My take on the Ghost (and the Phantom)

By melminiatures, in X-Wing

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.

I know you want the ship to survive on its own, but in the show, it always runs away from/gets nervous about 4Ties or so. We haven't seen it against anything else. We did see it against the Inquisitors Prototype Tie Advance, and it was getting shot to crap before it jumped to lightspeed. Up against Tie Interceptors or Phantoms, I feel they would shred it and I think you're being disingenuous to make its stats not reflect that. Tone it down a bit, and lower its point cost so that it can have support.

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.

Its much bigger than the Decimator. The Ghost is a title and the Phantom is not really a proper ship, it doesnt even have points.

The reason why it is an action is because... well.. because there is no other way of puting it in. The text in the card refers to the pilot's ability (not the ship's) and the Title card refers sepcifically to the Ghost, and having a detachable shuttle is more related to the generic VCX-100 ship.

Adjustments that I would make
1- Make the Agility 1 for the Ghost and the
2- Hera's ability should be "every time you spend a focus token you may assign a free evade token to your ship"
3-Chopper should remain the same but should be VCX-100 only as well
4- I would limit the crew to two reduce the cost by a little bit

Then finally other pilots

Kanaan PS6
"After performing a red maneuver you may immediately perform a boost action"

with elite talent

Rebel Pilot PS3


Then to continue on that chain of thought
Hera Crew Card abillity

"Anytime your ship would be assigned a stress token take an additional stress token and increase your agility by 2"

or it could be "Increase your agility value by 1"
Also should be VCX only (Its her baby after all)

and... I think I'm done

Edited by Tailsgod

oh god Hera and Kanaan together in my suggestion would be INSANE
for both types
But with Kanaan flying
ALL THE K-TURNS

Edit: (Which I realized I should of done before, but oh well still new at this)

Sabine should NOT cost only two points if she gives two bomb slots
4 at least

Edit 2:
Also if you make Chopper another pilot of the ship
His ability should be
"Treat all red maneuvers as white then assign your ship a stress token"

Edited by Tailsgod

Andrasta gives two bomb slots, is a real card, and costs 0. That being said, it's Firespray exclusive. If you restricted Sabine to the Ghost then problem solved.

I'd put Hera at PS8 at most.

Andrasta gives two bomb slots, is a real card, and costs 0. That being said, it's Firespray exclusive. If you restricted Sabine to the Ghost then problem solved.

I'd put Hera at PS8 at most.

I actually think Hera fits at PS9 from what we've seen

That ship is like a third arm to her

having a detachable shuttle is more related to the generic VCX-100 ship.

Overall, I think you are on the right track for the feel of the ship. It's more a matter of the little details like how much hull vs. how much evade, etc. Also, how certain things might interact with other cards. You can worry about that part a little less if you're using it only in certain friendly scenarios, since you could just say "this is a package deal, you can't change it to add Luke Skywalker, etc."

Some of my personal opinions:

I think 5 crew is too many. The Falcon has plenty of room for similar numbers, but you can't take the whole cast as upgrades on that one either. The point in the game is to limit your choices to be more creative (and balanced!) with list building.

Also, I think not every person needs to be represented as a card. Sabine and Zeb don't really "do" anything unique as far as the ship is concerned, which is ok. The fact that they are there can be represented by whether you have a turret, etc. Sabine doesn't need to throw proximity mines out the back door just so you can make a card for her. Or, you know, she could be represented by a Saboteur.

The Ezra card is humorously thematic (he "steals" a pilot ability), but I think still too good. I think it would be better as once per game, take the ability for this round, then discard Ezra.

For ship stats, my opinion is on the side of slower and tougher, not dodgy. Keep in mind the Falcon is seen zipping around asteroids and spinning in circles, but it only has 1 defense die - BUT, it also has an Evade action. I think that's the way to go here too: 0-1 defense, but a good pilot can do better.

The ideas for Chopper and the Phantom seem functionally ok, but not elegant. I don't have better suggestions, though. :/

- H8

The reason why it is an action is because... well.. because there is no other way of puting it in.

There is another way. See seismic charges or proton bombs.

Edited by dvor

Andrasta gives two bomb slots, is a real card, and costs 0. That being said, it's Firespray exclusive. If you restricted Sabine to the Ghost then problem solved.

I'd put Hera at PS8 at most.

I actually think Hera fits at PS9 from what we've seen

That ship is like a third arm to her

Luke Skywalker is PS8.

PS6 pilots are veterans, PS7 pilots are undisputed aces. PS8 pilots are legends.

PS9 is beyond legendary.

Edited by TIE Pilot

Hera is pretty **** good, all things considered.

Ok, final touches. You people convinced me. Now the Ghost has evade 1, with just 3 crew slots. Now it cant be a 1 ship list, but I agree, the Ghost is always in trouble when it is alone in the show.

Also, Ive changed Sabine with Captain Lackwit's idea. I think it fits more her character, its more interesting and new, and this way there is no problem with adding her to other large (or huge) ships. Besides, now she is more anti-swarm, which is the main weakness of the Ghost.

I'd make this a Huge ship with 1 evade and the Reinforce action. I'd also keep it on 1 Huge base, to give it some major points of difference between the other 2 huge ships. I do think that a Single-base Huge ship should have the same collision rules as Large and Small ships.

Make the Phantom a hardpoint upgrade (limited), and let it fire like a secondary weapon. With "discard this card" style text to deploy the Phantom as a fighter.

Hera might get "once per round, you may spend 1 energy tomperform the 'reinforce' action as a free action", which gives 1 evade die + 1 auto evade. And still allows for " coordinate" actions.

Title: Ghost: when you reveal your dial, you may spend 1 energy to take the associated K-turn or S-loop instead."

I'd give the VCX-100 2 hardpoints and 2 cargo slots. Also 2 crew slots and 1 team slot. Maybe a System Slot, just for fun.

I'm not sure what sort of energy dial it should have, but it needs to be _generous_ with the energy!

Good job on the cards and abilities and such, I like most of the ideas. However, my take on the Ghost and Phantom can be summarized in the immortal words of Robert Muldoon: https://m.youtube.com/watch?v=DM8PtsQl-bU

Ok, final touches. You people convinced me. Now the Ghost has evade 1, with just 3 crew slots. Now it cant be a 1 ship list, but I agree, the Ghost is always in trouble when it is alone in the show.

You know you don't always have to play 100-point games, right?

Make it do what it's supposed to do, and if it ends up being 60 points, just play a 60 point scenario.

- H8

Edited by Hatemonger

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.

I don't know about that. It may be larger, but the Decimator is definitely heavier due to the armor and ram-friendly structure.

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.

I know you want the ship to survive on its own, but in the show, it always runs away from/gets nervous about 4Ties or so. We haven't seen it against anything else. We did see it against the Inquisitors Prototype Tie Advance, and it was getting shot to crap before it jumped to lightspeed. Up against Tie Interceptors or Phantoms, I feel they would shred it and I think you're being disingenuous to make its stats not reflect that. Tone it down a bit, and lower its point cost so that it can have support.

and this is the reason I don't think we'll see it in the game. it won't survive by itself, and you get no victory for hauling A** off the map.

Here is the miniature:
pic2344809.jpg

Here is the miniature:

pic2344809.jpg

Shut.. up.. and.. take.. my.. money! :blink: :wub: