Mathieu Raymond wrote:I'll try to take notes for the Montreal group. do you want to revisit your French, mate?
Automatically Appended Next Post: Holy hell that was a lot, fast, but still a lot is missing.
Are those threat level squads going to be only in the new packs, or are some in the upgrade packs?
Automatically Appended Next Post: Well. Soontir won't be the Dominator anymore (I know, he wasn't since the last few waves) but the Interceptor in general will be a good, if squishy, ship.
Yes please, always good to practice.
Here is a long list of all the changes I noted;
New configuration cards (eg. s-foils).
Cannons still in,
HLC is the same as before but bullseye arc only.
FCS is now reroll one dice if you have the ship locked.
Advanced sensors is one action only after revealing dial.
There is now only one type of astromech slot, specified by droid as scum or rebel.
Force upgrades separated into light and dark sides.
Engine upgrade turns red boost white.
IMPS.
Defenders has boost, gained a shield and has the x/7 baked and has a 2 K.
Punisher has boost that chains to lock, reload, gains a stop.
Decimator has white reinforce and red coordinate.
Tactical officer turns red coordinate white.
Phantom looses one attack, has Stygium baked in where you spend an evade to gain cloak token.
Inquisitor is force 2, may spend a token to prevent the enemy gaining the range 1 bonus, may spend a token when attacking at 2-3 to gain the range 1 bonus.
Inquisitor crew gains one force token, may spend to do a white action when an enemy at range 0-2 reveals its dial.
Scum.
IGs the same except D which can use turns or straight to perform sloop.
Asajj gains force 2, 3 forward attack, 2 turret (one arc only). Spend a force to make an enemy ship in the turret arc spend a green token or gain a stress. Now 8 hull, 2 shield.
Bossk, same ability, 180 arc, white reinforce, 9 hull, 3 shield. Hounds tooth is same though now specifies 1 Z can dock with you.
Z gains red barrel roll.
Kath ability changed to when attacking if a non limited friendly ship is at range 0 of the defender then gain an attack die.
Y-wing gains red barrel roll and reload.
HWK gains red stop, red Jam and red boost.
Slave 1 title you can change turns or banks to their opposite (ie if you turned right, you can change dial to left) adds torpedo still.
Firespray gains 3 speed T-rolls.
Mist hunter title adds cannon and white barrel roll.
Punishing one title add a dice when attacking from your fore arc, remove crew gain astromech.
JM5K dial much worse.
G1A had terrible dial as well, but gains stop. And white jam.
Khiraxz gains 2 speed red t-rolls.
Kimoglia, when enemy is defending if in bullseye arc then they cannot spend green tokens.
Starviper must use bank templates to perform barrel rolls.
Quadjumper gains a 2 reverse, array is built in, a ship at range 1 gains a tractor token, if in bullseye gains 2.
Scuurg did not gain reload.
Dengar crew is when defending spend an energy token and the oppo must remove a green token, if they do not roll one red dice, on a hit or crit the ship suffers a damage.
Jabba crew, spend an energy and a ship at 0-2 can regain an illicit.
Maul crew gains a force, when suffer damage gain a stress to recover a force and may equip Dark Side upgrades.
Scum cloak can be fitted on medium ships!
Moralo Eval, if you would flee then spend an energy to place yourself in reserve. In the next planning phase place yourself within range 1 of the edge you fled from.
Rebs.
Sabine crew, place 1 Ion, 1 jam, 1 stress and 1 tractor on the card. When a ship suffers that effect from a bomb then you can add one token from her stack to the effect.
Both blue and phoenix squadron are in the game.
A-Wing gains 3 red sloops.
B-Wing gains 1 red t-rolls.
Ghost synergy with docked shuttles remains the same.
Ezra is 1 force, may spend to use his old ability.
Sheathepeade when docked gives Ghost white coordinate before activating. Ship gains 1 red reverse.
Ghost is still 4 attack, gains white reinforce.
Reads like shuttles can redock.
Wookie ship gains red stop.
Moldy Crow title gives HWK a three dice attack from fore arc (standard is 2 turret).
U-Wing gets red coordinate.
K-Wing gains white reload, keeps SLAM.
Falcon gains red 3 sloops, and red boost.
YT-2400 gains 4 dice dual turret but does not get range bonus for 0-1 and looses 1 attack dice.
E-Wing gains red 3 sloops, has old
LRS as standard, has boost, stats now are 3, 3, 3, 3. Peri is going to be doing backflips!
ARC-170 has 3 dice fore and 2 dice rear and is now medium base.
Han crew can perform a turret attack at initiative 7 but cant attack from the same turret again that round.
Miranda keeps her ability but only for primary attacks and when unshielded.