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New "Guns for Hire" Pack Announced

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33 minutes ago, shadowswalker said:

I'm excited to see these ships get some love so I can run them in epic with the CROC and Scyks.  I didn't want to resort to running only large based ships as escorts.  This may also be FFG's thinking.

These should keep scum relevant competitively as well, after the jump master is nerfed into the ground.

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9 hours ago, DR4CO said:

That... would be a bit much for the Firespray, yes. I remain convinced that the ship is just a barrel roll action away from being competitive. Boba & Kath have brilliant abilities; they just need to be able to leverage them.

I think the Firespray would be interesting if they simply errata or maybe add a title that says "You may equip small ship only upgrades."  Still has a very limited dial but you can do some interesting stuff.  Deadeye, Intensity, Lightning Reflexes, Vectored Thrusters, Cloacking Device... Nothing too terrifying there.  Juke?  Maybe?

It's not great but the Vaksai Title makes my dream team of Fenn, Cobra, and Dengar at least playable.

Xizor and three Marauders becomes pretty intriguing too.

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Viktor Hel's ability seems like a nice counter to TLT/gunner/and other ways of attacking twice. With stealth device+AT it's going to be awkward to push damage through with just one shot and then the threat of double stress might be enough to make someone reconsider using gunner. 

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5 minutes ago, Vandenberg said:

Viktor Hel's ability seems like a nice counter to TLT/gunner/and other ways of attacking twice. With stealth device+AT it's going to be awkward to push damage through with just one shot and then the threat of double stress might be enough to make someone reconsider using gunner. 

TLT would still be just one stress. The flow chart makes that clear.  (Edit- I reread your post) The interesting question is this: Did you roll two defense dice twice or did you roll four dice total?  i.e. Will Viktor proc always against TLT?

(BTW, if you aren't pronouncing it as Veeector, you are doing it wrong)

Edited by gamblertuba

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1 minute ago, gamblertuba said:

TLT would still be just one stress. The flow chart makes that clear.  The interesting question is this: Did you roll two defense dice twice or did you roll four dice total?  i.e. Will Viktor proc always against TLT?

(BTW, if you aren't pronouncing it as Veeector, you are doing it wrong)

VEEK-taw.

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3 minutes ago, gamblertuba said:

The interesting question is this: Did you roll two defense dice twice or did you roll four dice total?  i.e. Will Viktor proc always against TLT?

It says "when defending" not "after defending" so I believe it procs on every dice roll, not the combined dice against 2 TLT shots.

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3 minutes ago, Stevey86 said:

It says "when defending" not "after defending" so I believe it procs on every dice roll, not the combined dice against 2 TLT shots.

Not the card that I see.

swx73-viktor-hel.png

Edit:  Seems like you would roll four dice total "after defending" so you would hand out stress against TLT every time.  (unless you had structural damage crit)

Edited by gamblertuba

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Just now, gamblertuba said:

Not the card that I see.

swx73-viktor-hel.png

That's what I get for reading what others have written and not the actual card! :lol:

In that case yes. As per the timing chart, this would trigger after both TLT shots. In which case you will have rolled 4 defence dice and the attacker will receive 1 stress token.

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Ah, so it's like Quickdraw then? You only proc once at stage 9 of the attack chart, but it should always proc against TLT. 

That's not as good as I thought then, but always activating is nice.

Edited by Vandenberg

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13 hours ago, Zazaa said:

I guess Vaksai tittle took the spotlight being awesome! I would say that Star Viper MK.II tittle was good, not as awesome as Vaksai, but it have bring Viper back in the game by giving bit extra "wonky" repositioning with barrel roll, it is also wider move than normal barrel roll. It makes me wanna try out Expert Handling with Experimental Interface on one of the Vipers. I feel that Viper will be seen more as lone rider, just because Virago is still limited to one ship in the squad, unless there is another tittle that would be hidden. 

That -3p cost makes although great price for those standard Vipers, I will dig 22p Viper, after getting the "guns for hire" I will have four Vipers and making them work in one squad takes only 88p, leaves 12p for upgrades so it would be 3p each and that is enough to introduce some interesting upgrades I'm sure. Haven't been exploring this yet, but I will soon enough. 

