Editing
X-Wing/Tactics/The Resistance
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=====Pilots===== A note about the pilots, SLAM is an action, which means it's more powerful on pilots with high initiatives. That way they can use the SLAM to either get a ship that has already moved into there cross hairs or dart out of trouble. The latter any ship can do, but the former is one the fireball excels at since it can remove the disarm to shoot in the same turn as the slam. Hook up Advance slam so you can focus after you slam and proton rockets and you have a nasty little close range missile platform. * '''Colossus Station Mechanic''': Standard pilot, but can't take full advantage of Explosion with Wings since it's Initiative is only a piddly 2, so it can't pull out maneuvering shenanigans on anybody of note, but of course they can slam to get out of trouble easily enough. Combos well with ability's that let you look at enemy ship dials. * '''R1-J5''': Only Initiative 1, so R1 can't use slam to really fly around on ships that have already moved to line up attack runs, additionally as a droid he can't focus, so he can't use proton rockets, and Fireballs lack a targeting computer for heavy weapons. His ability lets you look at your damage cards before you expose them, to try and get the least bad crit effect, but he can't do as much with those slams. A probable pass * '''Kazuda Xiono''':Hay look at this guy I've never heard of. not bad though (literally the main character in Star Wars Resistance, so yeah, not heard of), if an enemy ship has higher initiative then your damage cards (So at game start 2) your guns do an extra damage. Not bad, but does get worse if she starts takeing hits. Would be better on a less masochist ship. As is, avoid Electronic baffles and avoid getting hit at all cost to keep doing constant damage. Take R5 Astro to repair at the start and shield upgrade if you can afford it. * '''Jarek Yeager''': [https://en.wikipedia.org/wiki/Chuck_Yeager| Wonder who this] [[Original character, do not steal |guy is named after?]] Anyway, Jarek can push the fireball even farther able to pull off basic red maneuvers even if stressed, and advanced red maneuvers if he's critically damaged. . . and he's in a fireball he WILL be critically damaged, so long as he does not get more then 2 stress tokens. So basically Jarek can pull off two red moves in a turn if he has to pull a U turn to get into position.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information