense value is equal to its level. Increase by 1 if it has an armor ability. • If a faction token’s attack meets or exceeds its opponent token’s defense, the opposing token is defeated and removed from the board. • If both tokens would be defeated, remove only the token that wasn’t activated by the drawn agenda card. • If neither token would be defeated, remove both tokens from the board. • At the end of the survivor-faction’s activation, place one survivor-faction token on its HQ space (refer to scenario variants below for HQ locations). 7. Opposing Faction Activations: Opposing faction tokens will move toward the nearest survivor or survivor-faction token, with survivors taking priority in a tie decision. After this enemy type activates, advance the opposing faction’s power token 1 space. Then, place an opposing faction token on its faction’s HQ space if possible (refer to scenario variants below for HQ locations). Exceptions: • New California: Follow the scenario card’s written rules instead. • Far Harbor: Only advance the opposing faction’s power token 1 space after activation, follow the additional scenario card’s rules regarding the factions. Scenario Variants 1. Rise of the Master a. Star HQ: Lost Hills Bunker b. Shield HQ: The Cathedral c. Shield Faction: For quest #170, only the Shield token closest to The Hub will move toward it, the rest will move toward Star tokens. In addition, a survivor can escort the token, treating spaces as difficult terrain when moving with it. 2. New California a. Follow the scenario card’s written rules, but follow General Rule #5 as described above regarding Agendas. b. 1-Player Easier Variant: decrease the X-value of the power track by 1 i. X=1 ii. X=2 iii. X=3 3. The Capital Wasteland a. Star HQ: The Tower b. Shield HQ: Project Purity 4. The Pitt a. Star HQ: The Mill b. Shield HQ: Haven 5. The Commonwealth a. Star HQ: The Railroad b. Shield HQ: C.I.T. Ruins 6. Far Harbor a. Follow the scenario card’s written rules, but advance the opposing faction’s power token 1 space after its activation card is drawn. When the agenda deck is exhausted, advance only the opposing faction’s power token 1 space. Thoughts?
  19. For those wanting a competitive experience for 2 or 4 players, this variant is for you! Building off of New California’s cooperative scenario, many of the same rules will be used with a few twists to support opposing teams: -Any scenario can be chosen except for New California. -At the start of the game, gather 1-2 Freedom and 1-2 Security Agenda cards based on either 2 or 4 players. Shuffle the cards together and randomly pass 1 card to each player. The revealed card for that player determines what faction they’re playing for. This card is placed next to their board to show their faction allegiance, which will remain the entire game. -The Agenda deck is used the same way as New California: use all Agenda cards and do not draw cards during setup. When a player gains an Agenda Card they must immediately discard it and resolve an effect based on the card’s name: (their faction): advance their faction’s token 1 space; (opposing faction): move opposing token back 1 space; (other): choice of effect -When the Agenda deck is exhausted, neither faction token will be moved, deck is passed to the right of the first player to begin a new round. -Faction Token Activations: If any faction tokens would activate via an agenda card, follow these rules: • Move the token toward the nearest opposing survivor or faction token on the map. Survivors take priority if there is a tie. • If a faction token is able to attack an opposing faction token, a fight ensues between them. • A faction token’s number of attacking hits is equal to its power. Increase by 1 if it has a ranged ability and its opponent token doesn’t. • A faction token’s defense is equal to its power. Increase by 1 if it has an armor ability. • If a faction token’s power meets or exceeds its opponent token’s defense, the opposing token is defeated and removed from the board. • If both tokens would be defeated, remove only the token that wasn’t activated by the drawn agenda card. • If neither token would be defeated, both tokens remain on the board. -If a character is killed, the opposing faction advances 1 space. Players cannot attack each other. -The faction that reaches the end of the power track first wins! Thoughts?
  20. Sharkey1337

    New California

    For me TBG with New California and using the co-op rules in all scenarios is far better than 76 right now.
  21. Ha, that is a fair point after all! Kallus could actually be an interesting two character pack, one Imperial Version and one Rebel Version. Imperial player could gain him automatically with his Agenda Set, however Rebel players could essentially remove his Imperial version from the game by completing and winning his Green mission, gaining his Rebel version! =D OR if the Imperial player loses Kallus’ Agenda mission then the Rebels gain him as an ally. Another option could still have a Green mission packed in, however only one of the missions can be included in a campaign. If the Imperial player picks his Agenda set then his Green mission won’t be included in the side quest deck. If the Imperial player doesn’t choose to use his Agenda set then his Green mission may be included for the Rebels for that campaign then.
  22. So I’ve been knee deep in the goodies of Wave 11, but I can’t help but get excited for more Rebels love in a new wave! Since waves in between boxe sets typically have around 3 character packs, here’s what I would LOVE to see: -Rex (Rebel) -Agent Kallus (Imperial) -Rukh (Imperial) What about you guys?
  23. Rise of the Empire introduced Green Dice to Rebellion, so it could be expected that a newer expansion could do something similar as well. The game still notably lacks interceptor fighter ships, such as the Imperial TIE Interceptor and the Rebel A-wing. These type of ships are very strong against other fighters but they’re noticeably weak at hitting capital ships. To reflect these specialized craft I introduce the concept of White Dice: -2 blank sides, 4 hit sides Damage type dealt is based on the color of the symbols on the white die, which in this case are black hit symbols which only hit fighters/infantry. These dice will also work for two anti-infantry units that I’ll describe below. The major advantage of these craft are supplementing forces with extra dice beyond the 5 black dice, however they have no chance of any crossover damage to their non-specialty due to having no direct hit sides on their dice. They’re also unable to produce any damage removal unlike the more general purpose TIE Fighters, X-wings, and Y-wings. Here’s my breakdown of what these units will look like: -TIE Interceptor/A-wing: cost 1 blue triangle, have 1 black health, attack with 1 white die Let me also add these two iconic anti-capital ship units that the game still lacks as well: -TIE Bomber/B-wing: cost 1 blue circle, have 2 black health, attack with 2 red dice This wouldn’t be a true expansion if it also didn’t add new ground units, such as: -Imperial Speeder Bike/Rebel Mark II Repeating Blaster Turret: cost 1 orange triangle, have 1 black health, attack with 1 white die -Rebel P-Tower Dish Turret: cost 1 orange circle, has 3 red health (structure), attacks with two red dice -Imperial A6 Juggernaut (Turbo Tank): cost 1 square orange, has 3 red health, attacks with 2 black dice and 1 red die I can see the overall expansion including 3 white dice, 4 B-wings, 4 TIE Bombers, 6 A-wings, 6 TIE Interceptors, 6 Repeating Blasters, 6 Speeder Bikes, 3 P-Tower turrets, and 3 Juggernauts. Thoughts?
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