My take on the Ghost (and the Phantom)

By melminiatures, in X-Wing

Well, lets see what you think about this.

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The idea was to create a ship that could stand on its own, meaning, that it could reach 100 points and be playable. I know that everybody that hates Fat-Han will hate me now. And im not sure how much can a ship that only attacks once per round survive.

Here is the pdf:
www.albertomelchorruizanton.net/mel_miniatures/Ghost.pdf

Edited by melminiatures

The cards look great.

I don't really like Hera's ability though. Seems like you could park forever and just accumulate stress.

Love Chopper's ability and Sabine's.

I feel like the Ghost should have 2 or three pilots:

Herra PS9

Kanan PS6

Chopper PS3

The Phantom needs a pilot too. Discard a crew and then take the corresponding Phantom Pilot card.

I figured the Ghost would have 3 attack front arc, 3 attack rear arc, and a 2 attack turret that can't inflict crits.

Once you deploy the phantom you lose your rear arc. something like that.

Also Chopper should be a crew slot, not astromech.

And where's Zeb?

Ezra's ability seems amazing. Not sure it suits his character though. Maybe he can flip faceup damage cards face down, then receive two stress. He's handy mechanically, but he can be a pain.

Also 3 evade seems like an awful lot....

ok I'm done adding my thoughts. Great work. :) I really hope this ship actually gets released in Xwing.

Edited by RogueLieutenant

The character artwork is sooo much better than the series. That non-goat Ezra is great!

I dunno about Sabine's ability; Since we've seen her act as an auxiliary gunner, it might be good to have her add a rocket/bomb attack to a normal attack or something.

Also, the Ghost has a turret, so you should probably put the turn-arrow icon on the base card to denote the 360 degree arc.

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I didnt want it to be a turret ship (just like the Y-Wing doesnt have a primary turret). The Ghost has the frontal cannon, the rear cannon and just one turret. I thought the best way of describing that was with a front and rear arc and a turret upgrade.

I know chopper should be a crew card... but I thought 5 crew slots was a bit too boring.

Edited by melminiatures

I personally think the little phantom should stay between rounds, also have a shield or two. Kanan should make one blank a focus, out of minor balance fear.

On a final note, detaching the phantom should disable the rear firing arc.

But that is just me.

Still, this is all pretty cool stuff and actually pretty favorfull.

Chopper needs to be a crew, otherwise x-wings and e-wings could shoot backwards which makes no sense.

I'd change Hera's ability's wording, right now it lets you park the Ghost permanently.

I'm by no means an expert on this stuff, but 68 pts makes it almost unuseable, even for ps 9.

Edit: I see your note about wanting to make it a single play ship, but you'd get toasted so fast it isn't funny.

Edited by Bohrdumb

3 is way too much for the evasion. The Ghost gets its ass pounded by enemy fire all the time. The Shields should be about four or higher because they're incredibly strong. Like, it's ridiculous.

Other'n that I REALLY love Chopper's ability. Absolute most well designed one out of the bunch. Most of them are pretty good. I fine Zeb's interesting, because it's specific to Imperials. Meaning he'd be useless against a Scum or Rebel list.

Chopper should definitely be crew as well, considering that he probably can't even fit in most standard astromech slots. In addition to that, I think Sabine's ability needs an overhaul since we've never seen the Ghost having any evidence of it having bombs, but who knows, it could have some..?

"When an enemy is destroyed at range 3, roll one attack die. If it lands face up, the destroyed ship causes 1 damage at everything within range 1, and leaves debris for one turn."

Or something like that, to imply she rigged it earlier.

Chopper needs to be a crew, otherwise x-wings and e-wings could shoot backwards which makes no sense.

This wouldnt work because those ships dont have a rear arc.

I'd change Hera's ability's wording, right now it lets you park the Ghost permanently.

Fixed

Excellent ideas! I was watching last night and thinking alot of the same stuff.

Chopper needs to be a crew, otherwise x-wings and e-wings could shoot backwards which makes no sense.

Or simply add "If your ship has an auxillary firing arc" to chopper.

Excellent ideas! I was watching last night and thinking alot of the same stuff.

Chopper needs to be a crew, otherwise x-wings and e-wings could shoot backwards which makes no sense.

Or simply add "If your ship has an auxillary firing arc" to chopper.

Would that count for turreted ships though? That'd be a force multiplier on HWKs and such.

This is really cool, where did you get the art work for these?

This ship can combo R2-D2 (astromech) and Nien Numb.

At 3 agility, this might be terrible.

This ship can combo R2-D2 (astromech) and Nien Numb.

At 3 agility, this might be terrible.

I have got to second this. that would make this ship utterly unkillable. Which, it's shown itself to be fairly susceptible if Hera's reactions to danger are any indication. She knows her bird is slow and fat, like a pigeon, so she doesn't stick around often.

1 or none, in terms of agility. I can't really see The Ghost being any more agile than a VT-49, considering the fact that it's a larger ship in every single possible way.

13 hit points and three agility makes it far too tanky, also remember the first two episodes the ties were not having alot of trouble hitting it.

Two agility at most but more likely one would be better.

With sensor jammer an EU and a few other tweaks you'd never kill it if it decided to skirt the edges.

13 hit points and three agility makes it far too tanky, also remember the first two episodes the ties were not having alot of trouble hitting it.

Two agility at most but more likely one would be better.

With sensor jammer an EU and a few other tweaks you'd never kill it if it decided to skirt the edges.

basically. it has to be slower than a Decimator. It's just too fat and unwieldy not to be.

Yeah, ok... thats a good point.

Its now fixed. Chopper is now Crew, and the Ghost now has evade 2, hull 8 and shields 7 (and no astromech slot)

To me the main issue with the ship is that (without counting Chopper's ability) only shoots once per round.

2..? I dunno' man. That's... That's still pretty fast for a ship like it. Remember- it's only as agile as we've seen it because Hera is flying it. (Christ, she knows this thing so well, are we sure this ship isn't her friggin' childhood home in which she learned how to fly in? Yikes.)

really would knock it down to 0 evade and beef the shields/hull both to 8. It's a tanky mofo.

Yeah I really like these cards overall. I agree with the others who have stated that 3 evade is to much. It should be 1, as it is always getting shot. Maybe make the shields higher or something to show how the ship is constantly being pumbled and not taking real damage. Also I really like the individual crew abilities, but I feel like it has to many crew slots. I know you want them all tobe on board at once, but it seems a bit much. 4 and an astromech? 3 at the most feels more appropriate. Maybe give it a crew team slot instead, and make a "Specter" team card that does something cool. But overall I think it is great and I want it in the game.

The thing is,I think the Decimator doesnt have evades because its a very tanky ship. The Ghost is more agile even if it is bigger. Just like the Slave I has 2 evades and the Y-Wing only has 1.

Besides, it might be cheating a bit... but this ship needs to survive on its own. 2 evades is cheating, but good enough.

Your cards are nicely done! Here are my suggested changes:

1. Ghost and Phantom should be title cards. The ship cards should have pilot names, like Hera Syndulla.

2. In my opinion, the Ghost has too much hull and shields. You're making it tougher than the Falcon, and more maneuverable! I'd give it 5 hull and maybe 5 shields, like the Outrider.

3. Too many crew slots, I think. Even the Decimator, a much larger ship, only has 3. I'd give the Ghost 2 crew slots. It'd probably be silly to pump that many points into one ship, anyway.

4. I'm not sure if a new action is necessary for deploying the Phantom, since it's likely to only be done once per game.

Edited by Keoki