Card draw simulator |
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None. Self-made deck here. |
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Cymoon 1 Institute of Technology v2 | 0 | 0 | 0 | 2.0 |
DTokz 147
Strategy here is pretty straight forward. Make money, play Shadowcaster, deal damage.
Hired Gun, Rose, and Engineer each have 2 resource sides on their dice, so there's 8 bites at the apple each round. You need only 1 more resource or just the battlefield to drop the Shadowcaster right out the gate. Mulligan and use the Engineer to get an R2 into hand for immediate cost reduction for its damage sides.
C3PO can also be used to convert the 2 indirect (or 3 ranged for a buck) sides into 2 dollars. Or, if the N-1 comes into play, he can make sure it hits its special, letting the Shadowcaster activate multiple times. Laser cannons obviously get degenerate when the Shadow goes 2-3 times per round, or they can be used to ramp into the TLT later on.
26 total HP is nice thanks to Hired Gun and Rose both bringing an extra HP with them, and yellow hero gives you access to lots of strong dice removal.
This relies a lot on the single Shandowcaster, but a 4 cost vehicle is fairly well protected from Vandalize. Even against Strategic Planning, an R2 lets you just ready it, so you don't lose an entire turn.
5 comments |
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We also don't yet have rules for how many upgrades you can put on a ship. Locally, we're assuming 3 upgrades per ship, and that you can over right same as with character upgrades -- still one total cost decrease per round. |
FFG posted changes to the RRG, mod upgrades on vehicles work pretty much exactly how upgrades work on characters. Max 3 and can be overwritten, but it counts towards your 1 overwrite per turn limit. |
When? Because on the last that we received in france it was only told that the limit was 3 upgrades but no mention of overwriting mods. |
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Interesting version of the shadow caster. But la it realy possible to ramp the laser canon into TLT? For now changent upgrades can only be done in characters and it was not confirmed for now that you could do it on supports.