IG-88, Bossk, Dengar, Zuckuss (custom ships)

By Radarman5, in X-Wing

Here's some custom Bounty Hunter ships I'm working on. I'd love some feedback and criticism on their stats, actions, dials & cost. It would be awesome if anyone wants to help playtest them, which might be asking a lot since everyone is experimenting with their Wave 4 ships now.



I used wookieepedia to get the basic ideas for the ship stats and pilot abilities, such as 4-LOM's history as a thief becoming the ability to steal target locks, and Zuckuss' force sensitivity to give him a unique Focus ability. I also capped their Pilot Skill at 7, because none of them should be as good as Boba Fett.



The point cost method I use works pretty good for Small and Huge ships, (usually within +/- 0.25 to 2 points for the official ships), but Large ships can fluctuate much higher and lower (+6 for the YT-2400, -4 for the Shuttle).


So far I have a few revisions I'm considering, but I'm open to ideas.



G-1A Starfighter (Small ship)


- No changes.


G-1A-Starfighter-Pilots.png



G-1a-Starfighter-ref-amp-title.png



Modified Z-95 Headhunter


- Increase Bossk's Pilot skill to 7, and cost to 25.


Z-95-Headhunter-Bossk-amp-title.png



Jumpmaster 5000 (Large ship):


- Increase Title cost by 1-2 points.


- Remove either the 1 or 3 Turn maneuver.


Jumpmaster-5000-Pilots.png



Jumpmaster-5000-ref-amp-title.png



Aggressor Assault Fighter (Large ship):


- Increase all polite costs by 1 point.


- Increase Title card cost by 1 point.


- Reduce Hull or Shields by 1 point.


- Remove either the free Boost or Barrel Roll action from IG-88 B's ability.


Aggressor-Assault-Fighter-Pilots.png



Aggressor-Assault-Fighter-ref-amp-title.


Nice work man!

:)

Those look great! IG-88 B's pilot skill is epic and totally in character for a droid pilot. I really like it. Now to see if these ships are up on Shapeways...

Thanks guys! I put a lot of work into these, although the Pilot and Maneuver cards were made with templates I found online, so I can't take total credit. I have a set of dials I'll be uploading for them soon, but I still need to work out the art for the ship base tokens.

Any thoughts on the revisions I noted, or anything I should consider? Input would be greatly appreciated.

The ships, especially the Jumpmaster and the G1-A, have the best dials in the game and are way undercosted. Way too many hitpoints and overly powerful combinations available with all of the upgrade slots. Aside from making your pilot abilities thematic, you might want to consider demonstrating the ramshackle nature of a para military organization.

Really good stuff, I like seeing people's versions of the EU characters and ships! That said, I have to say I do prefer Mel's interpretation of IG-88. Simple yet elegant:

pic1985054_md.jpg

Would love to see this.

Look awesome!

I notice you have "removed free action from B's ability" for IG88 B. Thats probably a good thing since stress prevents free actions. Just something to keep in mind when doing your wording.

I like these! Some observations. IG-88 B needs to be reworded, since if he keeps the stress token he can't do a free action. I think the Nashtah Pup title ought to be 1 point less. Its very specific, and I get that it frees up the mod slot, but its still dicey since you'll take that, and another mod, making for quite the expensive Z95. It also gives it more parity with the Mist Hunter title, which is a point less for a better Expert Handling.

I would also debate lowering the base firepower of the Aggressor and thus its point cost. I really like the idea of something with two cannon slots, but currently it is very spendy to use both, and difficult with the currently available options. What I really want to try with it is HLC + Autoblaster, but that makes even the cheap one 38 points, and autoblaster is still meh on a 3 attack ship.

Edited by Damoel

Really good stuff, I like seeing people's versions of the EU characters and ships! That said, I have to say I do prefer Mel's interpretation of IG-88. Simple yet elegant:

pic1985054_md.jpg

The Trilon's actually about halfway between the X-wing and HWK for length, it's not likely as a large ship, and I'd expect it to be faster, it's running off of three power cores. Also, it never carried missiles, that slot might be better off replaced with a system slot(depending on how the tractor beams are implemented).

Also, maybe something in the 6-7 total HP range, it's tough for its size but that size isn't much to begin with.

Seems like everyone getting cannon upgrade is a bit much. Maybe restrict that to the named guys? Neat designs overall but I'd watch the power creep on some of them. The Z95 is ridiculously priced for how good it is. You can put a HLC on it for the price of a blue squad and upgrade it's firepower by 2 at range 3 with no penalty to range. Many of the others have the same problem with their cannon upgrade slots. It seems like you are trying to eliminate primary weapons from use on most of the ships. The dials and upgrades need to be looked at to keep these from dominating.

First things first: Zuckuss with a RecSpec sounds great. Second, I have a bit of a gripe about IG-88 B. It's just a wording thing though. You can't take free actions when stressed, so his ability is kinda wonky. I know cards can bend the rules, but it seems more consistent to just change the wording around a bit to avoid that whole nice.

Overall, nicely done. These could easily be playable.

