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N-1 Naboo Starfighter for X-Wing

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Not sure if anyone has mentioned this but since Battlefront 2 is canon and Leema Kai flies a N1 Starfighter, it's entirely possible that FFG could bring in a bunch of Scum ships including the ARC, the V Wing and the N1, with Leema Kai of the Jinata Security Force as it's lead pilot. 

Leeam Kai's N1 has a bomb slot . . maybe granted via a title?

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2 minutes ago, Viktus106 said:

Not sure if anyone has mentioned this but since Battlefront 2 is canon and Leema Kai flies a N1 Starfighter, it's entirely possible that FFG could bring in a bunch of Scum ships including the ARC, the V Wing and the N1, with Leema Kai of the Jinata Security Force as it's lead pilot. 

Leeam Kai's N1 has a bomb slot . . maybe granted via a title?

Probably.

It would be interesting if they made it more specific and had it as part of Leeam’s pilot ability, though there really isn’t precedence for that.

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3 minutes ago, SabineKey said:

Probably.

It would be interesting if they made it more specific and had it as part of Leeam’s pilot ability, though there really isn’t precedence for that.

Attack Wing kinda has a method of doing it. 

Leema Kai - PS7
During deployment, place two munition tokens on this card. 

When you reveal your manoeuvre dial, you may discard one munition token to drop 1 seismic charge token. This token detonates at the end of the Activation phase. When the bomb detonates, each ship at range 1 of this token suffers 1 damage. 

(Let's be honest here, even on Special Forces difficulty, he doesn't get off more than two before you drop him.)

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9 minutes ago, Viktus106 said:

Attack Wing kinda has a method of doing it. 

Leema Kai - PS7
During deployment, place two munition tokens on this card. 

When you reveal your manoeuvre dial, you may discard one munition token to drop 1 seismic charge token. This token detonates at the end of the Activation phase. When the bomb detonates, each ship at range 1 of this token suffers 1 damage. 

(Let's be honest here, even on Special Forces difficulty, he doesn't get off more than two before you drop him.)

I like that ability; I would love to see the following for the next Wave;

N-1 = Rebel + 1 scum pilot

V-Wing = Imperial + 1 Rebel Pilot

3rd Ship = Scum + 1 Imperial Pilot

However you feel about Nym; I love how they spread the cards. 1 Aces for Rebels, 4 (2 Genetic, 2 Aces) and would love to see more of this like the TIE, Hawk, Fire-spray. 

I was little disappointed about Saw's people not having a least one Scum T-65.   

---

 

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28 minutes ago, Viktus106 said:

Attack Wing kinda has a method of doing it. 

Leema Kai - PS7
During deployment, place two munition tokens on this card. 

When you reveal your manoeuvre dial, you may discard one munition token to drop 1 seismic charge token. This token detonates at the end of the Activation phase. When the bomb detonates, each ship at range 1 of this token suffers 1 damage. 

(Let's be honest here, even on Special Forces difficulty, he doesn't get off more than two before you drop him.)

That could work. Gives Leema a very different role from other N-1 pilots.

22 minutes ago, the1hodgy said:

I like that ability; I would love to see the following for the next Wave;

N-1 = Rebel + 1 scum pilot

V-Wing = Imperial + 1 Rebel Pilot

3rd Ship = Scum + 1 Imperial Pilot

However you feel about Nym; I love how they spread the cards. 1 Aces for Rebels, 4 (2 Genetic, 2 Aces) and would love to see more of this like the TIE, Hawk, Fire-spray. 

I was little disappointed about Saw's people not having a least one Scum T-65.   

---

 

For the third ship, you could go with the Ark Angel, with Doctor Aphra pulling double duty as Scum and Imp. 

There are quite a few ships I think would make excellent cross-faction ships, though most have more than one pilot for the extra faction.

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2 minutes ago, SabineKey said:

That could work. Gives Leema a very different role from other N-1 pilots.

For the third ship, you could go with the Ark Angel, with Doctor Aphra pulling double duty as Scum and Imp. 

There are quite a few ships I think would make excellent cross-faction ships, though most have more than one pilot for the extra faction.

I was a tiny bit disappointed that there wasn't a second rebel pilot in the Scurgg - either a PS1 generic or a PS5 unique without an EPT. But then again, FFG gives us an inch and we ask for a mile.

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2 hours ago, jmswood said:

I’m in favor of mixed faction expansions.

If any N-1 gets a bomb slot, it should be unique and it needs to give up something good in exchange. #neverbombwing

If the N-1 gets a bomb slot, it should be unique and giving up unique an auto-include title.

