Saturday, 24 May 2014

Star Wars X-Wing - Character and Ship Guide - CR90 Corvette (Tantive IV)



Well it's here, the largest ship to date for the X-Wing miniatures game from Fantasy Flight Games.  It's easily one of my favourite ships in the Star Wars series of films, games and comics and you can see why when you finally get your hands on the model.  The model just looks stunning and is one of the best models of the CR90 ever produced, if not the best.  Much like the GR-75 it comes with a bunch of new counters, abilities and is the first ship to have range 5 for attacks in the game.  It also brings some tremendous firepower to the table (pun intended) with multiple turbo laser and laser cannon turrets firing in a full 360 degree arc.

Faction: Rebel Alliance
Name: CR90 Corvette
Statistics ÷
Energy: 5 (aft section)
Primary Weapon Value: 4 (fore section)
Agility: 0 (fore and aft sections)
Hull: 8 (fore and aft sections)
Shields: 5 (fore) 3 (aft)

The CR90 is a modular vessel designed by the Corellian engineering corporation for a mass market.  Used by governments and private interests across the galaxy it can perform numerous roles from troop transport, cargo hauling, passenger liner and light escort.  Due to it's availability and lower price coupled with it's modularity the ship was a popular choice for the Alliance fleet.  Capable of working in tandem with Nebulon B frigates and Mon Calamari star cruisers in fleet escort and anti fighter duties the ship was highly successful against the Empires fighter forces.

It is however slow due to a relatively low rate hyperdrive unit and it's weapon systems although good enough for a ship of it's size, could never compete against the Imperial navy and it's larger vessels such as the Acclamator or Victory Class star destroyers.

In X-Wing the ship is part of the cinematic or epic play formats.  A single CR90 costs 90 points for your squad so it isn't out of the question for 100 point play but it probably won't last against a TIE swarm.  In these new play formats the ship is very powerful and basically works as a large fire support platform spraying shots at enemy fighters at range 5 forcing formations to break to avoid the heavy fire coming in.

The CR90 is capable of performing  four actions split between the fore and aft sections.  The fore is capable of performing the (Coordinate) action which allows it to choose a friendly ship and give it one free action.  The other action is (Target lock).  The aft sections can perform (Recover) to regenerate it's shields for each energy token spent along with (reinforce) which allows you to place a single evade token on either the fore or aft section for it's defence roll, effectively allowing it to absorb a single point of damage.

The CR90 is also unique in that when a section is heavily damaged it becomes crippled.  When crippled you flip the card over to it's crippled side which has different stats.  The fore section has a primary attack value of 2 but has no hull, shield or agility.  The aft section has an energy value of 1 but like the fore has zero on it's other stats.

Expansion content list:

Pilot Card:

CR90 Corvette (fore)
CR90 Corvette (aft)

Crew Cards:

Leia Organa
R2-D2
C-3PO
Han Solo
Raymus Antilles
Targeting Coordinator
Engineering Team
Gunnery Team
Sensor Team

Equipment/Upgrade Cards:

Single Turbolasers (3)
Quad Laser Cannons (3)
Tibanna Gas supplies
Ionization Reactor
Engine Booster
Backup Shield Generator
Comms Booster (2)
Tantive IV
Dodonna's Pride
Jaina's Light

Below is the pilot card in both normal and crippled forms with stats and abilities.

Name: CR90 Corvette (Fore)
Skill Value: 4
Pilot Ability: When attacking with your primary weapon value, you may spend 1 energy to roll 1 additional attack die.
Upgrades:  Crew, Huge Ship weapon (2), Teams (2), Equipment
Squad Cost: 50

Name: CR90 Corvette (crippled fore)
Skill Value: 4
Pilot Ability: N/A
Upgrades: Crew
Squad Cost: N/A

Name: CR90 Corvette (Aft)
Skill Value: 4
Pilot Ability: N/A
Upgrades: Crew, Huge Ship Weapon, Team, Equipment
Squad Cost: 40

Name: CR90 Corvette (crippled aft)
Skill Value: 4
Pilot Ability: You cannot choose or execute [forward 4], [banking left 2 or right 2] maneuvers.
Upgrades: Equipment
Squad Cost: N/A

This ship comes with some new cards in the form of teams and huge ship weapons.  Teams and weapons will be listed below but basically the weapons are things like turbo lasers and quad lasers, while the teams are things like gunnery teams, sensor teams and the like.

Like the GR-75 this ship will definitely be useful for roles outside of the Alliance.  Many local planetary governments use this vessel and coupled with Wave 4's Z-95's and previously vessels such as the Y-Wing, HWK 290, YT-1300 and Firespray you can create a pretty varied independent faction for either the Alliance or Empire to fight.  For the main game you can create battles focused around the massive battle over Endor with Rebel fighters working to protect both the CR90 and GR-75 in your own multi-part campaign.

The official campaign that comes with this ship is cool because it's different depending on the outcome of the missions based on either a rebel or imperial victory.  You can only lose by mission by 4, but previous victories will count toward this final confrontation and make or break your campaign.  It's worth at least one playthrough simply because it gives you some experience in using this extremely large model on the field.

