So the Ghost is really big. (Rebels episode 3 spoiler)

By Rogue Dakotan, in X-Wing

Is there a reason that FFG could not use a bit of creative license to shrink the Ghost down a tad to be the size of the Decimator? People are over thinking this stuff busting out dimension comparisons, weapon placements and etc... It's obviously not meant to be a huge transport like the GR-75 but a private transport like the YT's.

Other than the fact that they made such a big deal about getting scale correct? No, nothing.

They have said that any adaptations from the cartoons would need to have the "cartoon aesthetic" toned down and tweaked.

Although curiously enough the Gozanti does not have "cartoon aestethic". Besides the differences on the wings and turrets, the model is exactly the same as the Clone Wars Gozanti.

Edited by melminiatures

Althoug curiously enough the Gozanti does not have "cartoon aestethic". Besides the differences on the wings and turrets, the model is exactly the same as the Clone Wars Gozanti.

This. The Ghost, Phantom, and Gozanti, all seem presentable as they are. After all, when asked the question, "Which proportions are cartoony?", how does one answer?

I'm just toying with the idea, wondering if it fits.

One large base, but Fore and Aft pilot cards.

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Edited by gabe69velasquez

Is there a reason that FFG could not use a bit of creative license to shrink the Ghost down a tad to be the size of the Decimator? People are over thinking this stuff busting out dimension comparisons, weapon placements and etc... It's obviously not meant to be a huge transport like the GR-75 but a private transport like the YT's.

The difference between the Ghost and Decimator is less than an A-Wing's length, and its about as wide as the falcon is long. I don't see the need for it to be Huge or re-scaled.

But if it's normal scale what does it bring we don't already have? Rebels really don't need a bird tough turret ship if we are being honest.

How about they make it like the fire spray two fire power fore and aft and no turret as standard but you can buy a turret upgrade.

Less attack than the other two but perhaps with more hit points to reflect the greater bulk.

I'd go 2 attack, 360, with 3 crew. But you're right, there's not much need for another large turret ship.

If it had a systems slot that'd be enough for me.

If we are going by what the game NEEDS, I dont think it needs it at all. Thats one of the reasons I dont think they will make it (Besides being from a slightly different era, being too big and not achieving the rights for Rebels).

If we are going by what the ahip should be, I say it should be large ship. But I would make it hard/powerful/upgradeable enough so it could fly solo. If you can fill up the Ghost to 100 points and be useful in combat, I think that would make it interesting.

If we are going by what the game NEEDS, I dont think it needs it at all. Thats one of the reasons I dont think they will make it (Besides being from a slightly different era, being too big and not achieving the rights for Rebels).

If we are going by what the ahip should be, I say it should be large ship. But I would make it hard/powerful/upgradeable enough so it could fly solo. If you can fill up the Ghost to 100 points and be useful in combat, I think that would make it interesting.

That would be kinda interesting, and fill a niche no other ship does, the 1 ship list.

I have a hard time seeing them actually making that work and be fun though.

1 ship list for The Ghost? Yeah sure, why not. That'd reflect its capabilities very accurately.

It'd also make it the E-Wing of huge ships. There's absolutely no reason not to do this.

1 ship list for The Ghost? Yeah sure, why not. That'd reflect its capabilities very accurately.

It'd also make it the E-Wing of huge ships. There's absolutely no reason not to do this.

If I were going to make The Ghost for X-Wing (and as a fan of the show I really want to) I would do so as follows:

Make It a large base ship. If needed, shrink it slightly. As long as it is still a little longer than the Decimator it will be fine (lets not pretend there isn't already some inconsistencies with the games scale).

Give it a 180 degree forward firing arc and attack value 3. (because the nose gun is clearly a turret, but clearly cannot be fired more then 180 degrees). Give it a cannon upgrade slot. Cannons would be able to use the same 180 degree arc because it is the ships primary arc. (alternately it could still have the standard arc and the Auxiliary arc would just extend it to 180 so the primary could fire 180 but the cannons would still be limited to standard)

Give it a turret upgrade slot and give it a unique VCX-100 only turret upgrade with an attack value of 3, range 1-3. You could even make the text mimic the standard primary weapon range modification rules. The custom turret would be cheap like 2 points or you could choose another turret if you wanted to be different.

