What is yours is mine
Imagine this; you’re flying along peacefully, minding your own business, dreaming about the day when you’ll shoot down some Rebel scum or Scum scum and YOINK along comes Palob Godalhi and snatches that
Speaking of Moldy Crow, if you ever want a meaty target for Genesis Red, that is one of the stronger candidates. And if you think you can just circumvent Genesis’ ability by not performing any actions that grants green tokens, then fool’s on you, because in Second Edition you can acquire a lock on anything, including friendly ships. So while Genesis can act as a Focus or Evade action deterrent and lure the opponent into performing different actions, he can simply acquire a lock on a friendly ship loaded with green tokens and assign himself the same amount of each token. There are bound to be an optimal list build to capitalize on Genesis’ ability, as it can be a powerful multiplication effect. Time will tell if Comm Relay and Advanced Optics are still a thing in Second Edition, but the Resistance and First Order will dread the dubious honor of always supplying Genesis with green tokens. And then there’s Kaa’to Leeachos who flies around and steals green tokens from his friends? Allies? Temporary fellow employees? In First Edition he could get up to 4
You thought you had it so good
So you’ve positioned your fighter, performed an
The S&V pilots keep on taking, but only a few gives anything back. One such pilot is Torani Kulda, who first denies your ability to spend green tokens on defense dice, if you’re in her
Now I don't see you, now I do
And the S&V faction has an ample amount of ships and abilities, that reduce the amount of defense dice rolled. The Quadjumper with it’s ability to assign 1 or 2 tractor tokens to a ship before it moves can amplify Joy Rekkoff’s destructive power. Imagine firing a Proton Torpedo at a TIE Fighter with no defense dice. That is only possible if Joy also has Outmaneuver as tractor tokens works a bit different in Second Edition. First of all, no matter the amount of tractor tokens on a ship it rolls only one less defense die. It doesn’t affect agility, but the total dice pool, so if you’re firing on a decimator at range 3 and it has a tractor token it doesn’t roll any dice. In order to move a ship using tractor tokens, the ship must first become “tractored”. 1 tractor token is enough to put a small ship in this state, a medium size ship needs at least 2 and a large size ship needs at least 3 tokens. The first time a ship becomes tractored in a round, the opposing player may choose to perform a barrel roll or a straight boost. Even on medium and large ships. So while you still can’t tractor a ship off the board, you can put it close enough to the edge that no matter what maneuver it dials the next turn it will fly off the table.
Tractor Beam Projecteurs
So far only the opposing player can move a tractored ship, but that must be an oversight from the developers, as there are plenty of ways a pilot can tractor an ally into an advantageous position. Ketsu Onyo can assign a tractor token to a ship in both her
Help to self-help
Hopefully the opponent doesn’t get to move your ship if you tractor it, as the trade-off for this sort of shenanigans is fewer defense dice for a favorable positioning. It is a very thematic use of abilities, to help others at a cost. Dalan Oberos can choose to charge a shield from a friendly ship and we already covered Kaa’to Leeachos. With Genesis Red being able to Lock anything (can obstacles have green tokens in Second Edition?) a token can have three different owners before first dice roll. Whereas the Rebels just give and give expecting nothing in return, the help from a Scum pilot has drawbacks, but right set-up, powerful combination of these ‘leeaching’ abilities can cripple enemy ships by removing tokens or defense dice and leave them floating helplessly in mid-space.