Star Wars X-Wing: Rebel Transport Expansion Pack (Anglais) Jouet – 22 février 2014
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Jouet, 22 février 2014
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Meilleurs commentaires des clients
La finition est superbe, très réaliste.
Fourni avec un chasseur X-Wing pour compléter sa flotte et faire des sympathiques scénarios en mode campagne.
Comme toute la collection, fait d'un matériau léger et fragile, à ne pas faire tomber.
Mais bon, quand on aime, on ne compte pas...
Le mini chasseur X Wing fourni avec est presque mieux fini.
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The short version is that the X-Wing includes four great pilots and five different upgrade cards that can be used in the standard game (this set is almost worth getting for these alone). The Rebel Transport introduces exciting new rules for epic play with huge ships (including new movement templates, damage decks, actions, and numerous upgrades for huge ships).
PART 1: X-WING SHIP AND UPGRADE CARDS
There are six pilot cards for the X-Wing escort (including four new unique pilots -- discussed below, and the non-unique Rookie Pilot and Red Squadron Pilot that were included in the starter set and the X-Wing expansion). Unique pilots include:
(1) Wes Janson, a pilot skill 8 unique pilot that costs 29 points, with an awesome special ability that reads, "After you perform an attack, you may remove 1 focus, evade, or blue target lock token from the defender." Given he'll attack first most of the time, this will come in very handy.
(2) Jek Porkins (a fan favorite), a pilot skill 7 unique pilot that costs 26 points. I'm mixed about his special ability which reads, "When you receive a stress token, you may remove it and roll 1 attack die. On a HIT result, deal 1 face down damage card to this ship." A great way to possibly do two K-turns in a row; but with a risk.
(3) "Hobbie" Klivian, a pilot skill 5 unique pilot that costs 25 points, with a very helpful special ability that reads, "When you acquire or spend a target lock, you may remove 1 stress token from your ship." A great reason to save your target lock until after a K-turn.
(4) Tarn Mison, a pilot skill 3 unique pilot that costs 23 points, who has another nice special ability that reads, "When an enemy ship declares you as the target of an attack, you may acquire a target lock on that ship." A free target lock is never a bad thing.
There are also some very powerful upgrade cards that can be used on all of the X-Wings, plus a torpedoes that can be used on any ship that can take this upgrade.
(1) Flechette Torpedoes, you get three copies of tis 2 point upgrade that assigns a stress token to a defender whose hull value is 4 or lower. It says "after you perform this attack," so I'm thinking this can be done even if the attack misses which is pretty nice for a 2 point upgrade.
(2) R3-A2, and 2 point astromech upgrade that lets you receive a stress token to cause a defender that is inside your firing arc to receive a stress token. This is a great way to prevent that ship from taking actions and limiting their movement in future turns.
(3) R2-D6, a unique 1 point astromech upgrade that lets you put an elite pilot talent on any pilot skill 3 or higher ship that does not already have an elite pilot talent upgrade. This is another very handy ability that will really improve many X-Wing and Y-Wings.
(4) R4-D6, a unique 1 point astromech upgrade that reads, "When you are hit by an attack and there are at least 3 uncanceled REGULAR HIT results, you may choose and cancel those results until there are 2 remaining. For each result canceled in this way, receive 1 stress token.
(5) R5-P9, a pretty nice 3 point astromech upgrade that lets you spend an unused token to recover 1 shield at the end of the combat phase.
PART 2: REBEL TRANSPORT SHIP AND UPGRADE CARDS
The GR-75 medium transport brings with it a whole new way to play (i.e., it includes the new epic icon, indicating it can only be played in epic games). So, it includes new rules, maneuver templates, and even TWO new damage deck; one each for the fore and aft sections of the ship. So, the huge ships introduce lots of new things to the game. Here are some of the key ones that really stood out to me.
Unlike the other ships released to date, this one comes with a single non-unique ship card that can then be upgraded using one of three unique title cards. The base GR-75 ship cards has a pilot skill of 3, plus 4 Energy (which is new and replaces attack), 0 agility (which can be modified by card effects, range modifiers, and obstructed attacks), 8 hull, and 4 shield. It does not include a special ability (but these can be added with title cards), and it includes four new symbols in the action bar (i.e., Recover, Reinforce, Jam, and Coordinate). Some of these are new and some work in similar ways to the familiar actions but on a larger scale (for example, Reinforce works like an evade token but against all attacks in a round rather than just a single attack). It also includes spots for two crew plus three of a new symbol (i.e., cargo upgrade) in the upgrade bar.
And, this is truly a support ship in many ways; it cannot attack per se (i.e., it has no primary or secondary weapons). There are, however, a few notable ways this ship can inflict damage on another ship: (1) see "Slicer Tools" upgrade below; (2) small or large ships -- YOURS AND THE ENEMY'S -- that run into this ship roll one attack dice and take any damage rolled; (3) huge ships that run into each other each automatically take one damage each; and perhaps most impressively, (4) when a huge ship executes a maneuver were the final position overlaps one or more small or large ships -- YOURS AND THE ENEMY'S, all of those ships are destroyed immediately. REALLY! I'm not kidding about this (talk about the importance of flying casual). The only small consolation for an opposing squad is that when this happens the huge ship has to roll one attack dice for each small ship and two attack dice for each large ship it destroys, and suffer any damage rolled.
It also has lot of ways to boost up your own squad (including the Rebel Transport itself), and lots of ways to interfere with enemy ships. Here is a list and summary of the cards so you can see what I mean.
Title cards include:
(1) Quantum Storm, a unique 4 point upgrade that gives you an energy token in the end phase if you have one or fewer energy tokens when you reach that phase.