Give it a title Card "Ghost" that allows you to perform 2 different attacks per round (they can be against the same ship but with two different weapons.

Give it a system slot with some cool new cards (maybe even two system slots?). Unique card could be "Scrambler: If you have already been attacked twice this round you may increase your agility value by 1."

Give it three crew slots. Crew Cards for Hera, Kanan, Zeb, Sabine, Chopper, and Ezra.

No Missiles, torpedoes, or bombs. So far it does not seem to have them on the show.

Total hit points equal to the decimator but weighted more to shields

Agility 1

Pilots Should be Hera(9), Kanan(6), Chopper(5), Ezra(4) (I assume Ezra will develop some more pilot skills as the show goes on)

Actions: Focus, Target-Lock, Evade

Dial Should be similar to the falcons, maybe loose the Hard 1 turns and gain hard 3 turns. Shift around the greens a bit. Maybe Segnors Loops?

Cost: It should be the most expensive ship yet. I'm not great at balancing costs but If you want to run it light without its title card it should be a little more than the falcons. If you fatten it up it should be able to run by itself or with one other light ship. Its more expensive and unique upgrades should focus on letting it fly solo most of the time.

As far as the actual packaging I expect it to be the same box and MSRP as the Decimator.

While I'm At it I'll go ahead and throw out my Idea for the Phantom since it is an obvious pairing with the ghost.

Small Ship. Attack: 3. Agility:2. Hull:4. Shield:1.

Upgrades: Crew (2?), System (the Phantom also has some neat systems), Turret (there is a small single barrel turret used in the show), EPT (for some pilots)

Actions: Focus, Target-Lock, Evade, Barrel-Roll

Pilots: Hera(9), Kanan(8), Zeb(6), Ezra(5). I gave them Higher Pilot Skills than on the Ghost because The Phantom would be an easier ship to fly and more familiar to most of them.

Dial: Slightly better than the HWK-290 with a K-turn (S-Loop?)

Cost: The ship should be relatively cheap but I don't want it to become a swarm builder (Or really to even have more than one on the table) so I was thinking about actually making it expensive and then giving it a unique title card that greatly reduces its cost, maybe only if it is played together with a VCX-100.

Ideally a fat Ghost and a Phantom would work together to make the perfect 2 ship squad for 100 points. Other cards to be included with it could be some of the crew cards I listed for the Ghost (to split them up between the packages) and maybe even a weak 1 or 2 attack turret (as a fail safe for when they get behind you or maybe the card text even lets you fire it after making or missing a primary weapon attack).

One other thing that would be super cool would be it the Model for the Ghost had a removable Phantom that fit in side it. You wouldn't be able to play with it but you could decide which look you wanted for the ship based on if you were fielding the phantom in your squad. Also, even though they do it constantly on the show, I don't think having the Phantom parked in the rear of the Ghost with its fixed guns facing out would ever really give you a meaningful rearward firing capability, even if they are slightly adjustable. If the lambda shuttle doesn't get a rear arc for its turret, I don't think the Ghost would for a pair of fixed guns.

Everyone loves throwing attack 3 on everything these days. On the falcon that represents both quads blatting away at 1 target. On an x-wing/interceptor/defender/b-wing thats a military grade top tier fighter.

The ghost 1) is a converted freighter and 2) cannot bring all guns to bear on 1 target.

So how about a 1.5 front arc 180° that starts 1/4 of the way back from the front.and a standard 90° secondary arc facing the rear. Standard attack 2. Title card that reads "the ghost may primary weapon attack one target within its primary and auxiliary arc per turn. Attacks in the auxiliary fire arc can only be made at range 1-2"

Then give it a cannnon weapon slot, and a ghost only mod. " a cannon upgrade may fire inside and outside the ships weapon arc."

Hell for thrills. Crew upgrade Kanaan "the ghost may fire both its primary and secondary weapons once per turn" make it expensive though

Edited by Funk Fu master

Hell for thrills. Crew upgrade Kanaan "the ghost may fire both its primary and secondary weapons once per turn" make it expensive though

I like the idea of both turrets attacking separate targets in the same turn, but I would add that doing so adds a stress. This would take into account the difficulty of keeping the ship steady enough to attack two different targets at once. You could maybe make it a little less expensive this way, too, so the ability doesn't just spend all of its time sitting in my binder because I can't fit it in any builds.

