X-Wing Wave 7 announced

After the brief (and blurry) photographs at Celebration 2015, Fantasy Flight Games has announced the upcoming Wave 7 ships and spoiled some of their new tricks and abilities on their website:

Hit Them Hard and Fast

Wave 7 Ships
Wave 7 Ships

Wave 7 comes with two ships to add to the Scum & Villainy faction, which will help it catch up with the amount of ships the other factions have and I would expect this to happen with the next few waves until the factions have equal amount of ships to fly and with the same amount of ships to fill similar roles within each faction.

This will just be a rundown of what can be seen from the pictures on the Fantasy Flight site.

Extra Munitions
Extra Munitions
Wave 7 also comes with a bit of a fix for dedicated bombers in the shape of an upgrade card that fits in the Torpedo slot – Extra Munitions.

Ordinance Tokens
Ordinance Tokens
This upgrade allows each other munitions that you carry to gain an ordinance token, which will allow each piece of ordinance to be used twice. This gives much more value to that bomb or missile that costs the same as a permanent secondary weapon, two Proton Bombs for 5 points is a much better deal than one, though you still have to take into account the loss of a torpedo slot and the 2 points for the cost of the upgrade.

Even with those two provisos and the limitations on munitions I think this will see a lot of use.

YV-666 light freighter (Hound’s Tooth)

YV-666 light freighter
YV-666 light freighter

This ship seems to have been on everyone’s wishlist since Scum & Villainy was announced as a faction, Bossk seems to be a huge favourite in the Star Wars universe.

Now it’s here let’s look at it in a bit of depth. From what we can see in the images released so far the biggest and newest difference would be the new firing arc that the YV-666 comes with: 180°!

The stats for the ship is 3 attack, 1 agility, 6 shields and 6 hull, so a strong attack ship with a good amount of hit points but would probably dodge like a falling brick, though not as brick-like as the Decimator. Though we will be able to tell more when we see its maneuver dial.

Pilot skills are 2, 5, 6 and for Bossk, 7 for which you pay 35 points, though the ships only have two actions listed on their action bars: Target Lock and Focus.

Bossk’s ship come with an Illicit Slot, 3 Crew Slots, a Missile Slot, a Cannon Slot and an Elite Pilot Talent Slot, the only difference between this ship and the others looks like the other ships miss out on the E.P.T. as the upgrade bar only seems to be missing that one slot. Bossk’s pilot box reads When you perform an attack that hits, before dealing damage, you may cancel 1 of your (Crit) results to add 2 (Hit) results.

It comes with some upgrade cards we have seen before: Lone Wolf, Stay On Target, Heavy Laser Cannon, K4 Security Droid, Outlaw Tech and, thankfully, a second source of the much prized Engine Upgrade.

There are three upgrade cards we can’t fully see: Crac, an E.P.T. which seems to be linked to your attack and discarding to stop one damage but what exactly we will have to wait and see; Maneu, a modification for the YV-666 only, this may help with maneuverability by increasing speed by 1?; and Ion Pr, large ship only modification, which will ionize something but what?

The other three new upgrade cards are: Bossk as a crew card but no cost or ability seen yet; the Hound’s Tooth title card for the YV-666 which costs 6 points and read After you are destroyed, before you are removed from the play area, you may deploy the Nashtah Pup. It cannot attack this round. This is a 6 point Z-95, but you have to be banking on getting destroyed to want to use this 😉 and the final new upgrade card is Glitterstim, a 2 point Illicit Upgrade which reads At the start of the Combat phase, you may discard this card and receive 1 stress token. If you do, until the end of the round, when attacking or defending, you may change all of your (Focus) results to (Hit) or (Evade) results..

Kihraxz Fighter

Khiraxz Fighter
Khiraxz Fighter

The Kihraxz Fighter seems to try and fit the role that the X-Wing does for Rebels, a reasonably tough fighter with good straightforward fighting stats.

The only one we have a points cost for is Talonbane Cobra at 29 points it’s pilot box reads When attacking or defending, double the effect of your range combat bonuses. This seems like a fun, in your face brawler that can have some extra fun with E.P.T.s like Lone Wolf, Outmaneuver, Predator and Opportunist.

