|What's that Ma'am? You say Demolisher is OP? Yes, that is troubling, please remain on the line.|
Let's hop right into it.
|That is not OSHA safe! Don't remove your goggles while welding, lady!|
The OTHER fun thing you can do with Engine Techs is after you ram someone, you can ram them AGAIN to deal them ANOTHER damage. This is why Engine Techs is not allowed on Hammerheads, haha. Some people may not necessarily like this strategy, but A) it's a valid strategy and B) your opponents are going to use it, you better learn it as well. It's super fun at finishing off flotillas or ships that just need a few more damage points on them.
The highlight of the Engine Tech ram is the CR90B. Often called the CRam90, or "Crambo," you put Engine Techs and Reinforced Blast Doors on a basic CR90B. Launching yourself at speed 5 across the table into another ship to ram it, potentially twice, triggering all that ram damage is a wonderful way to finish off a flotilla, especially a lifeboat one. You can also put significant damage onto some heavier ships with it, just make sure you don't try to bite off more than you can chew with it. The blue dice it throws can also contribute to your ramming and murder spree, but they're not as important as the 4 ram damage. That's half an MC80 or VSD!
|First Blood is actually a super good movie, albeit hard to watch. Vietnam vets get treated like crap, it's pretty sad.|
The last note I'll make is that Engine Techs just allows a Speed 1 maneuver. So, your Gladiator gets 2 clicks. Your MC80 only gets 1, no matter what you do or want. This is after the maneuver step, so Madine doesn't trigger, nor can you spend the extra click you got from a navigation dial. Keep that in mind when you're using this.
|You can tell the Mon Cal is in charge because his desk is facing a different way than the other guys.|
You can use the REST of your engineering points (hope its 4!) to restore a shield to your own ship, which is somewhat helpful, but you're still technically down shields. Keep this on a ship in the back that won't be taking fire until later in the game and you can work around this, somewhat. The BEST way to get use out of this is on some sort of ship with Engineering 4 that you can fire this off with a token, giving you 6 engineering points that turn. With 2/6 you push 2 shields onto someone else, and the remaining 4 let you restore your own shields. You can do this with Raymus Antilles, but that's 7 points JUST dedicated to restoring shields. If only there was a different way.....
|Who's leaving pictures of Leia Organa for some reason?|
|See, she has her goggles on. Safety is important! I think it's a she. Could be Skrillex. Has anyone seen my bass?|
|This will be the best Sim City game ever!|
|If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate. "Euugh."|
But with Yavaris [and a Flight Commander] in particular, Fighter Coordination Team lets you move that squadron that wasnt engaged with a ship or squadron into engagement.... so then it can fire TWICE because of the Yavaris ability. But this only works because FCT happens AFTER you move.It's a great upgrade, just make sure you put it on a ship that is at least squadrons 2, else you're really not getting a good use out of it. You can also put it on an Independence build, just moving along 4 fighters before you then fire them speed 4 ahead. FCT works great with B-wings, or if you're an Imperial, YV-666s on the Interdictor. You can, I suppose, put it on an Arquitens or the Gladiator, but that's a lot of extra points and you're in the Engine Techs slot, respectively. Engine Techs comes stapled to the Gladiator. You CAN try something new and wacky where you DON'T have Engine Techs in the Gladiator's Support Team slot, but I'm gonna judge you. I don't even PLAY that side and I'm judging you.
|I can't believe they put FCT on a ship and then never commanded a squadron with it.|
|I'm not a doctor, but I play one on TV!|
- Compartment Fire x2 - You cannot ready your defense tokens
- Crew Panic x2 - Before revealing your command dial, discard it with no effect, or reveal it, but take one damage
- Blinded Gunners x2 - You cannot spend Accuracy rolls while attacking
- Comm Noise x2 - Your opponent may either reduce speed by 1 or choose a new command on your command dial, then flip face down
- Life Support Failure x2 - Discard all command tokens, you may not have any command tokens
- Damaged Controls x2 - When you overlap a ship or obstacle, deal a face down damage card to your ship (in addition to all other obstacle effects)
- Injured Crew x4 - Choose and discard 1 of your defensive tokens, then flip this card facedown
|Viva la Baco-lution!|