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So I guess the bullseye arc no longer has any inherent effect? It was ignored in the Covenant game.
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# ¿ May 1, 2018 22:35 |
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# ¿ May 10, 2024 07:02 |
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New dice would be really cool though. For reals.
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# ¿ May 1, 2018 22:38 |
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canyoneer posted:Guess not. But Crack Shot and Marksmanship reference it Yeah I saw that. Guessing those cards are gonna be super cheap considering how much harder they are to pull off now.
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# ¿ May 1, 2018 22:39 |
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banned from Starbucks posted:They gonna have to jumpstart the gently caress out of FO and Resistance factions. FO has 4 ships and Resistance only has 2. Is it even worth it to them to make conversion kits for a faction with 2 ships? Splitting them off always seemed like a dumb idea esp since Empire and Rebel ships span loving huge amounts of time and EU. They’re probably gonna get their A’s and Y’s at that time. Along with the Falcon, the bombers, X-Wings and one or two new ships, that’s an okay start. Hopefully they’ll find a way to make them feel distinct enough from the rebels.
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# ¿ May 1, 2018 22:51 |
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It looks like the general direction is to move away from the "90% of shots are more less fully modified" game we have today. Rarely allowing you to have both TL and focus, and making tons of abilities rely on the bullseye arc means that shots are often relying on one or no mods, and painful abilities are much harder to trigger. Which means we get a game where those crazy good shots/situations happen much less often. But that means that when you actually have an enemy ship perfectly lined up and have managed to get a focus and/or target lock and can trigger some cool ability, that moment is going to feel much cooler and more special than before. This, is to me, the most promising part of the new game. That moment-to-moment X-Wing is finally gonna "feel" special again.
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# ¿ May 3, 2018 12:47 |
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She should get 2 calculate methinks. No focus for SYNTHETICS. Edit: As I would consider 2 Calculate Tokens better than a single Focus, and I wouldn't mind the Vipers getting nudged slightly more into the "great" zone.
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# ¿ May 3, 2018 15:07 |
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Smegmalicious posted:I just saw that Vader is 84 points. That seems like a lot for an ace. I wonder if this signals a general move away from aces and named pilots? Where did you see this?
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# ¿ May 6, 2018 21:49 |
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Repairing a facedown card removes it, repaing a faceup card flips it.
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# ¿ May 21, 2018 20:29 |
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Poopy Palpy posted:I can't believe they doubled the size of the bomb cards and still couldn't find the room to tell you what the bomb does. This. So loving this.
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# ¿ May 29, 2018 20:48 |
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What's the thematic reasoning for lowering its attack value?
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# ¿ Jun 7, 2018 18:19 |
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I've actually seen the movie, don't remember them being weaker, or Han ever mentioning having upgraded them. Maybe he says something in Ep4 I'm forgetting.
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# ¿ Jun 7, 2018 18:24 |
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Interesting that it is a part of wave 1. I'm guessing this means that Imps and Rebels also get at least one more ship for the wave, probably ones we haven't seen before.
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# ¿ Jun 7, 2018 18:40 |
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That limitation would kill the app as soon as a third party one gets released, so I hiiiighly doubt that to be the case.
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# ¿ Jun 7, 2018 18:44 |
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Rules reference sheet: https://www.facebook.com/groups/1564718050463787/permalink/2073820672886853/ Seems like reload no longer gives a weapons disabled token?
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# ¿ Jun 10, 2018 18:51 |
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Expert handling has the word and symbol "Red [barrel roll]", on its requirement side. While Tactical Officer includes the word "Requires" before its requirement. So it seems they're already inconsistent in their wording in the new edition.
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# ¿ Jun 19, 2018 08:23 |
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Seems that many of the 2.0 cards in Saws Renegades have pretty big errors. Advanced Sensors allow you to take additional actions for instance. I guess the first release needs some extensive errata. Also, there are no quickplay cards included. Was looking forward to testing 2.0 based on those. Now we’ll just have to figure out a couple of even squads by trial and error. Which isn’t too bad. The first batch of cards being wrong kind of sucks though. Source: https://community.fantasyflightgames.com/topic/278039-so-we-need-errata-already/
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# ¿ Jun 20, 2018 14:22 |
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Yeah, as long as we get enough of the affected cards in the conversion kits it won’t really be an issue.
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# ¿ Jun 20, 2018 14:43 |
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Anybody tried 2.0 with the stuff from wave 14?
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# ¿ Jun 23, 2018 18:48 |
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A google doc with all you need to start playing 2.0: https://docs.google.com/document/d/19ujq2YCixnVK5339Lg46KEilKUtBivwiOs7VB2bUghg/edit Hoping to test it myself next week.
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# ¿ Jun 30, 2018 11:47 |
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They’re coming later they said, probably in a separate conversion kit.
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# ¿ Jul 6, 2018 11:39 |
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Sicne both Saw and Wullf refer to the window «when attacking», are you allowed first roll your dice, take damage with Saw and then roll an additional dice?
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# ¿ Jul 10, 2018 13:00 |
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uncle blog posted:Sicne both Saw and Wullf refer to the window «when attacking», are you allowed first roll your dice, take damage with Saw and then roll an additional dice? Quoting myself as I got lastpaged. If this is allowed I’ll probably try it out.
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# ¿ Jul 10, 2018 15:48 |
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Some Numbers posted:Any interpretation by the first one requires some extreme mental gymnastics and makes no sense. Nah it’s very poorly written. It needs a pause to differentiate between the auto-damage and the damage from dice. Now it sounds like you take one damage per result, plus an additional damage matching that result. I understand that many people read it as you do, as that seems like the intended way, but that doesn’t excuse them from clear writing.
