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Resistance Conversion Kit upgrade preview

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1 minute ago, Ronu said:

The Biggest issue is Rey might start at like 130. Paying that hefty Tax for Force just to start.....

Combined with the no-forever-alone-lists squad building ruling one might be forced to look for the cheapest generics (A's?) just to satisfy the rule. I'd say though something more along 115 (a.k.a Dash + Outrider + Trickshot) might be more reasonable starting point for her. 

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Eh i could see her being 105 or something to start with.

Her falcon has 1 less shield and its rotate is red. So its weaker than the rebel falcon by a slight amount.

Lando by comparison is 92pts, in the stronger falcon.

They have to keep her cheap enough for a buddy and we know that they claimed Res ship style was going to be primarily 2 decked out ships, with a possible 3rd filler ship with minimal upgrades if any.

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2 hours ago, PhantomFO said:

Ah, okay. At the moment, it looks like Conversion Kit contents don't actually count for the official "Second Edition" format. The only legal stuff under that edition are those who've actually had ship packs released. By that standard, Resistance will have parity with most of the factions. Rebels, Empire and First Order all have only two small ships released for each faction. Scum is actually an outlier here, as they'll have five legal ships by the end of wave 2 (Fang, Firespray, YT-1300, Escape Shuttle and Mining Guild TIE). 

Wave 14 is legal in Second Edition, actually, so Scum isn't a big outlier until wave 2 (They have more ships, but the X-wing and Tie Fighter have additional generics and unique pilots). And the First Order only has one ship in Wave II, not two.

Edited by Squark

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1 hour ago, Ixidor said:

I hope three is still possible. Nothing about them right now indicates it would be only two possible... but who knows...

In one of the FFG articles it shows what ships are supported and how many. 3 bombers. 

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7 hours ago, Houston8665 said:

With just what is in this preview the Resistance already has more useful crew than the Rebels. Oh how times have changed lol

Rebel has a lot of strong crew and gunners, they are just priced very conservatively at the moment.  Many will likely drop in price.

 

6 hours ago, Arc170Chris said:

So, Rebel, Empire, Scum conversion kits - roughly 17 ships each - $50

Resistance, FO - 3-4 ships each - $30 

How does this make sense? 

Resistance and FO conversion kits convert 200 points worth of each ship.  Imperial kit converts 4 TIE/ln, FO kit converts 7 TIE/fo ships.

 

5 hours ago, Vineheart01 said:

Yeah i saw that comment and Deathfire cannot launch anyway because he has nothing saying HOW to launch (what template? cant launch without a template).

The way they answered that question kinda...makes no sense. Nothing in the rules that ive seen mentions mines cannot be launched, its ONLY on the TrajSim card that says it launches bombs.

Deathfire allows you to drop or launch a device, this is permissive, it allows you to do a thing.  It does not change how the devices themselves work.  Nowhere does it state that you may launch instead of drop a device.

 

Also, it is stupid that they gave the worst (second worst?) character in TLJ one of the most powerful effects in the game.  Rose sucks, Star Wars is worse off for having her as a character, and yet here we are in X-wing giving her an amazing ability like she was some kind of useful character.  I hope she is 30 points so we never see her on the table.  Hey, FFG, I have a more thematic Rose card for you.  "When a friendly ship at range 0-1 would suffer damage, cancel all of that damage, then destroy that ship and your ship.  Another friendly ship at range 0-3 gains one love token, then they are destroyed."

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6 hours ago, PanchoX1 said:

why is this in there? this should never happen with the final salvo rule, right?

"If both players have an identical score, each player receives a Margin of Victory of 200."

If the last 2 ships dies on the same turn (bomb or simultaneous fire or similar). Final salvo is only done with ships still alive.

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10 minutes ago, HolySorcerer said:

Also, it is stupid that they gave the worst (second worst?) character in TLJ one of the most powerful effects in the game.  Rose sucks, Star Wars is worse off for having her as a character, and yet here we are in X-wing giving her an amazing ability like she was some kind of useful character.  I hope she is 30 points so we never see her on the table.  Hey, FFG, I have a more thematic Rose card for you.  "When a friendly ship at range 0-1 would suffer damage, cancel all of that damage, then destroy that ship and your ship.  Another friendly ship at range 0-3 gains one love token, then they are destroyed."

Man people hate Rose so much, for basically no reason. Watch that scene again and ask yourself, "what does anyone gain from Finn killing himself on this giant gun thing?" Based on the fact that there is a seriously ticked off FO fleet in orbit, I'd say the answer is about 10 extra minutes of not being dead. Seriously if Kylo wasn't all "gotta kill mah mom" they probably would've just vaporized the base from orbit with sustained turbo laser fire. Hate her all you want, but she basically was the only person that stepped back and realized that there was no winning scenario if their only plan is to kill themselves one after the other until help (that for all they knew wasn't coming) shows up.