Title Cards ÷

Name: Jaina's Light  (fore section only)
Ability: When defending, once per attack, if you are dealt a faceup damage card, you may discard it and draw another faceup damage card.
Cost: 2

Name: Dodonna's Pride (fore section only)
Ability: When you perform a coordinate action, you may choose 2 friendly ships (instead of 1).  Those ships may each perform 1 free action.
Cost: 4

Name: Tantive IV (fore section only)
Ability: Your fore section upgrade bar gains 1 additional (crew) and 1 additional (team) upgrade icon.
Cost: 4

Teams ÷

Name: Engineering Team (limited)
Ability: During the activation phase.  When you reveal a [forward] maneuver, gain 1 additional energy during the "gain energy" step.
Cost: 4

Name: Gunnery Team (limited)
Ability: Once per round, when attacking with a secondary weapon, you may spend 1 energy to change 1 of your blank results to a hit result.
Cost: 4

Name: Sensor Team
Ability: When acquiring a target lock, you may lock onto an enemy ship at Range 1-5 (instead of Range 1-3).
Cost: 4

Huge Ship Weapons ÷

Name: Quad Laser Cannons
Energy Cost: 2
Range: 1-2
Damage: 3
Ability: Attack [Energy]: Spend 1 energy from this card to perform this attack.  If this attack does not hit you may immediately spend 1 energy from this card to perform this attack again.
Cost: 6

Name: Single Turbolasers
Energy Cost: 2
Range: 3-5
Damage: 4
Ability: Attack [Energy]: Spend 2 energy from this card to perform this attack.  The defender doubles his agility value against this attack.  You may change 1 of your (focus) results to a (hit) result.
Cost: 8

Crew ÷

Name: Han Solo
Ability: When attacking, if you have a target lock on the defender, you may spend that target lock to change all of your (focus) results to (hit) results.
Cost: 2

Name: C-3PO
Ability: Once per round, before you roll 1 or more defence dice, you may guess aloud a number of (evade) results.  If you roll that many (evade) results (before modifying dice) add 1 (evade result).
Cost: 3

Name: Leia Organa
Ability: At the start of the activation phase, you may discard this card to allow all friendly ships that reveal a red maneuver to treat that maneuver as a white maneuver until the end of the phase.
Cost: 4

Name: Targeting Coordinator
Ability: Energy: You may spend 1 energy to choose 1 friendly ship at Range 1-2.  Acquire a target lock, then assign the blue token to the chosen ship.
Cost: 4

Name: R2-D2
Ability: At the end of the end phase, if you have no shields, you may recover 1 shield and roll 1 attack die.  On a (hit) result, randomly flip 1 of your facedown damage cards faceup and resolve it.
Cost: 4

Name: Raymus Antilles (huge ship only)
Ability: At the start of the activation phase, choose 1 enemy ship at Range 1-3.  You may look at that ship's chosen maneuver.  If the maneuver is a white, assign that ship 1 stress token.
Cost: 6

Equipment ÷

Name: Backup Shield Generator - Limited
Ability: At the end of each round, you may spend 1 energy to recover 1 shield (up to your shield value).
Cost: 3

Name: Engine Booster - Limited
Ability: Immediately before you reveal your maneuver dial, you may spend 1 energy to execute a white (forward 1) maneuver.  You cannot use this ability if you would overlap another ship.
Cost: 3

Name: Tibanna Gas Supplies - Limited
Ability: Energy: you may discard this card to gain 3 energy.
Cost: 4

Name: Comms Booster
Ability: Energy: Spend 1 energy token to remove all stress tokens from a friendly ship at range 1-3.  Then assign 1 focus token to that ship.
Cost: 4

Name: Ionization Reactor (limited)
Ability: Energy: Spend 5 energy from this card and discard this card to cause each other ship at range 1 to suffer 1 damage and receive 1 ion token.
Cost: 4

The CR90 like the GR-75 has it's own damage deck made up of 20 cards.  Ten are for the aft and other ten are the fore.  Both are listed below for convenience and reference.  Numbers in brackets indicates the number of that card in their respective deck.

AFT DAMAGE CARDS

Life Support Failure
Effect - Discard 1 of the (team) upgrade cards equipped to this section.  Then flip this card facedown.

Deck Breach
Effect - Place 1 of the upgrade cards equipped to this section under this card.  You cannot use that upgrade card while this card is faceup. Energy: Spend 2 energy to flip this card facedown.

Reactor Leak (2)
Effect - When you execute a maneuver, reduce the amount of energy you gain by 1 (to a minimum of 0.)

Grid Overload (2)
Effect - Immediately remove all energy stored on the aft section ship card and on all upgrade cards equipped to this section.  Then flip this card facedown.

Projector Power Failure (2)
Effect - You cannot perform the reinforce action unless you have at least 3 energy stored on the aft section ship card.

Structural Collapse (2)
Effect - Deal 2 facedown damage cards to the fore section.  Then flip this card facedown.

FORE DAMAGE CARDS

Life Support Failure
Effect - Discard 1 of the (team) upgrade cards equipped to this section.  Then flip this card facedown.

Deck Breach
Effect - Place 1 of the upgrade cards equipped to this section under this card.  You cannot use that upgrade card while this card is faceup. Energy: Spend 2 energy to flip this card facedown. 

Comms Failure
Effect - You cannot perform the coordinate action.  Action: Roll 1 attack die.  On a (hit) result or (focus) result, flip this card facedown.

Secondary Drive Failure
Effect - You must spend 1 energy to perform any action.

Tracking Misalignment
Effect - Reduce your primary weapon value by 2 (to a minimum of 0).  Energy: Spend 4 energy to flip this card facedown.

Scrambled Scopes
Effect - You cannot perform the target lock action or acquire target lock.  Action: Roll 1 attack die.  On a (hit) or (focus) result, flip this card facedown.

Weapon Damaged (2)
Effect - Place 1 of the (huge ship weapon) upgrade cards equipped to this section under this card.  You cannot use that upgrade while this card is faceup.  Energy: Spend 3 energy to flip this card facedown.

Direct Hit
Effect - This card counts as 2 damage against your hull.

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