I say that not only was the tittles what we needed for Kihraxz nor Viper, but also some extra pilots with awesome abilities, at least Viktor Hel has interesting ability against mindlink me other ships by making him bit less wanted target, might be good chance to use something very strong offensive upgrades, maybe Expose, FCS with Virago, some torps. I'm looking forward to try it! 

:ph34r:

So....there are many pages posted since you replied and I haven't gone through them yet.  So, I don't know if this has been said yet.   

I think the reason no one is talking about the StarViper fix is really that it's not that crazy.   Everyone knew the points were too high on the ship and it was especially true when you look at the Fang Fighter vs. the StarViper.  Some will surely argue that it's not even enough at -3 pts.  I'm thinking that it might be a sleeper hit.  There are those that love StarVipers and particular pilots.   Until they release the new pilot info, I think most people won't really look at the StarViper.  It is a lot more viable with the title than before.  I think the dial is good, but if you consider dials that are only good for PTL (aka 2 green turns) then you will think it's a poor dial.  It's a ship that has Boost and BR, which is good and allows Auto Thrusters.   Stats are good at 3 red and 3 green.  

It makes me think of Xizor, who I think was good, except against TLT's.  I'm thinking with -3 pts, you can get Sensor Jammer on him now and...it can help against TLT's.  Yes, it's not a magic bullet cover, but it can certainly help against them, especially if you are out of arc.  He will miss his FCS, though.  Maybe if you have points for Predator or Expertise in the list, but you can't do the same Prince and the New Power Generation the same.  Well...you can do:

Prince Xizor (31)
Expertise (4)
Sensor Jammer (4)
Black Market Slicer Tools (1)
Autothrusters (2)
StarViper Mk. II (-3)
Virago (1)

Binayre Pirate (12)

Binayre Pirate (12)

Binayre Pirate (12)

Binayre Pirate (12)

Binayre Pirate (12)

Total: 100

I actually think his BR change might be a problem in the beginning, but....I don't think I used BR when in the swarm shield.  

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2 hours ago, thespaceinvader said:

We don't know yet.  People are inferring from what little is visible of the two unique conditions that Thweek (the name is just visible on the conditions) will use them, and that they will apply one to him and one to a(n enemy) ship, and allow him to copy some part of their PS or ability. Best guess is probably 'Shapeshift' and 'Mimic' or something like that.

But this is all complete guesswork at this stage.

I'm liking the sound of that!

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I'm really excited about the Starviper title just because of the funky boost. I was always a big fan of Echo and frequently wishing that other pilots had a similar barrel roll abilities.

I got even more excited as I was playing around with list building and discovered that these K upgrades can help out Prince Xizor as well. I'm really looking forward to running Xizor with x3 Cartel Mauraders w/ PRS. That still leaves a lot of other points for upgrades.

Edit: I also have to add that I love the new black and red paint scheme. That will be my go to model for the Viper.

Edited by Darth 2Face

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2 hours ago, heychadwick said:

So....there are many pages posted since you replied and I haven't gone through them yet.  So, I don't know if this has been said yet.   

I think the reason no one is talking about the StarViper fix is really that it's not that crazy.   Everyone knew the points were too high on the ship and it was especially true when you look at the Fang Fighter vs. the StarViper.  Some will surely argue that it's not even enough at -3 pts.  I'm thinking that it might be a sleeper hit.  There are those that love StarVipers and particular pilots.   Until they release the new pilot info, I think most people won't really look at the StarViper.  It is a lot more viable with the title than before.  I think the dial is good, but if you consider dials that are only good for PTL (aka 2 green turns) then you will think it's a poor dial.  It's a ship that has Boost and BR, which is good and allows Auto Thrusters.   Stats are good at 3 red and 3 green.  

