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Jarval

Build Your Legend - Jango Fett's Slave 1 article live

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swz82_a1_upgrade_weapon-systems.png

Dengar found a gunner.

Zam Wessel seems really good. False Transponder Codes is an actually useful Illicit.

2 minutes ago, Ebak said:

I did not expect Slave I to get a new title for both Separatist and Scum.

Definitely didn't expect that either. Knew the title was going to have a gunner slot, but didn't think it would apply to Scum. Now 2 Firesprays in Scum can have gunners.

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Depressing for Zam when their defining feature is their species...

 

Jokes aside, expansion is looking fun and interesting, and I guess I'll get my third Firespray with it's release :)

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1 minute ago, 5050Saint said:

swz82_a1_upgrade_weapon-systems.png

Dengar found a gunner.

Zam Wessel seems really good. False Transponder Codes is an actually useful Illicit.

Definitely didn't expect that either. Knew the title was going to have a gunner slot, but didn't think it would apply to Scum. Now 2 Firesprays in Scum can have gunners.

Dengar + Proton Torp stock is up up up! xD

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1 minute ago, mrkyle said:

I think it is great that none of the upgrades are CIS only, but either open to all factions or CIS/Scum. I think that's pretty good considering how much people have been up in arms about this ship not really being CIS.

But it's also annoying as those who don't collect CIS want these cards.

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1 minute ago, InterceptorMad said:

But it's also annoying as those who don't collect CIS want these cards.

I hear you, I am one of those people. I really don't need another Firespray, but who knows when or even IF we would get those cards outside of this pack.

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I was thinking of getting CIS soon to be fair, and so this may now have to be my first ship in that faction, just to get the cards for the others.

Love the cards, both CIS and not. Some great new tools for Scum, and the other factions. Redline will love the WSO too. Action, free lock, fire, spend lock, gain lock.

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42 minutes ago, 5050Saint said:

Now 2 Firesprays in Scum can have gunners.

Unfortunately not. The title is Slave I and is still unique, so only one Firespray.

Was writing this, then realised that Marauder is the title that adds the gunner. So checks out!

40 minutes ago, Jarval said:

I'd guess there's good odds on these being in the next Hotshots and Aces style pack, unless Scum get a new ship with a crew slot before that.

I hope so, because I had an unsettling thought: Which folder do I put the upgrade cards in? CIS or Scum?! Solution: Acquire two copies of the cards.

We are very very much needing that card pack now FFG between the new TIE Only upgrades and this pack. Not that I am not going to buy this, but it would help the non CIS players.

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1 minute ago, flipperoverlord said:

I don't understand how Zam's conditions work. They discard during the next turn, so why do they need charges? I'm definitely missing something.

You apply one of the conditions at System Phase. So you basically assign one every round, and at the end it goes away and you can assign the other or reassign the one you just removed.

It's a bluffing game of 'which condition is currently applied' are you focusing on aggressive play but only recovering 1 charge, or wanting to recover 2 charges?

Edited by Ebak

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44 minutes ago, 5050Saint said:

swz82_a1_upgrade_weapon-systems.png

Dengar found a gunner.

Depending on the cost, this could be good for a number of ships. TIE Bomber and Punisher could make pretty good use of this, for example.

If it comes in low enough, it might even be worth putting on a Y-Wing with some Plasma Torpedoes.

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4 minutes ago, Ebak said:

You apply one of the conditions at System Phase. So you basically assign one every round, and at the end it goes away and you can assign the other or reassign the one you just removed.

It's a bluffing game of 'which condition is currently applied' are you focusing on aggressive play but only recovering 1 charge, or wanting to recover 2 charges?

Duh, thank you! I misread and thought you put one on at the start of the game, and you didn't get another one. Definitely makes sense now haha

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Oh wow, lots of Scum toys.

Loving Zam, particularly as Scum crew. Super can't tell if it's going to be pricey or not but thinking of its applications on Assaj makes me think it might be.

Weapons Officer is scary.

False Transponder Codes is really neat. The lack of choice on whether it goes off for you or your opponent is a good bit of design. Thinking of full i5/6 lists here, who likely cannot harmlessly switch it off. Poor full ace lists, their doom is possibly sealed in all sorts of ways.

Boba Gunner with new Slave 1 is a little bit 5th Bro. A reason to put Autoblasters on a Spray?

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56 minutes ago, HisEpicness said:

YV-666 + false transponder codes + Jabba the hut = Awesome!

Dengar with False Transponder Codes. Locks the enemy ship he is about to blast out of the skies and they get jammed. Then he fires proton torpedoes and keeps his lock with Weapons system officer. Yikes. Super Dengar Alpha strikes incoming

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Is the Weapons System Officer good anywhere that has a gunner and missiles/torps? It's basically 1st edition FCS limited to all torps and half the missiles?

It doesn't fix ships with other issues, like this doesn't make the K-Wing good, but it makes those ships which are already fine and can carry it simply better, right?

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4 minutes ago, CaptainJaguarShark said:

Is the Weapons System Officer good anywhere that has a gunner and missiles/torps? It's basically 1st edition FCS limited to all torps and half the missiles?

It doesn't fix ships with other issues, like this doesn't make the K-Wing good, but it makes those ships which are already fine and can carry it simply better, right?

Gonna be good with synched console

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1 minute ago, CaptainJaguarShark said:

Is the Weapons System Officer good anywhere that has a gunner and missiles/torps? It's basically 1st edition FCS limited to all torps and half the missiles?

It doesn't fix ships with other issues, like this doesn't make the K-Wing good, but it makes those ships which are already fine and can carry it simply better, right?

Somewhat, it is more restrictive than FCS in that it requires that you're using your lock for munitions which in itself is limited and will eventually run out.

You are right though, it does help out any ship that really benefits from carrying torps/missiles and has that gunner slot.

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1 minute ago, Roller of blanks said:

Rebel Y-wings/K-wings/ARCs can't wait to use the weapons guy that will inevitably be priced way to high for them to use, mainly because everyone else can use them better

Republic Arcs, with synch console, could keep their locks after using them with weapons sys and then pass them to another synched console ship. Have your cake and eat it too?

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