As long as it comes with a Chopper crew card I don't care what else it does.

I :wub: Chopper.

I feel like his ability should have to do with fixing the shields, but we already have a droid crew who does that...

If I were going to make The Ghost for X-Wing (and as a fan of the show I really want to) I would do so as follows:

Make It a large base ship. If needed, shrink it slightly. As long as it is still a little longer than the Decimator it will be fine (lets not pretend there isn't already some inconsistencies with the games scale).

Give it a 180 degree forward firing arc and attack value 3. (because the nose gun is clearly a turret, but clearly cannot be fired more then 180 degrees). Give it a cannon upgrade slot. Cannons would be able to use the same 180 degree arc because it is the ships primary arc. (alternately it could still have the standard arc and the Auxiliary arc would just extend it to 180 so the primary could fire 180 but the cannons would still be limited to standard)

Give it a turret upgrade slot and give it a unique VCX-100 only turret upgrade with an attack value of 3, range 1-3. You could even make the text mimic the standard primary weapon range modification rules. The custom turret would be cheap like 2 points or you could choose another turret if you wanted to be different.

Give it a title Card "Ghost" that allows you to perform 2 different attacks per round (they can be against the same ship but with two different weapons.

Give it a system slot with some cool new cards (maybe even two system slots?). Unique card could be "Scrambler: If you have already been attacked twice this round you may increase your agility value by 1."

Give it three crew slots. Crew Cards for Hera, Kanan, Zeb, Sabine, Chopper, and Ezra.

No Missiles, torpedoes, or bombs. So far it does not seem to have them on the show.

Total hit points equal to the decimator but weighted more to shields

Agility 1

Pilots Should be Hera(9), Kanan(6), Chopper(5), Ezra(4) (I assume Ezra will develop some more pilot skills as the show goes on)

Actions: Focus, Target-Lock, Evade

Dial Should be similar to the falcons, maybe loose the Hard 1 turns and gain hard 3 turns. Shift around the greens a bit. Maybe Segnors Loops?

Cost: It should be the most expensive ship yet. I'm not great at balancing costs but If you want to run it light without its title card it should be a little more than the falcons. If you fatten it up it should be able to run by itself or with one other light ship. Its more expensive and unique upgrades should focus on letting it fly solo most of the time.

As far as the actual packaging I expect it to be the same box and MSRP as the Decimator.

While I'm At it I'll go ahead and throw out my Idea for the Phantom since it is an obvious pairing with the ghost.

Small Ship. Attack: 3. Agility:2. Hull:4. Shield:1.

Upgrades: Crew (2?), System (the Phantom also has some neat systems), Turret (there is a small single barrel turret used in the show), EPT (for some pilots)

Actions: Focus, Target-Lock, Evade, Barrel-Roll

Pilots: Hera(9), Kanan(8), Zeb(6), Ezra(5). I gave them Higher Pilot Skills than on the Ghost because The Phantom would be an easier ship to fly and more familiar to most of them.

Dial: Slightly better than the HWK-290 with a K-turn (S-Loop?)

Cost: The ship should be relatively cheap but I don't want it to become a swarm builder (Or really to even have more than one on the table) so I was thinking about actually making it expensive and then giving it a unique title card that greatly reduces its cost, maybe only if it is played together with a VCX-100.

Ideally a fat Ghost and a Phantom would work together to make the perfect 2 ship squad for 100 points. Other cards to be included with it could be some of the crew cards I listed for the Ghost (to split them up between the packages) and maybe even a weak 1 or 2 attack turret (as a fail safe for when they get behind you or maybe the card text even lets you fire it after making or missing a primary weapon attack).

One other thing that would be super cool would be it the Model for the Ghost had a removable Phantom that fit in side it. You wouldn't be able to play with it but you could decide which look you wanted for the ship based on if you were fielding the phantom in your squad. Also, even though they do it constantly on the show, I don't think having the Phantom parked in the rear of the Ghost with its fixed guns facing out would ever really give you a meaningful rearward firing capability, even if they are slightly adjustable. If the lambda shuttle doesn't get a rear arc for its turret, I don't think the Ghost would for a pair of fixed guns.

