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All Screenshots from Unboxing

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https://imgur.com/a/2cjJNEo

 

Shamelessly stolen from reddit

Edit:

Just the Imperial Stuff

Scum

Rebel

 

 

Things that where mentioned out loud that aren't in the screenshots:

-Falcon has 2 crew and 1 gunner slots

-Striker has device(bomb) slot

-Turret slot is rare

-It takes 1 tractor token to move a small base, 2 for medium, 3 for large. 

-The tractor movement is now decided by the player who places the token 

-Force regen doesn't stack

-Bonus attacks limited to 1 per round 

-JM5K has torps again

-All HWK support abilities care about firing arc

-No quick build cards in the conversion kits (didn't catch this myself but apparently it was said) 

-They said there'd be a video at the end of the unboxing, but one wasn't shown afaik

-Tie Advanced Prototype: Inquisitor has a force power slot, whilst Baron has a talent slot. Inquisitor is more expensive 

-Different ships have different numbers of modification slots. Interceptor mentioned as 2, Khrixaz 3. Some ships will have 0.

-Mentioned that the only ships that could take Palpatine are the Lambda and Decimator, and the latter only has two crew slots now. Reaper should have 2 crew too. 

-App releasing alongside game in September :(

-Light Scyk gone, as it overlapped design space with the z95

Let me know if there's more 

And some game design theory stuff the devs mentioned/alluded to (stolen again) :

Token stacking/infinite tokens.- In the unboxing video today they mentioned doing away with the idea of limitless tokens, whether it be focus (moldy crow) or stress (stressbot).

Ships have a more defined role or feel.- When they showed us the dials, they explained why they changed a few ships to make them more unique from their other faction counterparts. They obviously did this in 1.0 but sometimes ships were so similar that people just didn't use one of the two.

Less actions that happen all the time.- Whether it is R2D2, or Soontir Fel, you won't just get to do your ability regardless. This seems like they really took it to heart about all the cards they had to FAQ in 1.0 with "unless you bump". Even cards like crack shot require you to do some work. Bottom line: YOU ACTUALLY HAVE TO FLY AND MAKE CHOICES.

Less auto-damage.- A lot of "change a die to a hit result" and less "add a hit result". Same with defensive abilities from what I have read.

Less text, less fortress, more attacking, more blowing up, faster games.- Based off of the lack of text on many cards, it seems simpler, they want more crits, they want less defensive ships that can hugely mitigate damage, they want more combat, which all leads to a faster game hopefully. Or at least a more exciting one.

More punishment for bad choices.- i.e. mostly actions, if you can't actually pull off the barrel roll, you lose it. If someone isn't in your bullseye, your crack shot doesnt trigger. If you have your turret pointing the wrong way, you are out of luck.

(edit to add this rule) Less upgrade cards that work with all ships.- A lot more upgrade cards that we have seen require your ship to have an action on it's bar to equip (and maybe change it from red to white). Plus we already know that things like engine upgrade can't be tossed on just any large based ship now (or any ship from what we can tell). So less ridiculous houndstooth boost stuff. And less double respositioning ships.

Edited by player2072913
Added info

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Things that where mentioned out loud that aren't in the screenshots:

-Falcon has 2 crew and 1 gunner slots

-Striker has device(bomb) slot

-Turret slot is rare

-It takes 1 tractor token to move a small base, 2 for medium, 3 for large. 

-The tractor movement is now decided by the player who places the token 

-Force regen doesn't stack

-Bonus attacks limited to 1 per round 

-JM5K has torps again

-All HWK support abilities care about firing arc

-No quick build cards in the conversion kits (didn't catch this myself but apparently it was said) 

-They said there'd be a video at the end of the unboxing, but one wasn't shown afaik

-Tie Advanced Prototype: Inquisitor has a force power slot, whilst Baron has a talent slot. Inquisitor is more expensive 

-Different ships have different numbers of modification slots. Interceptor mentioned as 2, Khrixaz 3. Some ships will have 0.

-Mentioned that the only ships that could take Palpatine are the Lambda and Decimator, and the latter only has two crew slots now. Implied that the reaper has only 1 crew.

 

Let me know if there's more 

And some game design theory stuff the devs mentioned/alluded to (stolen again) :

  1. Token stacking/infinite tokens.- In the unboxing video today they mentioned doing away with the idea of limitless tokens, whether it be focus (moldy crow) or stress (stressbot).

