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

By Radarman5, in X-Wing

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.

Thanks. Does this wording sound better?

"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."

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

I used the usual 1 point per Pilot Skill , plus 1-3 points for unique abilities on the G-1A. Without the abilities 4-LOM' would cost 21, and Zuckuss would cost 23. So Zuckuss' ability costs 1 point but 4-LOM costs 2. The reasoning for this is that Zuckuss will often need to choose between spending the focus to improve his attack rolls or deal stress, whereas 4-LOM's ability can reduce the defender's attack and essentially give himself a free action, so it seems a bit stronger to me. There as a few FFG ships that have varying pilot ability cost, such as the Shuttle pilots, Kagi costs a point less the Yorr and Jendon.

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

Yeah, I thought about making it a bit more inspired by the Gand Findsman idea, but I never really came up with anything that didn't seem like a revamp of Intelligence Agent. Any suggestions?

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.

Thanks, I was thinking about a 4-LOM crew card, I just haven't gotten around to it yet. As for the point values, these all still need some playtesting, as is they're at the preliminary concept stage.

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?

Maybe something like C3-P0, but seeing your opponents dial before setting yours would be way too overpowered. Maybe something like a Fettigator-light that requires you to roll a focus when you reveal your dial. I went with a Focus ability mainly because a few of the Jedi/Force Sensitive pilots tend to work like that; Luke, Kyle, Jax, Vader (from a certain point of view).

No Hound's Tooth for Bossk?

That's next. I wasn't sure to cost the Energy, but I figured it out. You square it.

Now do the Rogue Shadow

I just looked it up. It's size seems to be between the YT-1300 & the GR-75, and it has a Cloaking Device. I don't know how I would handle that, lol. I'll think about it. It is a really cool looking ship, I'll give you that.

Edited by Radarman5

Very cool work, and very well done.

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.

Thanks. Does this wording sound better?

"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."

I thought the same thing about the original wording. I would say something like this:

Immediately after performing a red maneuver, you may perform a boost or barrel roll action. If you do, receive 1 stress token.

This works since the Check Pilot Stress step comes after the Execute Maneuver step of the Activation phase.

A couple other points: the Punishing One title means that you can target ships at any range with any weapon. I'd say you should make it read Increase your primary weapon value by 1. When attacking with your primary weapon, you may target any ship at Range 1-3 (even a ship outside your firing arc). The Nashtah Pup might be better as a title that grants +1 or 2 Shields, as the Pup' s upgraded engines would really best be represented by an Engine Upgrade. And on that note, what led to the choice of restricting the Pup and IG-2000 titles to certain pilots?

Over all though, that's great work. Excellent job.

Very cool work, and very well done.

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.

Thanks. Does this wording sound better?

"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."

I thought the same thing about the original wording. I would say something like this:

Immediately after performing a red maneuver, you may perform a boost or barrel roll action. If you do, receive 1 stress token.

This works since the Check Pilot Stress step comes after the Execute Maneuver step of the Activation phase.

A couple other points: the Punishing One title means that you can target ships at any range with any weapon. I'd say you should make it read Increase your primary weapon value by 1. When attacking with your primary weapon, you may target any ship at Range 1-3 (even a ship outside your firing arc). The Nashtah Pup might be better as a title that grants +1 or 2 Shields, as the Pup' s upgraded engines would really best be represented by an Engine Upgrade. And on that note, what led to the choice of restricting the Pup and IG-2000 titles to certain pilots?

Over all though, that's great work. Excellent job.

How about this for IG-88:

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

It still allows for a standard action after the red maneuver by not being stressed, but give the option to do a more advanced maneuver at the cost of stress.

I see what you mean about the Punishing One title allowing secondary weapon attacks. I'll reword it to fix that.

As for the Nashtah Pup title, I was going to rework it to be a Hull upgrade, but I might try shields.

The reason for the Pup's Bossk only title was because I didn't think a rebel pilot should be flying it, which helps distinguish it from the Rebel faction's version. With the IG-2000 title it's IG-88 only because 1) it's non-unique and I thought having 3 ships with it would be too much, as it is only 2 ships in a squad could use it. Otherwise you could have 3 Guild Assassins use it, and still have another 10 points for upgrades, that seems too powerful to me. It does work for any of the 3 IG-88 pilots, so you have some options.

Edited by Radarman5

Love the cards but...

How in HELL is THAT G1-A Mist Hunter supposed to transport Toryn Farr and 89 other Rebels? :huh:

Ref: Of Possible Futures: The Tale of Zuckuss and 4-LOM (Wookieepedia)

The same way the HWK-290 had a boarding ramp and a refresher in the Dark Forces II novelization.

