Assume Everyone Will Betray You

Preview

Assume Everyone Will Betray You
The scum of the galaxy only works for their own ends. Even when they are flying together in squads you can be assured that their selfishness will shine through.

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 evade tokens you were saving for a rainy day. He then proceeds to place it next to himself while charging up his Ion Cannon Turret with one of the many focus tokens piled onto the stolen Moldy Crow. Will the Villainy ever end? Nope, because flying next to Palob is Dalan Oberos in a Kimogila (because his StarViper is at the mechanic) and looks greedily at your active shields and rewards the damage you’ve done onto him by lining up a perfect bullseye shot and then spend a energy to siphon that shield from you. Luckily he can only do that twice, as regen in Second Edition seems it has been severely limited. That is great news for any Empire player (any player, really) and all in all looks more balanced. Dalan’s ability will also gradually lose value over the course of a game, as he only works on ships with shields left, so it might be most ideal to recharge his shields as soon as possible. And it will be utter useless against a TIE swarm (I still don’t see that happening, but time will tell, I guess). In case the opposing fleet has few shields on it’s ships, considering Dalan can only recharge his shields up to it’s original value, it might be a viable tactic to deliberately fly over an asteroid to lose one shield.

Thieving bandits

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 focus tokens if he flew next to Manaroo, more than enough to spend in one turn. But any ships able to carry a Perceptive Co-Pilot will be a viable option as Kaa’to can then line up a missile shot with focus and a Lock.

You thought you had it so good

So you’ve positioned your fighter, performed an evade action and granted a Focus token from an ally. Then an enemy pilot flies into your firing arc at range 1. You feel pretty confident until you realize this pilot is none other than Old Teroch and he chooses you! Which means you must remove all your green tokens. Gone is your Evade and Focus tokens and you’re at the receiving end of a four dice attack with nothing to modify your defense roll. Old Teroch’s ability is pretty neat, considering that in Second Edition, some turreted ships will not always have a shot at a ship in it’s front. Some ships may never get to shoot, because their Initiative is reduced to 0 (will init-kill be a thing now?) by Torkil Mux allowing all of his allies to fire before the unfortunate pilot.

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 bullseye. But because of that, you now get to choose whether you will remove one green token or suffer one hit. It must feel nice as a player, to be offered such a meaningful choice after one was taken away. Of course, if the targeted ship is evading, the choice is simple, as you’re trading one damage for another, but a focus can potentially cancel 2 damage from a later attack. Unless you have an agility value of 2 and the next attack is a torpedo from Joy Rekkoff, who spends an additional energy to force you to roll one less defense die. Oh, such joy.

Now I don't see you, now I do

Quadjumper

Quadrijet Transfer Spacetug

2

2

5

Spacetug Tractor Array: Action: Choose a ship in your front at range 1. That ship gains 1 tractor token, or 2 tractor tokens if it is in your bullseye at range 1.

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 bullseye and mobile arc and if it’s a friendly ship, you should be able to barrel roll it to a better position in the start of the engagement phase. Or you could deliberately bump into Unkar Plutt for similar tactics. The same effects on an enemy ship, however, can have devastating consequences. It’s hard to be an arc-dodger, barreling out of a arc, only to be barreled back into arc by Latts Razzi and with one less defense die to boot.

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.

Guides & strategies

Never tell me the odds

Never tell me the odds

The – probably incorrect – answers to the questions you never imagined asking about the odds of Sunny Bounder, Lando, Guri et. al.

Assume Everyone Will Betray You

Assume Everyone Will Betray You

The scum of the galaxy only works for their own ends. Even when they are flying together in squads you can be assured that their selfishness will shine through.

The Focus of the Rebellion

The Focus of the Rebellion

In X-wing Second Edition the Rebels are up to their usual old tricks with helping each other perform better in dog fights. With a large part of the Rebel pilot roster revealed, we can take a look at pilot abilities that either depends on having Focus tokens or provides additional Focus tokens to allies.

The phantom pain

The phantom pain

The TIE Phantom is arguably the most advanced and difficult ship to fly in the fleet of the Empire. Learn how to get the most out of these sneaky devils.

META

Posted on:
Revised: 14-07 2018
Submitted by: Kopfjäger