First Attempt at D-Wings

By RepCommando, in X-Wing

Clearly, I'm having too much fun with these custom cards, but here goes. As always, opinions and comments are welcome.

D-Wing Expansion Pack

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6d48b215-e95d-408b-84ed-82f5a5f4ccee_zps962a2989-7492-4692-9b8d-fdca105fc9da_zps28277779-e03b-438f-9cd7-72bd371503f5_zpsd084c169-24cc-41f5-a34a-f3213bbfd139_zps87e47368-1a6c-4b9f-b5c3-402d779b7b7e_zps

Upgrade Cards:

Gunner (we all know and love)

Concussion Missiles (again)

Tracer Program - System Upgrade - Once per turn you may immediately acquire a target lock on an enemy ship that just acquired a target lock on you.

Modified Stabilizers - Modification - Remove the Barrel Roll action from this ship's action bar and replace it with a Boost action.

R4-M8 - Astromech - Action: You may recover one shield token instead of initiating a weapons phase.

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Disclaimer!!! - I don't agree with the costs of the ships, instead of 26, 28, 30, & 31, I see them more as 22, 24, 26, & 27 respectively. Okay, carry on!

I designed this ship to fill the gap between the E-Wing and the B-Wing in maneuverability and firepower with the added inherent bonus of the front/back firing arc that the ship already had. My hope is that the upgrade cards seem to benefit and work with the ship and that my invented ones aren't broken (hey, playtesters!)

Anyway, comments/opinions? Thanks in advance!

Edited by RepCommando

Rear firin arc 3 attack? Is it a large base? Captain lessa ability seems not worthwhile and Dahk ability maybe ducats the damage card as well?

Someone should make the Q-wing :P

Joking aside it would be interesting to see another ship with an auxiliary firing arc besides the Firespray.

Edited by Marinealver

I am not familiar with the fluff on the d wing, but an offense oriented rebel fighter with a crew sounds fun, sort of a reverse hwk. You may have poured a little too much on with the crew/mech/sensor slot though r2d2 crew, r5p9 Astro, Kyle katarn and PTL for instance would be problematic, especially at the point cost you discuss in the disclaimer. You also did a great job of finding a fit for it state wise.

No i agree with the printed costs more. Again, I think your costs are wayyy too inexpensive. Wayy. Like four points? ^^.

What I don't like so much is the overlap with the E wing. It has similar stats (2 agility vs 2 hull).

The slots are similar, but astromech and crew are a absolute no-no design wise. I can't remember exactly why. Someone else might be able to point that out. Some combo is really irritating.

Since the E-wing is overcosted by 3 points though, maybe bringing it down by 1 point would not hurt. 25 or 26 seems about right. You've made a ship that is comparatively better with a rear arc (that should cost a lot!!!), only slightly less good dial (that only drops the cost a point or two), and a better upgrade slot choice (adds crew on top of everything the E has, missile/torp equal).

YOURE MAKING IT TOO INEXPENSIVE.

Captain Lessa's ability is underwhelming. Maybe it should just say that you never discard it, even if you do hit.

The TL mod is underwhelming, and not that interesting.

The BR -> Boost is fine. How much is that? 2points?

I have to say I love your ship design even though I hate your unique pilot abikities. Also I have to agree with others in saying crew + astromech is a nono.

Can you use the LT's ability more than once?

I agree with the printed cost, although it might actually be too cheap.

Crew + astro...

R5-K6/R5-D8 + c3p0?

R5-P9 + recon?

Edited by Koshinn

I love all of the upgrade cards, but if rethink the pilot abilities. Also, you there is a missile icon but you included Advanced Torpedoes.

Looking at Wookieepedia it's got two guns so should be fire power two.

Looking at Wookieepedia it's got two guns so should be fire power two.

The game has no consistent representation of this.

I agree it should be Attack 2 going by fluff. The game is MOSTLY consistent that 2 guns = 2 firepower (thought not fully....see Firesprays for example). Unlike the Firespray (in Episode 2 for example) there is nothing to suggest that these 2 guns are especially noteworthy, so they would seem to be along the lines of Tie Fighter/Bomber/Advanced, Y-Wing, A-Wing, Z-95, and so on.