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1 hour ago, Hippie Moosen said:

Man people hate Rose so much, for basically no reason. Watch that scene again and ask yourself, "what does anyone gain from Finn killing himself on this giant gun thing?" Based on the fact that there is a seriously ticked off FO fleet in orbit, I'd say the answer is about 10 extra minutes of not being dead. Seriously if Kylo wasn't all "gotta kill mah mom" they probably would've just vaporized the base from orbit with sustained turbo laser fire. Hate her all you want, but she basically was the only person that stepped back and realized that there was no winning scenario if their only plan is to kill themselves one after the other until help (that for all they knew wasn't coming) shows up.

I hated Rose for the whole casino arc of the film. Ugh. It added nothing to the movie. 

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2 minutes ago, Pooleman said:

I hated Rose for the whole casino arc of the film. Ugh. It added nothing to the movie. 

Honestly that's fair. The Casino segment is pretty pointless and Rose kinda just complains the entire time they're on that planet. TLJ is a deeply flawed film for me. It muddles its own message and feels very detatched from ep 7. Again that's if you ask me. Rose was an ok idea of a character, but instead of having her have a conversation about her conviction to save her friends even from themselves, they had her nearly kill herself and Finn to stop that crash. Like I said before, deeply flawed. There's a bit of fun to be had there, but it is probably in my bottom 3 in terms of the main series movies.

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2 hours ago, HolySorcerer said:

Also, it is stupid that they gave the worst (second worst?) character in TLJ one of the most powerful effects in the game.  Rose sucks, Star Wars is worse off for having her as a character, and yet here we are in X-wing giving her an amazing ability like she was some kind of useful character.  I hope she is 30 points so we never see her on the table.  Hey, FFG, I have a more thematic Rose card for you.  "When a friendly ship at range 0-1 would suffer damage, cancel all of that damage, then destroy that ship and your ship.  Another friendly ship at range 0-3 gains one love token, then they are destroyed."

Dude the diaper changing station is over there. Holy crap.

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1 minute ago, Darth evil said:

Rose is so bad a character from every angle, she's a lowly mechanic, trying to be a everything from fanatical activist, to a warrior woman/leader and then a love interest for Finn which is like so pushed on us that it's nigh believable. 

What's that got to do with her ability in this game?

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1 minute ago, Captain Lackwit said:

What's that got to do with her ability in this game?

LoL yeah that's a pretty good question. I guess we kinda got WAAAAAAY off topic there. Sorry bout that :P

Back on topic, I'm hoping for a cost similar to Magva Yarro on Rose. She's got a good ability but it feels like it'll cost only a little more than Magva. 

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2 hours ago, HolySorcerer said:

Hey, FFG, I have a more thematic Rose card for you.  "When a friendly ship at range 0-1 would suffer damage, cancel all of that damage, then destroy that ship and your ship.  Another friendly ship at range 0-3 gains one love token, then they are destroyed."

Sorry to continue to be off topic but I couldn’t resist...

On a more serious note, the resistance looks like fun, very good abilities but if costed appropriately they shouldn't be game breaking, wasn't planning on converting my resistance or first order but if they continue like this, I may just have to give in at some point.

Rose_Tico.png

 

Edited by agenttherock
Formatting

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44 minutes ago, gennataos said:

There will be great suffering in Guilder if I can't figure out how to make Rey/Poe competitive.

They're both pretty powerful and together they would be so fun. They probably took shields off and made the rotate red on the yt, so these two could fly together. They will probably have really slim builds but dang those abilities are good.

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7 hours ago, theBitterFig said:

 

... This says absolutely nothing about it only applying to one ship.  It just indicates that a ship overlapping a mine via mine placement triggers its detonation.  There is no "one ship," no "a single ship," just a generic "a ship" referenced.

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8 hours ago, wurms said:

Rose is...is...incredible. My blank green dice results can become target locks?

If you can get her on a ship with R2-HA (maybe the resistance transport, or a future ship) then you can even reroll your other greens

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1 hour ago, RampancyTW said:

... This says absolutely nothing about it only applying to one ship.  It just indicates that a ship overlapping a mine via mine placement triggers its detonation.  There is no "one ship," no "a single ship," just a generic "a ship" referenced.

The FAQ ruling here was necessary because the rules reference specify explicitly what happens when a mine is placed underneath two ships at once (it goes of and the mine's owner gets to choose the victim) but a loophole in wordings made the most fanatic RAW worshippers argue, that nothing in the rulebook makes a mine go off when placed under one ship. 

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This kit looks amazing. The resistance Falcon seems like it will be a much more cohesive ship than its Rebel counterpart. With less shields and a more restrictive action bar I can see the non-force users being cheaper than the Rebel version too. Rey's force tax may put her up near Dash cost wise, any higher than that though and she won't even be put on the table.

I'm hoping Chewie and Han's pilot abilities have been scrapped for new ones. Chewie's got his 'score to settle' ability on his crew which makes me think his pilot ability will be different.

I also really hope we get cardboard for 3 T-70s since that's what most resistance players will own. 

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1 hour ago, gadwag said:

If you can get her on a ship with R2-HA (maybe the resistance transport, or a future ship) then you can even reroll your other greens

So far I think the only Resistance ships that have astro slots are the T-70, the ace ships from Resistance, and the T-85 also from Resistance. 

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