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Hiemfire

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  1. Advanced Droid Brain instead of Networked Calc maybe?
  2. The Marauder is more likely to make use (4K and 2 Tallons for a blocking/adjusting barrel roll, a focus, or a lock off of any of the reds) of it since Sabine's turnaround is blazing fast (5K) with blues and an ability that easily mitigates both the "reduced" dial and loss of action from the stress.
  3. I'm betting the upgrade is Republic only. He was part of the attempted liberation of Ryloth (I'm saying attempted since I don't know if they successfully booted the Seps from the planet during the campaign led by Ahsokah) as the Astro on a Republic Y-Wing. My hope is that they make a generic version of the series since I think it is doubtful that the C-series was only used by the Republic military, unlike the Q-series in Legends (R4-Ps with repulsor lift bodies instead of the normal cylindrical body with roller legs).
  4. On top of 3P0 crew and what looks to be R2 as a pilot (the limited I2 with a pic of a green Y-Wing) it has a C-series astromech (who according to the fans of the Rebels series is Chopper using his CW era designation) too. I'm really hoping for non-faction locked C-series generics one of these days.
  5. You could point them to page 6 of the Rule Book ( https://images-cdn.fantasyflightgames.com/filer_public/6c/ed/6ced3492-42fb-43c9-b542-0528cd19cff9/swz01_rulebookweb.pdf ) where it outlines the steps to Executing a maneuver including when the stress token is removed (In the "Phase 3: Activation" section)... "Executing a Maneuver When a ship executes a maneuver, the player uses a template to change the ship’s position. Then, the ship may be affected by the maneuver’s difficulty. To move the ship, the player follows these steps: 1. Take the template that matches the maneuver from the supply. 2. Set the template between the ship’s front guides so that it is flush against the base. 3. Pick up and place the ship at the opposite end of the template, sliding the rear guides of the ship into the template. 4. Return the template to the supply. After moving the ship, the player checks the difficulty (color) of the maneuver. If the maneuver is red, the ship gains one stress token. If the maneuver is blue, the ship removes one stress token." Or to page 13 of the current Rules Reference ( https://images-cdn.fantasyflightgames.com/filer_public/48/4d/484d07ae-6bdf-4e42-89af-180f728ad059/swzrulesreference_v104-compressedv2.pdf ) under Maneuver: "MANEUVER A maneuver is a type of move that a ship can execute. Each maneuver has three components: speed (a number 0–5), difficulty (red, white, or blue), and bearing (an arrow or other symbol). Each bearing is further defined with a direction. A ship can execUte a maneuver by resolving the following steps in order: 1. Maneuver Ship: During this step, the ship moves using the matching template. a. Take the template that matches the maneuver from the supply. b. Set the template between the ship’s front guides (so that it is flush against the base). c. Pick up and place the ship at the opposite end of the template and slide the rear guides of the ship into the template. d. Return the template to the supply. 2. Check Difficulty: During this step, if the maneuver is red, the ship gains one stress token; if the maneuver is blue, the ship removes one stress token and one strain token."
  6. Internet multiplayer is on the back burner indefinitely iirc.
  7. To be fair, that "single point" locks S&V out of flying a straight up 7 Z missile swarm other than Ion. While I'm not making a statement towards viability of it, it does force Scum Players considering Z-95s in the cheap missile spam role to either take 5 + something else, jump faction, or to fully discard the idea of a Z-95 ordinance swarm... 1 point per ship in aggregate does add up, so "merely" 1 point does make a difference. It also means that Scum Y-Wings are taking an initiative hit to field an otherwise identical build in relation to their Rebel counterparts. Goons "might" be able to "block better", but they're more susceptible to being initiative killed than Greys thanks to it. Not an equitable trade off in my opinion.
  8. I think they got blocked by FFG...
  9. There were s couple spoiled in the card packs article. The other one is minefield, but we don't have 2.0 rules for Cluster Mines yet.
  10. Review the component modifications section of the tourney rules (page 4 of the text version, I'd quote it but I'm not on my pc right now so it'll have to wait till the day cools down. My phone doesn't like quoting from pdfs).
  11. The Binyare has an illicit at + 1 compared to a Bandit (cost +1 over the Bandit) and the BSS has Illicit + 1 init on the Tala (costs + 2 over). With as meh as the Illicits are HWKs, Ys and Z-95s are being taxed for a mostly useless slot. Imho that slot tax should be removed from the ships and rolled into the upgrades instead.
  12. つ ◕◕ ༽つ SUMMON WAVE 5 POINTS AND SLOTS ༼ つ ◕◕ ༽つ つ ◕◕ ༽つ SUMMON WAVE 5 POINTS AND SLOTS ༼ つ ◕◕ ༽つ つ ◕◕ ༽つ SUMMON WAVE 5 POINTS AND SLOTS ༼ つ ◕◕ ༽つ つ ◕◕ ༽つ SUMMON WAVE 5 POINTS AND SLOTS ༼ つ ◕◕ ༽つ つ ◕◕ ༽つ SUMMON WAVE 5 POINTS AND SLOTS ༼ つ ◕◕ ༽つ つ ◕◕ ༽つ SUMMON WAVE 5 POINTS AND SLOTS ༼ つ ◕◕ ༽つ つ ◕◕ ༽つ SUMMON WAVE 5 POINTS AND SLOTS ༼ つ ◕◕ ༽つ つ ◕◕ ༽つ SUMMON WAVE 5 POINTS AND SLOTS ༼ つ ◕◕ ༽つ
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