Nice work, i really like them!

But seriously, can these ships be a thing? If anything could make me switch colors this would be it.

why is zuckuss only one more point than 4-LOM when he's two higher PS?

Zuckuss really should have his ability changed to something involving premonitions or foresight.

I like it. 4-LOM should also get a copilot card. Some of your point values seem high, some low, but the abilities and general concepts are amazing.

Zuckuss really should have his ability changed to something involving premonitions or foresight.

Maybe something like C3-P0's ability or the ability to see others' maneuvers before deciding on his own?

Now do the Rogue Shadow

The ships, especially the Jumpmaster and the G1-A, have the best dials in the game and are way undercosted. Way too many hitpoints and overly powerful combinations available with all of the upgrade slots. Aside from making your pilot abilities thematic, you might want to consider demonstrating the ramshackle nature of a para military organization.

Thanks for the reply and the analysis.

G-1A: I'm not sure I see this as one of the best dials in the game. It's basically a TIE Bomber's dial with tighter turns and a shorter K-turn, and 3 Hull shifted over to shields, for 2 more points per pilot skill. I could see adding a couple points due to the Shields however. What would you recommend?

Jumpmaster 5000: I agree with you about the dial here, I just haven't figured out what would be fitting for a large scout freighter. As is, it's a combination of the YT-1300 and Firespray. I could either drop on of the turns or make one red, or make the 3 straight white. I do think it's hit points make sense, and it has less overall health than any other large ship FFG produced, I could see reducing the Hull down to 4, but I don't think a Large ship should go much lower on hull. How about the cost of the title card, any thoughts on it's cost?

Upgrade Slots: What overly powerful combinations are you seeing here, can you be more specific?

I like these! Some observations. IG-88 B needs to be reworded, since if he keeps the stress token he can't do a free action. I think the Nashtah Pup title ought to be 1 point less. Its very specific, and I get that it frees up the mod slot, but its still dicey since you'll take that, and another mod, making for quite the expensive Z95. It also gives it more parity with the Mist Hunter title, which is a point less for a better Expert Handling.

I would also debate lowering the base firepower of the Aggressor and thus its point cost. I really like the idea of something with two cannon slots, but currently it is very spendy to use both, and difficult with the currently available options. What I really want to try with it is HLC + Autoblaster, but that makes even the cheap one 38 points, and autoblaster is still meh on a 3 attack ship.

Thanks, I see what you and Crabbok are saying about IG-88's wording.

IG-88 B: The idea here is that IG-88 can either performa red maneuver without receiving a stress token and take one of his standard action, or he can perform a red maneuver and perform an action that he doesn't normally have, then receive 1 stress token. How about this wording:

"When you perform a red maneuver, you do not receive a stress token. You may perform a boost or barrel roll action, then receive 1 stress token."

Modified Headhunter: I could see dropping the Title down to 3 points, but I don't know if it should go as low as 2.

Aggressor: From what I read about it, the Aggressor is a heavy starfighter, I can't really see it having a 2 attack primary.

" The mass of the Aggressor was higher than that of most starfighters, but this was compensated for by the fact that most interior space was dedicated to power cores and weapons systems."

It should hit hard without the cannon upgrades. As for the cannons, I was thinking of HLC & Ion would be in keeping of IG-88's configuration, and as you say, the Autoblaster is very meh. If you want to add 2 cannons it has to be expensive. As is, it's basically the Firespray's stats, minus 1 Hull (3 point upgrade) and 1 Shield (4 point upgrade). If anything I think it should cost a couple more points, or it's overall health reduced by 1 without a cost reduction. If it was 25 points or less you'd be able to field 4 of them, which at it current HP would be way over powered in my opinion.

Seems like everyone getting cannon upgrade is a bit much. Maybe restrict that to the named guys? Neat designs overall but I'd watch the power creep on some of them. The Z95 is ridiculously priced for how good it is. You can put a HLC on it for the price of a blue squad and upgrade it's firepower by 2 at range 3 with no penalty to range. Many of the others have the same problem with their cannon upgrade slots. It seems like you are trying to eliminate primary weapons from use on most of the ships. The dials and upgrades need to be looked at to keep these from dominating.

Thanks for the reply and input, Ryther.

Cannons: With the exception of the Aggressor, I gave them all cannons mainly because they are transports modified by Bounty Hunters and Mercenaries, and in keeping with the wookieepedia descriptions of them having Ion Cannons. Personally I rarely use cannons an ordnance in my squads. It might be good to remove the slot from Bossk's Z-95, but I was looking for ways to distinguish it from the Rebel version. I don't like the idea of restricting cannons to certain pilots.

Dials and Upgrades: Is there anything specific you see as being overpowered or exploitable here?

Shouldn't the headhunter title add 2 Hull? I'm not keen on cards with different ship stats on.

I like that idea, I think that might work better than the boost. Thanks, this should be in the next version. I think a 2 Hull title might need to be 4-5 points, although it being a Unique upgrade might allow for it to be a bit cheaper than a straight Hull Upgrade mod.

No Hound's Tooth for Bossk?