Also, I've played hours of Battlefront's campaign and starfighter squadron modes, and have yet to play as the N-1. What gives? Is it one of the tutorials/scenarios?

Edited by Yakostovian

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1 hour ago, Yakostovian said:

If the N-1 gets a bomb slot, it should be giving up a unique auto-include title.

Also, I've played hours of Battlefront's campaign and starfighter squadron modes, and have yet to play as the N-1. What gives? Is it one of the tutorials/scenarios?

It's only on the naboo map for ground assault. Not in any starfighters maps unfortunately. 

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3 hours ago, the1hodgy said:

I like that ability; I would love to see the following for the next Wave;

N-1 = Rebel + 1 scum pilot

V-Wing = Imperial + 1 Rebel Pilot

3rd Ship = Scum + 1 Imperial Pilot

However you feel about Nym; I love how they spread the cards. 1 Aces for Rebels, 4 (2 Genetic, 2 Aces) and would love to see more of this like the TIE, Hawk, Fire-spray. 

I was little disappointed about Saw's people not having a least one Scum T-65.   

---

 

Rebel: N1 4 unique pilots + 1 Scum Pilot I guess 

 

imp: Eta-2 Vader, Inquisitor, 2 scrubs, and like Obi-wan for Rebels.  New Imp only Astromech plus title that allows non-unique or Imp only Astromech upgrades.  AND generic IMP pilot for ARC-170 with same title.

 

Scum: V-wing, consortium pilots, plus one generic Imp Pilot, takes same title as ETA-2 and ARC.  Scum pilots have trash mech slots.  

 

prequel wave done.

 

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12 minutes ago, GrimmyV said:

imp: Eta-2 Vader, Inquisitor, 2 scrubs, and like Obi-wan for Rebels.  New Imp only Astromech plus title that allows non-unique or Imp only Astromech upgrades.  AND generic IMP pilot for ARC-170 with same title.

 

Don't forget Imp pilots for the ARC and the V-Wing

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3 hours ago, Yakostovian said:

I was a tiny bit disappointed that there wasn't a second rebel pilot in the Scurgg - either a PS1 generic or a PS5 unique without an EPT. But then again, FFG gives us an inch and we ask for a mile.

That could have been nice, though with it being their first from the beginning cross faction ship, the one pilot probably seemed like the safer bet.

3 hours ago, jmswood said:

I’m in favor of mixed faction expansions.

If any N-1 gets a bomb slot, it should be unique and it needs to give up something good in exchange. #neverbombwing

Do you feel like it being part of the pilot’s ability would be sufficient?

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33 minutes ago, SabineKey said:

That could have been nice, though with it being their first from the beginning cross faction ship, the one pilot probably seemed like the safer bet.

Do you feel like it being part of the pilot’s ability would be sufficient?

Well, that depends on how it was worked. I don't see bomb tokens coming directly from a pilot card, and one could not use Extra Munitions on it if it were implemented that way.

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36 minutes ago, Yakostovian said:

Well, that depends on how it was worked. I don't see bomb tokens coming directly from a pilot card, and one could not use Extra Munitions on it if it were implemented that way.

The bomb tokens coming directly from the pilot is something new and odd, but @Viktus106‘s suggestion above sounds interesting.

As for this way not being able to use extra munitions, i’m kind of okay with that. He’d still get two bombs, which is as many bombs as a TIE Bomber can have in a (probably) more agile chassis. It provides an interesting play style and choices to make while not over doing it. 

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4 hours ago, SabineKey said:

Do you feel like it being part of the pilot’s ability would be sufficient?

Yes, but only in exchange for something good.

4 hours ago, Yakostovian said:

Well, that depends on how it was worked. I don't see bomb tokens coming directly from a pilot card, and one could not use Extra Munitions on it if it were implemented that way.

My take:

”You upgrade bar gains the [bomb] upgrade icon and loses the [torpedo] upgrade icon. Once per round, after a bomb token detonates at range 1 of you, you may roll one defense die. On an [evade] result, ignore that bomb.”

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Anti-Bomb tech is something I do hope FFG place into this game;

I would love to see something like snapshot.

"Sharp Shooter" - 3 pts;

"When an enemy ship places a bomb token at range one and in arc of equipped ship. Roll one attack dice; On Hit or Crit Result. Remove the bomb token; ignore that bomb.”. Assign two stress to this ship."

---

Reason for stress; people have paid for bombs; and it would be harsh for them to lose it (regardless of how you feel about bombs). 

 

12 hours ago, GrimmyV said:

Scum: V-wing, consortium pilots, plus one generic Imp Pilot, takes same title as ETA-2 and ARC.  Scum pilots have trash mech slots.  