In short: It can't.

...Well, actually. You could transport 89 rebels in it. In the cargo hold! In urns.

Fantastic! I want all of them!

Of course there are a few details like point cost and abilities that need to be worked out, but this is great!

I hope FFG will pick this up and make the models.

Hopefully they would make a model for the Hound's Tooth as well.

As there are multiple IG-88 droids, I think it would be nice to have an ability where two ships would enhance each other's ability. For instance, one could give the other a free action. Or maybe give green manoeuvre.

Now it is time for you to scratch build minis for those ship cards :)

Love the cards but...

How in HELL is THAT G1-A Mist Hunter supposed to transport Toryn Farr and 89 other Rebels? :huh:

Ref: Of Possible Futures: The Tale of Zuckuss and 4-LOM (Wookieepedia)

Through the special force technique of cram. Otherwise known as the Outer rim clown car method.

A prime example of why trimming down the EU isnt a bad thing

Edited by Gosric

I still need to playtest these to finalize the costs, but I got my wave 4 ships right around the time I posted this so I've been mostly learning the Defender & Phantom.

I might try scratch building them, but there's always the micro machine versions and paint.

And I do have some plans for the Hound's Tooth, I just haven't made a card for it yet. I'm still undecided if it should be 1 or 2 cards for fore/aft.

I think you did a great job. My thoughts ...

1 - The Jumpmaster's dial is too good. Maybe get rid of the 4 straight and turn the 4 flip to a 3 flip. If the thought is to make it really maneuverable ... Maybe 2 flip?

2 - I'd vote for the Pup to add one hull and one shield or (gasp) one hull, shield and attack value, or maybe one hull/shield/barrel roll, but those are all pretty over the top. Bossk's card needs to go back to a standard z95, though. The upgrade would likely need to be rather expensive though.

3 - The IG88 ships are the best of the lot.

Here's the preliminary ideas for the Hound's Tooth:

Version A: Single Pilot Card

Pilot Skill: 4

Attack: 3

Agility: 0

Hull: 7

Shields: 4

Energy: 4

Squad Points: 50

Actions: Target Lock, Jam, Reinforce, Recover

Upgrade Bar: Title, Crew, Crew, Cargo, Cargo, Missile, Modification

Primary Firing Arc: 360 (Range 1-3)

Secondary Firing Arc: Forward (Range 1-3)

Maneuver Dial: Same as GR-75

Pilot Ability: "When attacking with your primary Weapon, you may spend 2 energy to make an ion attack. If this attack hits, the defender suffers 1 damage and receives 2 ion tokens. Then cancel all dice results."

Version B: Dual Pilot Cards

Section: Fore

Pilot Skill: 4

Attack: 3 [1]

Agility: 0 [0]

Hull: 6 [0]

Shields: 4 [0]

Squad Points: 30

Actions: Target Lock, Jam,

Upgrade Bar: Title, Crew, Cargo, Missile

Primary Firing Arc: 360 (Range 1-3)

Secondary Firing Arc: Forward (Range 1-3)

Pilot Ability: "When attacking with your primary Weapon, you may spend 2 energy to make an ion attack. If this attack hits, the defender suffers 1 damage and receives 2 ion tokens. Then cancel all dice results."

Section: Aft

Attack: 0 [0]

Agility: 0 [0]

Hull: 6 [0]

Shields: 4 [0]

Energy: 4 [1]

Squad Points: 20

Actions: Reinforce, Recover

Upgrade Bar: Crew, Cargo

Maneuver Dial: Same as GR-75

** [0] = crippled value 0

I think you did a great job. My thoughts ...

1 - The Jumpmaster's dial is too good. Maybe get rid of the 4 straight and turn the 4 flip to a 3 flip. If the thought is to make it really maneuverable ... Maybe 2 flip?

2 - I'd vote for the Pup to add one hull and one shield or (gasp) one hull, shield and attack value, or maybe one hull/shield/barrel roll, but those are all pretty over the top. Bossk's card needs to go back to a standard z95, though. The upgrade would likely need to be rather expensive though.

3 - The IG88 ships are the best of the lot.

The JM5000 dial will be revised, I wasn't sure how I wanted to do it yet, but I plan on removing some of it's maneuvers. Having the smallest profile of all the larges ships, and being a scout ship I feel it should be somewhat maneuverable but not really a strong dogfighter.

For the Pup I'm planning to use the basic Z95 stats and increasing it's hull and/or shields with the title.

IG-2000 is pretty close but I think it needs more playtesting than the other due to it's ability to use/ignore stress from red maneuvers.

I'll be posting new versions in the next few weeks.