Tie Advanced Fix
Title: Prototype Weapons Systems
0 pts
Tie Advanced
May re-roll 1 attack die every time it attacks.
Simple and effective.
Tie Advanced Fix
Title: Prototype Weapons Systems
0 pts
Tie Advanced
May re-roll 1 attack die every time it attacks.
Simple and effective.
Y'know, I'm normally pretty tolerant of alternative TIE designs, but that last one is the most freakishly ugly vehicle I have ever seen in any medium of fiction, ever. It hurts my eyes just to look at it.
that last one
You mean all three, right?
Please give Y-Wing elite pilots the EPT slot, and don't raise the cost as they already have paid for it.
Fix ordinance at the same time you fix Tie Bombers PLEASE! Thanks.
I'd like something like this:

Okay, who's necroing random threads this time?
Rihkxyrk Assault Fighter ~24p for lowest
Attack: 3 / 4 (It is one of the most heavily armed fighters)
Defence: 1
Hull: 7
Shield: 3
Actions: Focus, Target Lock
Upgrades: Missile and Illicit
Maneuvers:
Straight 1 Green
Straight 2 Green
Straight 3 White
Straight 4 Red
Bank 1 Green
Bank 2 White
Bank 3 Red
Turn 2 White
Turn 3 Red
Koiogran 5 Red
Kihraxz Light Fighter / Vaksai ~18p for lowest
Attack: 2 or 3 (Can't Decide, more likely 2)
Defence: 2
Hull: 3
Shield 2
Actions: Focus Target Lock Evade
Upgrades: Missile
Title: Vaksai 1p
Your upgrade bar gains Agromech or Systems upgrade and Illicit upgrade
Maneuvers:
Straight 1 Green
Straight 2 Green
Straight 3 White
Straight 4 White
Bank 1 Green
Bank 2 White
Bank 3 White
Turn 2 White
Turn 3 White
Koiogran 3 Red
Koiogran 4 Red
Thoughts?
I'm not sure how much total HP Rihkxyrk should have. They are pretty tough and heavy so I went with 10 total.
I made Vaksai a title, because it is just an improved version of Kihraxz allowing pilots to modify their ship to their likes.
Edited by HwarangdaemRihkxyrk Assault Fighter
Kihraxz Light Fighter
Thoughts?
I think that pronouncing "scyk" is difficult enough.Rihkxyrk Assault Fighter
Kihraxz Light Fighter
Thoughts?
Isn't that hard for a Finn
They are also commonly used by Black Sun so I could see them made. Vaksai/Kihraxz is also already seen in Roark Garnets Pilot card too.
It's been called the TIE Armageddon, which is a lousy name, but in case anyone wants the stats.
Which I also think could be better, but since it's a fanon ship anyone who takes a shot
at making up game stats doesn't have to keep with their stats.
Hull 9
Shields 4
I'm sure no one has been holding their breath
but I've been considering this title for a while now
If anyone has a better idea for the ability
I'd consider redoing the text.


If I were to change things about X-Wing, I would remove a lot of the negative play mechanics (generating stress on opponents, for example), severely reduce the number of & frequency of post-dial maneuvers (any such maneuvers would have to have an associated cost, like generating stress), make combat a little more deterministic, and reduce the effectiveness of turrets (probably reduce any turret attack to a single die; this reflects the reality that turrets mounted on dogfighting combatants are rarely great. Hell, the MF only used it's quad guns once in the films, and they clearly weren't all that accurate). The current game does not, in my opinion, offer sufficient rewards to players to who-guess their opponent on a dial; too often you can catch someone but not quite block them, and they just boost / barrel roll / cloak away. The current set-up also encourages very liberal use of small maneuvers on the dial so you can then compensate easily to find an arc with a boost or barrel roll.
I would also have a professional statistician go through the math (alongside perhaps some other professionals as part of a team; I'm ignorant of which experts would be best suited to that sort of task), because a lot of the game seems to be what 'feel right' or 'feels cool' rather than what is appropriately balanced for ease of entry to anyone who doesn't know the meta, which ships are most consistent, etc.
Edited by President JyrgunkarrdIf I were to change things about X-Wing, I would remove a lot of the negative play mechanics (generating stress on opponents, for example), severely reduce the number of & frequency of post-dial maneuvers (any such maneuvers would have to have an associated cost, like generating stress), make combat a little more deterministic, and reduce the effectiveness of turrets (probably reduce any turret attack to a single die; this reflects the reality that turrets mounted on dogfighting combatants are rarely great. Hell, the MF only used it's quad guns once in the films, and they clearly weren't all that accurate). The current game does not, in my opinion, offer sufficient rewards to players to who-guess their opponent on a dial; too often you can catch someone but not quite block them, and they just boost / barrel roll / cloak away. The current set-up also encourages very liberal use of small maneuvers on the dial so you can then compensate easily to find an arc with a boost or barrel roll.
I would also have a professional statistician go through the math (alongside perhaps some other professionals as part of a team; I'm ignorant of which experts would be best suited to that sort of task), because a lot of the game seems to be what 'feel right' or 'feels cool' rather than what is appropriately balanced for ease of entry to anyone who doesn't know the meta, which ships are most consistent, etc.
lol