  2. Ships have a more defined role or feel.- When they showed us the dials, they explained why they changed a few ships to make them more unique from their other faction counterparts. They obviously did this in 1.0 but sometimes ships were so similar that people just didn't use one of the two.

  3. Less actions that happen all the time.- Whether it is R2D2, or Soontir Fel, you won't just get to do your ability regardless. This seems like they really took it to heart about all the cards they had to FAQ in 1.0 with "unless you bump". Even cards like crack shot require you to do some work. Bottom line: YOU ACTUALLY HAVE TO FLY AND MAKE CHOICES.

  4. Less auto-damage.- A lot of "change a die to a hit result" and less "add a hit result". Same with defensive abilities from what I have read.

  5. Less text, less fortress, more attacking, more blowing up, faster games.- Based off of the lack of text on many cards, it seems simpler, they want more crits, they want less defensive ships that can hugely mitigate damage, they want more combat, which all leads to a faster game hopefully. Or at least a more exciting one.

  6. More punishment for bad choices.- i.e. mostly actions, if you can't actually pull off the barrel roll, you lose it. If someone isn't in your bullseye, your crack shot doesnt trigger. If you have your turret pointing the wrong way, you are out of luck.

  7. (edit to add this rule) Less upgrade cards that work with all ships.- A lot more upgrade cards that we have seen require your ship to have an action on it's bar to equip (and maybe change it from red to white). Plus we already know that things like engine upgrade can't be tossed on just any large based ship now (or any ship from what we can tell). So less ridiculous houndstooth boost stuff. And less double respositioning ships.

Edited by player2072913
Moved info up to OP

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49 minutes ago, Commander Kaine said:

We also thought that 4 dice primaries are gone. Or PWT-s. 

 

But no. OP stuff is only okay if they have it under the rebellion. 

 

To be frank, we we lucky to have Miranda and Sabine (crew) defanged. On the other hand, Rex is STILL in a TIE Fighter, and I will be amazed if his price point is that much higher comparatively to where he is now, IE: Cheap enough to just toss into a Kanaan + Biggs list.

 

Oh yeah, thanks to white Reinforce on the Ghost, that combo is back as well.

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Biggs is also defanged so eh

not really worried, provided everything's costed appropriately

 

besides, if Ezra's nerfed (old ability, but tied to only 1 focus token) then Kanan could be as well. also gonna cost extra as force users

ghost//phantom is also just...mulched. can't even call it a corpse of its former self because it's so horribly mangled to the point where you can't even see what it once was

unless Han gunner is as crazy as I think he is

Edited by ficklegreendice

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2 minutes ago, ficklegreendice said:

Biggs is also defanged so eh

not really worried, provided everything's costed appropriately

 

besides, if Ezra's nerfed (old ability, but tied to only 1 focus token) then Kanan could be as well. also gonna cost extra as force users

 

Biggs is defanged compared to his original form, but buffed compared to his post-errata nuking. There's also an unanswered question as to whether Reinforce takes place before or after Bigg's ability kicks in. After would be more balanced as that To a Minumum of 1 Damage caveat would still come into play. Otherwise, you could have a Reinforced Ghost tank two damage for six attacks.

At least with the former you're still plinking away at both, and can make the fifth shot a Concussion Missile so all of a sudden damage cards are getting flipped. I'd be happy with that.

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GfdvoEy.png

What's the red action on Patrol Leader?

Also, I just noticed that Lambdas have two firing arcs!  Can they use both on the same turn?

Bdeg9gR.png

Edited by JJ48

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2 hours ago, wurms said:

 Those pilot subtitles ?

IG-88A: Aggressive Automaton

IG-88B: Brutal Battledroid

IG-88C: Conniving Contraption

IG-88D: Deadly Device

 

They missed the golden opportunity to give B the (B)oost and C the (C)annon powers.

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1 hour ago, Mward1984 said:

Oh yeah, thanks to white Reinforce on the Ghost, that combo is back as well.

Reinforce is way easier to beat in 2E though. It's like the inverse of the current problem with Wookships, where if you're in arc at all you get it - now if you're in the other zone at all it is ignored. Just make your moves well enough to get in the VCX dead zones and it's free damage city. What's it gonna do, shoot at you with dorsal turret? 

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