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Everything posted by Gupa-nupa
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My contribution to the goal. More coming soon.
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I would actually discard the entire part about the face up damage card. It makes the text sort of clunky. I think that it would be better to have something like “while you defend, you may spend a number of force charges, if you do you may convert that many results to evades”. The other thing you need to keep in mind is how to make it clear that the tokens transfer from one side to another, as well as a way to prevent other force crew/pilots from using his force. I think the best way to address that latter point is through a special card type. Similar to the solitary tactical relays in CIS. The Child: (Crew, containing Din Djarin) Two force- non recurring Set up: Equip this side face up After you roll defense dice, you may spend a number of force charges, if you do you may convert that many results to evades. At the start of the end phase, if there are no active force tokens assigned to this card, flip it. The Child (Exhausted): Two force- non recurring During the end phase you may recover one force. During the system phase, if there are no inactive force tokens assigned to this card, you may flip this card.
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Sooooo. Do we think that FFG will continue the previews? It would be cool to see what the phoenix/sky strike packs hold especially since their release isnt supposedly that far away.
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Back in the days of 1.0, Finger Four A-Wings were a thing. Nowadays, we 5 Rz-2 A-wings doing consistently well for the past few metas. Lets pretend you work at FFG, and you are tasked with making the Finger Four (Rz-1s) viable again in 2.0. How would you go about doing it. (Keep it to adding new content rather than reworking already released cards, mechanics, ect...)
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Question for the community: If you were going to create another pilot for the sith infiltator, who would it be?
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Ok, heres my take on the ship: Statline: 2/2/3/1 Actions: Focus, Target lock, Boost -> Focus, Barrel-roll -> Focus Dial (credit goes to @Kleeg005): One Speed: Turns Two Speed: Straight, Bank, Turn, K-turn Three Speed: Straight, Bank Four Speed: Straight Five Speed: K-turn Configuration (Probably stays at 0 points like the X-wing): Huppla-Pasa Fan Blade (Open): After you fully execute a maneuver, you may gain one reinforce token. While you defend, if the attacker is in your [front arc] or [rear arc], you may roll one additional die, if they are in your [left arc] or [right arc] you must roll one less defense die. Huppla-Pasa Fan Blade (Closed): You may only attack targets in your [bullseye arc]. (adds evade action) Pilots: Zabrakian Defencer (I2): No pilot ability * Vulpus (I3): After a friendly ship preforms a primary attack, they may remove a tractor token. (This may be way to good, but I am trying to create some synergy with the Nantex. Maybe someone else can come up with a better pilot ability.) *** Nightsister (I2 +1 force): No pilot ability (I dont think that they should have a pilot ability, as they are somewhat similar to the Inquisitors. Maybe there is some creative space for someone who knows more about the Night-sisters better than me.) * Asajj Ventress (I5 +2 force): At the start of the Engagement Phase, you may choose 1 enemy ship in your bulls eye firing arc at range 0-3 and spend 1 force. If you do, that ship gains 1 strain token unless it removes 1 green token. (This is stolen from @Dwing's original post. I just think that strain fits Ventress better than a stress. Also, like I said earlier, I would like to see more of strain/deplete in the game) * Talzin (I3 +3 force): Force tokens cannot be used to modify attacks against this ship. (Also stolen from @Dwing. I originally said that maybe it should be a 2 force ship, but maybe 3 force is ok? I will have to do more research)
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Fan blade closed should grant an extra defense die.
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Would there be a way to do more with purple maneuvers? I like the idea that @Kleeg005 proposed for the dial, but some sort of purple maneuver would be cool.
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Whatever its design is, it would need to be different from the magna guard (which would be a fun ship to design next....) I like the idea if having a bonus die while in the front or rear arc. [company’s name here] fan blade: at the start of the engagment phase, you may gain a reinforce token. While you defend, if the attacker is in your (front arc) or (rear arc) you may roll an additional die. Also, for the Ventress ability, I would rather have it be strain/deplete. It feels like they are under used. And it could be more thematic. Talzin should be 2 force?? And the Nightsisters three pip limited.
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I would like to see more done in the vein of maneuvers. I really like the sideslip maneuver, but there was something that I saw a while ago in one of the trench run scenarios like what @Ccwebb was suggesting with the nudges.
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Or just a difficulty reducing mechanic in general.
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I’m watching this thread, just waiting for the article next Wednesday to reveal that it comes with a version of Slave 1 but better...🤣🤣🤣
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When I was hypothesizing about these, I guessed they would be a 2 dice front arc, with a 4 dice bullseye.
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Just to clarify, you are saying that if you shoot thread tracers with Jake, you need to take 3, double modded, 3 dice attacks, to make up for Jake’s missed shot?
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Ooh. That significantly decreases the hype about this. And there isnt a way to switch which target it is applied on either. You pick one and when your kill it, thats that.
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Could these be good on an A-wing? Something like Jake, who already fills a support role, could help out the rest of the squad with double mods?
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Which one is better? I know it depends on the rest of the list but were going to take that out of the equation. Assume no upgrades. https://strawpoll.com/5geo4rwcq Vote here and discuss below!
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I LOVE THESE! Im going to enjoy this ship in general, but these I5s are going to be great. Im a bit disappointed that there isnt a bullseye mechanic on the reverse side of the interceptor boosters. In cannon they have a HLC in the middle, maybe they will have a cannon slot??
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I see what you are saying, but I really think that it isn't an ability that you try for. Treat him as an I6 with no pilot ability, and occasionally you’ll get to flip your opponents dice. I think that, although its not a very big one, the threat of him slow rolling and negating dice is a bigger deal than him actually doing it.
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But shouldn’t each platform have access to the major play styles/list archetypes? Thats part of the reason the FO has an issue with not being able to drop bombs.
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Because CIS needs a pseudo ace. Also we know how good Boba is (at I5) and he must have learned from his dad (meaning that Jango must be I6... 🤣🤣). In all seriousness though, I think it has more to do with the fact that the Separatists don’t have many high initiative options so for game balance reasons Jango had to be I6.
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Said it better than I ever could. And for the Blue squadron pack, same team!!
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Doesn’t Jango already have a strong ability? I don’t think its something that you try to trigger, but if it happens it is defiantly a boon. Hahahaha. I see what you did there. Im looking at you grappling struts...
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So we know that our beloved game was influential in the development of Star Wars Squadrons, and with the video game being in a similar vein as X-wing (Dogfighting, Star Wars, Squads, ect...) there is a lot of things that we can see in Squadrons that are in X-wing. My question for you, is are there any upgrades/mechanics that exist in Squadrons that you hope will eventually make their way into X-wing? There is already a thread dedicated to the pilots, so lets focus on the upgrades (load-out) aspect more.