I would stick Vader in a V-Wing; he's flown in one in canon book "Lords of the Sith"

other than that; as you said; 

12 hours ago, GrimmyV said:

imp: Eta-2 Vader, Inquisitor, 2 scrubs, and like Obi-wan for Rebels.  New Imp only Astromech plus title that allows non-unique or Imp only Astromech upgrades.  AND generic IMP pilot for ARC-170 with same title.

I like the idea of Imps getting droid; but it would need to be a new slot like scum or it would get messy; just call it "Service Astro" or "imperial astromech"

 

6 hours ago, jmswood said:

”You upgrade bar gains the [bomb] upgrade icon and loses the [torpedo] upgrade icon. Once per round, after a bomb token detonates at range 1 of you, you may roll one defense die. On an [evade] result, ignore that bomb.”

I would have that as an modification and open it up to rest of game. 

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11 hours ago, jmswood said:

”You upgrade bar gains the [bomb] upgrade icon and loses the [torpedo] upgrade icon. Once per round, after a bomb token detonates at range 1 of you, you may roll one defense die. On an [evade] result, ignore that bomb.”

4 hours ago, the1hodgy said:

I would have that as an modification and open it up to rest of game. 

 

No thanks. There are too many ships that could abuse another bomb slot. The game should not proliferate more bombs to every ship with a torp slot. 

I agree with your opinion that the game needs more anti-bomb upgrades. Separating the bomb avoidance prt of my idea, and making it an upgrade for ships without bombs slots would be fine. 

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5 hours ago, the1hodgy said:

Anti-Bomb tech is something I do hope FFG place into this game;

I would love to see something like snapshot.

"Sharp Shooter" - 3 pts;

"When an enemy ship places a bomb token at range one and in arc of equipped ship. Roll one attack dice; On Hit or Crit Result. Remove the bomb token; ignore that bomb.”. Assign two stress to this ship."

---

Reason for stress; people have paid for bombs; and it would be harsh for them to lose it (regardless of how you feel about bombs). 

 

I would stick Vader in a V-Wing; he's flown in one in canon book "Lords of the Sith"

other than that; as you said; 

I like the idea of Imps getting droid; but it would need to be a new slot like scum or it would get messy; just call it "Service Astro" or "imperial astromech"

 

I would have that as an modification and open it up to rest of game. 

Maybe make it a Q2 for the picture because V-wing.

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23 minutes ago, jmswood said:

No thanks. There are too many ships that could abuse another bomb slot. The game should not proliferate more bombs to every ship with a torp slot. 

I agree with your opinion that the game needs more anti-bomb upgrades. Separating the bomb avoidance prt of my idea, and making it an upgrade for ships without bombs slots would be fine. 

I wouldn't even be against; anti ordinance tech in general.

Friend of mine pointed out that; in real space combat bombs are redundant due to the whole 4 dimensional aspect of space.   

Mines are different kettle; but less effective than land based ones. 

Edited by the1hodgy

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8 hours ago, the1hodgy said:

Anti-Bomb tech is something I do hope FFG place into this game;

I would love to see something like snapshot.

"Sharp Shooter" - 3 pts;

"When an enemy ship places a bomb token at range one and in arc of equipped ship. Roll one attack dice; On Hit or Crit Result. Remove the bomb token; ignore that bomb.”. Assign two stress to this ship."

---

Reason for stress; people have paid for bombs; and it would be harsh for them to lose it (regardless of how you feel about bombs). 

 

I would stick Vader in a V-Wing; he's flown in one in canon book "Lords of the Sith"

other than that; as you said; 

I like the idea of Imps getting droid; but it would need to be a new slot like scum or it would get messy; just call it "Service Astro" or "imperial astromech"

 

I would have that as an modification and open it up to rest of game. 

For Imperial Astromechs, have them legally able to fill crew slots as well for an added benefit to Imperial side. Or retroactively make all current unique astromechs Rebel/Resistance only.

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3 hours ago, the1hodgy said:

Friend of mine pointed out that; in real space combat bombs are redundant due to the whole 4 dimensional aspect of space.

What does theoretical quantum physics have to do with bombs in a vacuum?

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3 hours ago, the1hodgy said:

Friend of mine pointed out that; in real space combat bombs are redundant due to the whole 4 dimensional aspect of space.   

@Odanan I assume he meant 4 dimensions of space-time.  If not then we are getting into the kind of math I really like.  

I still don’t see why bombs would be redundant (maybe he meant useless or obsolete?).  In that case just looked at AotC.  And ESB.  SW space combat isn’t accurate to anything realistic in space but it doesn’t pretend to be.  It’s fantasy.

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