It makes me think of Xizor, who I think was good, except against TLT's.  I'm thinking with -3 pts, you can get Sensor Jammer on him now and...it can help against TLT's.  Yes, it's not a magic bullet cover, but it can certainly help against them, especially if you are out of arc.  He will miss his FCS, though.  Maybe if you have points for Predator or Expertise in the list, but you can't do the same Prince and the New Power Generation the same.  Well...you can do:

Prince Xizor (31)
Expertise (4)
Sensor Jammer (4)
Black Market Slicer Tools (1)
Autothrusters (2)
StarViper Mk. II (-3)
Virago (1)

Binayre Pirate (12)

Binayre Pirate (12)

Binayre Pirate (12)

Binayre Pirate (12)

Binayre Pirate (12)

Total: 100

I actually think his BR change might be a problem in the beginning, but....I don't think I used BR when in the swarm shield.  

I don't think the Viper buff was anything so crazy, but it can open the individual dial if choose to, there is still other options for them, but they are ready to go knife fighting now. That -3p was inevitable, it was just too expensive to start with, now it is done and we got even bit extra with it.

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2 hours ago, gamblertuba said:

TLT would still be just one stress. The flow chart makes that clear.  (Edit- I reread your post) The interesting question is this: Did you roll two defense dice twice or did you roll four dice total?  i.e. Will Viktor proc always against TLT?

(BTW, if you aren't pronouncing it as Veeector, you are doing it wrong)

And what if I roll my dice 1 at a time!?!  Gonna need a FAQ for that, FFG :)

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To fix the Jumpmaster:

Increase all Jumpmaster 5000 pilots squad cost by 6 points.
Reduce the Punishing One title squad cost by 6 points.

That should do it, methinks.

If you're stil unconvinced - move the Salvaged Astromech upgrade slot to the Punishing One title.

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15 hours ago, VanderLegion said:

I love both.  Different from what I was designing for them, but that's okay.  The triple mod slot and cost reduction gives myriad build options for the kihraxz, and lets you take it different directions, whether alpha strike missiles, or tanking defense mods, or repositioning stuff to arcdodge, etc.   StarViper Mk.II allows for some truly ridiculous maneuvers, especially if you pair it with advanced sensors.I'll definitely be trying these out on vassal as soon as they show up.  First up, intensity guri.

I will note though that this is the third time now an expansion idea I was designing for the CCL has had an official announcement from FFG (fang fighter was in the voting and winning season 1 until they announced the protectorate, was working ont he havoc for this season, which was headed off by them announcing it before I was done, then I submitted my kihraxz/viper aces and sadly lost the vote.  Now it doesn't matter that it lost since it would have been DQed anyway).  Gotta start thinking about what I want FFG to give us next season...

My take on the Kihraxz in the first CCL was this one:

GPb8RgVm.jpg

She got voted in into the CCL, but no idea how she fared (Could not participate in the Vassal event. And if I remember correctly almost everyone flew the OP gunboat).

What the newly released Captain XX does:

PS4

Once...

ship..

an attack..

damage...

So something else, FFG did not listen to me ;)

 

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7 minutes ago, FTS Gecko said:

To fix the Jumpmaster:

Increase all Jumpmaster 5000 pilots squad cost by 6 points.
Reduce the Punishing One title squad cost by 6 points.

That should do it, methinks.

If you're stil unconvinced - move the Salvaged Astromech upgrade slot to the Punishing One title.

I'm eager to see what FFG will decide to do. This might be first time that we get direct change to the ship cost.

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Well, errata to the dial is probably out. The question is probably what is the easiest way for them to fix both in terms of people remembering and future printings. 

Like, in my opinion the Jump never should have had PWT to start. Honestly, it maybe shouldn't ever have PWT, I don't see a good source that it was actually turreted, just that Dengar stuck more lasers on it. But is saying it shouldn't have that little loopy symbol on the card easier than just giving it a price hike to compensate? 

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19 hours ago, UnitOmega said:

Protectorates are a 20 point cost ship and the only difference is 1 less shield. 

And the PS1 Protectorate is over costed at 20 points. It needed to be ~18 (arguably 17 points). The PS3 should have been ~20 points. Literally every other pilot is properly costed. Heck! The progression from Fen Rau at PS9* + EPT _should_ have been 28 points - 1 point per PS - 1 point for the EPT slot = 19 .

The PS1 Fang will not see competitive play without FFG deciding to buff them  without touching any other Fang. Any comparison to the cost of a PS1 Star Viper should take that into account.

*An arc dodger should (I think) pay 4 points to move from PS 7 to PS9.

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