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# ¿ Aug 3, 2018 18:39 |
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How can one fail a lock action? According to the rules, you declare action, measure range to anything you want, and the you choose one object within range to lock. As you can also lock asteroids, there will rarely be a time when nothing is eligible for a lock.
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# ¿ Aug 18, 2018 19:17 |
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ConfusedUs posted:Being forced to lock a rock might as well be failing it Edit: Never mind, seems you can simply not choose to lock anything to force a fail: "While acquiring a lock, it fails if no object is chosen." uncle blog fucked around with this message at 22:15 on Aug 18, 2018 |
# ¿ Aug 18, 2018 20:00 |
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But they haven't announced the next regional kit yet? If that's the case, maybe they've tripled the amount of content, making sure everybody who participates walks away with something cool.
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# ¿ Aug 26, 2018 19:51 |
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Thanks for making me feel stupid, but: what's POW?
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# ¿ Aug 28, 2018 20:55 |
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Same thing with Maul: only available in the Scum kit.
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# ¿ Aug 29, 2018 15:54 |
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If I have a missile equipped on a turret ship, does that mean that the front arc is now considered a firing arc? Edit - guess not: «A ship's FIRING ARCS include all shaded arcs on the ship's ship token plus all arcs, if any. If an upgrade card gives a ship a arc or primary weapon with a specified arc, those arcs are also firing arcs.»
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# ¿ Sep 7, 2018 10:05 |
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I’m so sorry you guys.
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# ¿ Sep 7, 2018 19:31 |
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So, what are y'alls plans for card storage in 2.0? I used several binders in OG. But that was an ever-growing hassle as the game expanded. Not only taking cards in and out, but also rearranging them whenever a certain section needed more space. So my plan now is to simply have them in boxes with dividers, letting me simply flip through them and drop them in when returning cards from a list. Still undecided on what box to buy. After throwing duplicates I only need a single of, and everything I end up with 5+ of from the conversion kits, I'll still probably have around 600 sleeved cards. Looking at this at the moment: https://www.etsy.com/no-en/listing/609399386/card-collection-storage-box-with-slide?ref=shop_home_active_13 The game lets you engrave the top and dividers for a fee it seems. My reservation is that I might quickly grow out of the box. Anybody know the amount of unique cards in 1.0?
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# ¿ Sep 8, 2018 16:51 |
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canyoneer posted:I bought this box. The MTG people say it's great for cube storage, and the latch is good enough that I can haul it around with my sleeved cards without issue.
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# ¿ Sep 8, 2018 18:05 |
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Reminder that turrets (and cannons) now get range bonuses. Seems that’s a thing many people miss.
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# ¿ Sep 14, 2018 08:07 |
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If I coordinate a Boost action to some ship, and it fails, can that ship still attempt a new boost in its own Action step? Or is the action considered «performed» even if it failed?
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# ¿ Sep 14, 2018 08:55 |
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Nope! Maximum 1 bonus attack per round.
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# ¿ Sep 14, 2018 21:48 |
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I just purchased TTS, aiming to get in some more wangs practice. Currently going through a guide to get started, but it seems pretty outdated. Is it correct that in order to import squads you need it written in clear text separated with plus and slashes? So it's not possible to import from YASB?
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# ¿ Sep 16, 2018 17:33 |
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If I coordinate a ship, and that ship fails its action, do I get to select a new ship to coordinate? The rules are a bit fuzzy. "While a ship coordinates, the coordinate fails if no friendly ship can be chosen. ◊ If the chosen ship attempts to perform an action but that action fails, the coordinate does not fail."
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# ¿ Sep 17, 2018 09:40 |
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Is there a consensus for whether Ten Numb can spend his stress even when he rolls no focus results? There's a rule that you may not spend focus tokens if you don't have any results, and some people seem to think this applies to Ten Numb as well.
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# ¿ Sep 18, 2018 13:01 |
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Yeah I saw that as well. I still think it could be argued otherwise. In the Gonk example the effect is to "gain one shield", which isn't possible when you're maxed out. While changing all (zero) focus results can still be done. So the question really is what "resolve the effect" means. Part of the effect is spending the token, so the game state will still be changed, whether the dice change or not. I don't care much either way, I just want the rules to be clear and consistent. Edit: Another question: Jake has the ability to trigger of boosts or barrel rolls to do a focus action. He can also do a red boost after an action. The rules text for red actions says: "After a ship performs a red action, it gains one stress token." Ship ability says: "After you perform an [boost] action, you may perform a red action." Pilot ability says: "After you perform a [boost] or [barrel roll] action, you may choose a friendly ship at range 0-1. That ship may perform a action." So the timing is the same - after you perform an action - in all three instances. Does that mean the player gets to queue them and decide the order, and save the stress for the end? If so it would be possible to do a total of four actions, while also giving one away. uncle blog fucked around with this message at 13:39 on Sep 18, 2018 |
# ¿ Sep 18, 2018 13:32 |
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# ¿ May 10, 2024 07:02 |
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Napoleon Nelson posted:In the Ability Queue section of the rules on page 3 it says that if a game effect (getting stress) shares timing with abilities, it happens first. So the stress happens right after the red boost, before his ability would kick in. I totally missed that. Thanks!
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# ¿ Sep 18, 2018 15:23 |