I don't see why the couldn't add a mechanic for having the phantom docked. It could function like a huge ship where you would have to target one part or the other.

Then they could just add a mechanic for docking and undocking. When docked the phantom wouldn't be able to perform a maneuver or any action that would cause the ship to move its base (other than an undock action). When docked it would still get it's action in the maneuver pahse, and it would be able to participate in combat. Both of which would be based on its own pilot skill and not the ghosts.

However, its agility would be based on the Ghost's instead of its own printed value. This would remove the need for a secondary arc on the ghost (EDIT: This is wrong, the Ghost would still need a rear arc for the phantom to use. It can be a smaller than 90 degree arc though.), and capture the feel of having it available in combat even when docked. The undock action would use up its action and shoot it out 1 distance straight back from the Ghost (or maybe include the slight curves).

If a ship is destoyed while docked it does one damage to the ship it is docked with. If the larger ship is destroyed it does two damage to the docked ship.

This would work for the Gozanti as well, except it would fire and undock from the front. I would limit it to 2 TIEs as well, otherwise the shooting mechanics would be a little wierd.

Edited by benbaxter

What about a pack with the Ghost as a large base ship and the shuttle as a small based ship and setting their points so that they can be combined for a 100 point build and use dials close to the yt1300 and HWK-290 respectively.

As much as I like the Idea of ships docking with one another in game in order to be true to the source material, I really can't see any reason why you would ever want to have your ships docked. Perhaps a special docking mechanic could be written for a mission, but in the standard tournament style game, docking would only ever limit your options and do your enemies a favor. Also, despite the length of time it takes to actually play a game of X-wing, I imagine in real time it would only be a five minute battle or so (think about how many times your ship actually turns around during a game), Having a docking or deploying procedure happen in that time frame seems unlikely unless you were trying to act out a specific scenario in a mission. For a standard skirmish you would of already deployed all your fighters before closing for battle, and you wouldn't be recalling them in the middle of battle (except to retreat, but that is not an option in this game). So as much as I appreciate everyone's efforts to develop a fun and workable docking mechanic to fit the theme (I spent a good bit of time working on one myself), I've personally come to the conclusion that is just better and simpler to not have one. (again except maybe for a mission scenario).

As much as I like the Idea of ships docking with one another in game in order to be true to the source material, I really can't see any reason why you would ever want to have your ships docked. Perhaps a special docking mechanic could be written for a mission, but in the standard tournament style game, docking would only ever limit your options and do your enemies a favor. Also, despite the length of time it takes to actually play a game of X-wing, I imagine in real time it would only be a five minute battle or so (think about how many times your ship actually turns around during a game), Having a docking or deploying procedure happen in that time frame seems unlikely unless you were trying to act out a specific scenario in a mission. For a standard skirmish you would of already deployed all your fighters before closing for battle, and you wouldn't be recalling them in the middle of battle (except to retreat, but that is not an option in this game). So as much as I appreciate everyone's efforts to develop a fun and workable docking mechanic to fit the theme (I spent a good bit of time working on one myself), I've personally come to the conclusion that is just better and simpler to not have one. (again except maybe for a mission scenario).

That is a fair point, you don't see a lot of high speed docking in a firefight. I do think that the undocking is something that would happen in that time period though. Deploying fighters is one of the first steps in a space battle, especially when one side or the other is suprised by the engagement.

I think it would provide at least one great use of mechanics, which is to allow the fighters access to the larger ships movement dial temporarily. For pilot abilities and upgrades that require close distances, this would be beneficial at least in the early turns.

If we are going by what the game NEEDS, I dont think it needs it at all. Thats one of the reasons I dont think they will make it (Besides being from a slightly different era, being too big and not achieving the rights for Rebels).

If we are going by what the ahip should be, I say it should be large ship. But I would make it hard/powerful/upgradeable enough so it could fly solo. If you can fill up the Ghost to 100 points and be useful in combat, I think that would make it interesting.

That would be kinda interesting, and fill a niche no other ship does, the 1 ship list.

I have a hard time seeing them actually making that work and be fun though.

Key word is fun. I don't see it being that much fun for either side to fly 1 ship or shoot at 1 ship. Essentially your opponent will pretty much know where your entire list is going to be.