The stats for the ship are OK as well, 3 attack, 2 agility, 1 shield and 4 hull, can’t make out the Upgrade Bars for the lower pilot skill ships (they are 2, 5 and 6 with Talonbane at a respectable 9) but they should only be missing the E.P.T. that Talonbane has, which should mean that they all have an Illicit Upgrade Slot and a Missile Slot.

The upgrade cards that we have seen before are: Predator and Homing Missiles.

The new ones include Glitterstim which we have seen in the YV-666 and another two: the Crac… upgrade once more and Ligh… Ref… (which could be Lightning Reflexes) an E.P.T. which looks like a movement-based E.P.T. as it mentions green and 180°.

Again we are waiting for a reveal on the maneuver dial.

K-Wing

K-Wing
K-Wing

This is a strange beast, a small-base with a 360° primary weapon which seems to keep with the idea of the Rebel faction as having turrets as one of their standard differences from the other factions.

SLAM Action
SLAM Action
This is also one of the two ships that FFG have released to try and fix the weakness in munitions and encourage people to use them.

As a small-based ship this is an extremely tough nut to crack, its stats are 2 attack, 1 evade, 4 shield and 5 hull. A total of 9 points to get through which means it should be a good delivery system for the new Extra Munitions card.

The pilot skills range through 2, 4, 6 and 8, with Miranda Doni (29 points) having a pilot box which reads Once per round when attacking, you may either spend 1 shield to roll 1 additional attack die or roll 1 fewer attack die to recover 1 shield. An interesting situational ability which along with its turret and strong body really could make a difference in a tight spot along with its multiple bombs.

Miranda Doni’s upgrade bar has 2 Bomb Slots, 1 Crew Slot, 1 Missile Slot, 2 Torpedo Slots and 1 Turret Slot, none of the K-Wing pilots come with an E.P.T. slot.

There are no upgrade cards we’ve seen before, but loads of new ones: Bombardier a 1 point crew with an unknown ability, Advanced Slam a modification which reads After performing a SLAM action, if you did not overlap an obstacle or another ship, you may perform a free action. which goes with the new SLAM Action (see embedded card above). It also comes with the Extra Munitions card. Then there are a few which needed deciphering of their partial text: and Plasma Torpedo are pretty straightforward but no abilities or stats yet. Two new bombs: Ion (probably bomb or mine) and Conn… which people are speculating is a Conner Net.

Then possibly another turret weapon, Twin L… Turr…, this could be a Twin Las Turret, but no other details yet.

I’m really looking forward to trying this ship out, turret and bombs make for a close action brawler with loads of hit points to take a bit of punishment.

TIE Punisher

TIE Punisher
TIE Punisher

Last, but not least the TIE Punisher, which comes with the stats: 2 attack, 1 agility, 3 shields and 6 hull. Again a tough body to carry all those munitions on.

The Punishers pilots skills are 2, 4, 6, and 7 with the tip pilot, “Redline” having a pilot ability that reads You may maintain 2 target locks on the same ship. When you acquire a target lock, you may acquire a target lock on the same ship. 

The upgrade bar for all the ships seems the same, 2 Bomb Slots, 2 Missile Slots, 2 Torpedo Slots and 1 System Upgrade Slot, but none of the ships seem to have an E.P.T. Slot.

As for upgrade cards the Punisher comes with two older upgrades; Enhanced Scopes and Flechette Torpedo. The new upgrade cards include Extra Munitions, Ion Bomb (or Mine) and Plasma Torpedo. There is another card which seems to be a TIE only upgrade with the words Twin Engi… this could be another boost type ability, or it could give SLAM to the TIE ships.

Two more upgrades we have the wording, costs and abilities for now are: Adv. Homing missile with 3 attack at range 2 for 3 points but no information on additional abilities, and Cluster Mines, 4 points with the text Action: Discard this card and drop 1 Cluster Mine set. When a ships base or manes we template overlaps a cluster mine token, that token detonates.

Again we are waiting for the movement dial.

Overall I think all four ships are good additions to the current line ups and the tweak to munitions makes them more usable.

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