|What's that Ma'am? You say Demolisher is OP? Yes, that is troubling, please remain on the line.|
|Listen, I know it's on fire, but the datapad says the first step is checking in with your team to make sure everyone is engaged.|
|Removing your goggles isn't OSHA safe!|
The gold standard for support teams is Engine Techs. Giving you an extra joint of speed means you can have Gladiators moving at speed "4," CR90s at speed "5," and HMC80s at speed "3." That extra speed means so much, as it improves Gladiators' chances of double-arcing, the HMC80 gets much less predictable in its final location/lets you turn just a little more and close a little faster, or gets that CR90 out of range (after firing) right after getting into it. This upgrade is so good that anyone who can take it probably should take it, with the points cost being the one prohibitive against it. 8 points on a CR90 might be cause for concern, but 8 points on a large base is an easier sell. The extra speed on things like Munificents, Harrow Vics, HMC80s, and Interdictors allows them to be useable, especially in this Onager world we live in. Discussions of the necessity of such an upgrade to make a speed 2 ship viable are.... better left elsewhere.
The latest change in 1.5 means that if you overlap (aka ram) a ship, the card exhausts and you don't get to use it, nor do you get to double-ram them. (Minor timing issues aside, I'm aware of them and every judge I've talked to has told me they intend to rule it as 'no double-ramming.' I'm only mentioning it here in case of curiosity in the comments about it; you can't double ram full stop). The double-ram was more the icing on the extra speed cake, and I can promise you that anyone who was taking the upgrade before when they could double ram is still taking it now, when they can't.
The last note I'll make is that Engine Techs just allows a Speed 1 maneuver. So, your Gladiator gets 2 clicks. Your HMC80 and LMC80 only get 1, no matter what you do or want. This is after the regular 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. It DOES combo with Take Evasive Action! or Jerrjerrod however, so you can get an extra click in that speed 1 maneuver (if and only if you're going speed 1!).
|See, she has her goggles on. Safety is important! I think it's a she. Could be Skrillex. Has anyone seen my bass?|
|If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate. "Euugh."|
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 put it on an HMC80 build, just moving along 4 fighters at a time. 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. The upgrade/slot generally needs a good reason to NOT be Engine Techs, but you do you. Also, general note: FCT for slow squads. Your A-wings really don't need it, but your VCXs sure appreciate 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
Don't expect it to save everything, but you'll remember the games where it helps more than it hurts you. If you fly badly, it's not going to matter, but it can pull your bacon out of the fire if something goes slightly bad.
|This will be the best Sim City game ever!|
|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 to restore a shield or two 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?|