(2) Bright Hope, a unique 5 point upgrade that lets a reinforce token count as two evade tokens (rather than just one) when it is assigned to the fore section of your ship.
(3) Dutyfree, a unique 2 point upgrade that expands the range of the jam action from 1-2 to 1-3.
Cargo upgrade cards include:
(1) Comms Booster, an amazing 4 point upgrade that lets you change all stress to focus tokens on friendly ships within range 1-3.
(2) Slicer Tools, an interesting 7 point upgrade that lets you inflict one damage on all enemy ships that have a stress token within range 1-3.
(3) Shield Projector, a 4 point upgrade that works like Draw Their Fire (it makes the enemy attack this ship instead of another small or large ship).
(4) Expanded Cargo Hold, a 1 point upgrade that lets you draw your damage card from either the fore or aft damage deck once per turn.
(5) Backup Shield Generator, a 3 point upgrade that lets you spend one energy to recover one shield at the end of each round.
(6) Engine Booster, a 3 point upgrade that lets you do a one forward maneuver before you reveal your maneuver dial (assuming this does not cause you to overlap another ship).
(7) EM Emitter, a 3 point upgrade that lets ¬¬¬¬the defender roll 3 additional defense dice instead of 1 when you obstruct an attack.
(8) Tibanna Gas Supplies, a 4 point upgrade card you can discard to gain 3 energy.
(9) Frequency Jammer, a 4 point upgrade that lets you assign a stress token to an enemy ship when you do a jam action if they are not already stressed and are outside of range 1.
Crew cards include (unless otherwise noted, these crew cards can only be used on huge Rebel ships):
(1) General Jan Dodonna, a unique 6 point upgrade that allows friendly ships within range one to change one regular hit results to a crit.
(2) General Carlist Rieekan, a very powerful unique 3 point upgrade that can be discarded at the start of the activation phase to treat each friendly ship's pilot skill value as 12 until the end of the phase.
(3) WED-15 Repair Droid, a 2 point upgrade that allows you to spend 1 energy to discard a facedown damage card (i.e., regular hit), or three energy to discard a face up damage card (cirt). This one can be used on any huge ship (not just Rebels).
(4) Torun Far, an awesome 6 point upgrade that lets you spend energy to remove focus, evade, and target lock tokens from enemy ships at range 1-2. Can only be used on huge Rebel ships.
Modification upgrade card is:
(1) Combat Retrofit, a 10 point upgrade for the Rebel Transport only that increases your hull value by 2 and your shield value by 1 (which is on par with the cost of 2 hull upgrade and 1 shield upgrade on the previous ships).
This is a great addition to the X-Wing game in many different ways. As usual the ships look great and include everything you need to play them (though the original starter set is still required). It has an MSRP of $60, but you can get it for as little as $40-50 if you shop around online. It is definitely worth it as it adds the first huge ship and epic play rules, it includes tons of new pilots and upgrades for your Rebel fleet, a couple of which can also be used in Imperial fleets (especially when the start releasing huge Imperial ships). I do wish more of the upgrades could be used on Imperial ships the way many of the upgrades from Imperial Aces could be used on rebel ships. But, hopefully this will be rectified when they eventually start releasing huge Imperial ships to the game (I am looking very forward to that day).
Let's start with the Rebel Transport. After playing a few games with it (including one 150-point game of 2 X-Wings & a 50-point Rebel Transport build vs. 150 points of TIE Bombers, Fighters, and the Lambda Shuttle, in which the 2 X-Wings and Rebel Transport prevailed), I'm tempted to call it overpowered. No guns? It doesn't need guns to wreck TIEs, and its support abilities, when augmented, can provide devastating disabilities on enemies fleets. It's surprisingly versatile, so there are different ways to build the transport to fight against small and large ships--against both dozens of small TIEs and powerful Firesprays.
I'm hoping to play with it more in the future, as it's an impressive and tough ship.
As for the new X-Wing pilots, getting Wes into your squadron is critical. Wes' ability is to be reckoned with; a Wes + Veteran & Wedge + Opportunist can wreck the board, and I expect we'll be seeing that duo a lot. The fletchette torpedoes pave the way for the future of stress tokens, as the Rebel Transport has the means to both inflict stress tokens and deal damage to ships who have stress, and with Wave 4 coming soon, I'm sure we'll see new methods of dealing with and exploiting stress.
Finally, the astromechs. These astromechs bring some interesting diversity, but I'm not sure that we'll see all of them in tournaments. They create new ways of handling (and sharing) stress, new mechanics for regenerating shields, and allow Y-Wings and X-Wings like Biggs and Garvin to finally get some Elite Pilot upgrades (Biggs + Draw their Fire perhaps? And giving Garvin some Veteran Instincts would allow better use of that focus token he gives).
This new expansion is a game-changer. Get your own, soon! I've had so much fun with this one that I may get another.
[tips... Try pairing Tarn with a certain astromech from the Ewing expansion, try Hobbie with the astromech that gives he and his target stress [his power lets him clear immediately if he uses it], and Wes... holy Force push his power helps buddies who fire later [and veteran instinct or adaptability can help him fire before other elites like, say, Wedge...]
Cons... One of the worst models, referring to the transport, in terms of quality of the base junction holes (mine was just barely playable, my friend had to return a few months ago as well so it may be a factory issue), the X wing, while uniquely painted, had bad paint fading in places.
Overall... By itself, the Transport model was a bit upsetting but the set as a whole? Almost (absolutely) a must if you want to get the most out of original trilogy X Wings. Despite the Cons, it's still a solid buy for its cost for those pilots and astromechs that come from no other source. I don't know anyone who's paid 40 or less for it that didn't feel it was worth it in the end.
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