I like the ship design, but crew and astromech is a no-no. Also I agree with the printed costs.

I would allow it to have a turret purchased, but only fire from the rear arc. Since no one knows what a Bi-cannon really does? I would also given it determination as a title.

title: Rear Piloting system

1 Pt

D-wing only

When you are dealt a face up damage card with the Pilot trait, turn it face down. You are immune to any pilot critical hits. (This represents the rear gunner being able to fly the ship)

Edited by eagletsi111

I like the ship design, but crew and astromech is a no-no. Also I agree with the printed costs.

Well i agree of the design and i don't think the Crew, Sensor, Astromech combo to be a problem. But it's a little on the cheap sode for having it really. Maybe 1-2 points per ship more, and better elite pilot skilks and it's really cool. I mean nothing against a massive shield recovering combo but only if you pay the points for it. That should not be under 40 points on any ship i feel!

I like the ship design, but crew and astromech is a no-no. Also I agree with the printed costs.

Well i agree of the design and i don't think the Crew, Sensor, Astromech combo to be a problem. But it's a little on the cheap sode for having it really. Maybe 1-2 points per ship more, and better elite pilot skilks and it's really cool. I mean nothing against a massive shield recovering combo but only if you pay the points for it. That should not be under 40 points on any ship i feel!

Side note, if we see the JumpMaster 5000 in Scum (Dengar's ship), it would likely have a Salvaged Astromech slot and a crew slot. Different, but interesting.

I agree it should be Attack 2 going by fluff. The game is MOSTLY consistent that 2 guns = 2 firepower (thought not fully....see Firesprays for example). Unlike the Firespray (in Episode 2 for example) there is nothing to suggest that these 2 guns are especially noteworthy, so they would seem to be along the lines of Tie Fighter/Bomber/Advanced, Y-Wing, A-Wing, Z-95, and so on.

No the Firespray does not have 2 guns! It has a pair of twin blasters. 2 x 2 = 4

tumblr_lgmh9duUrE1qb6mcl.jpg

See two barrels on each side. Ok rant over...

I've never heard of the D-wing so I can't really comment. I kind of don't think we need any more alphabet soup though.

3 attack seems to be too much in the rear at least. what about built in APL? I think that might represent a tiny rear arc better, and could make for a vicious blocker with low PS.

Crew with astro is broken for sure.

I know nothing about the ship fluff wise, so I do not know if 3 attack out front is appropriate or not.

I agree it should be Attack 2 going by fluff. The game is MOSTLY consistent that 2 guns = 2 firepower (thought not fully....see Firesprays for example). Unlike the Firespray (in Episode 2 for example) there is nothing to suggest that these 2 guns are especially noteworthy, so they would seem to be along the lines of Tie Fighter/Bomber/Advanced, Y-Wing, A-Wing, Z-95, and so on.

No the Firespray does not have 2 guns! It has a pair of twin blasters. 2 x 2 = 4

tumblr_lgmh9duUrE1qb6mcl.jpg

See two barrels on each side. Ok rant over...

I've never heard of the D-wing so I can't really comment. I kind of don't think we need any more alphabet soup though.

Fair point! That supports firepower 2 even more then.Is there any 2 gun ship in X-Wing with more than 2 attack? I cant think of one.

Well if it's a 2 gun ship, give it 2 AD with rear arc for a lot cheaper. Problem solved!

I love what you've done there, very funky.

I absolutrly need to know where you're getting the card art/templates/etc for my own custom card making.

I agree it should be Attack 2 going by fluff. The game is MOSTLY consistent that 2 guns = 2 firepower (thought not fully....see Firesprays for example). Unlike the Firespray (in Episode 2 for example) there is nothing to suggest that these 2 guns are especially noteworthy, so they would seem to be along the lines of Tie Fighter/Bomber/Advanced, Y-Wing, A-Wing, Z-95, and so on.

No the Firespray does not have 2 guns! It has a pair of twin blasters. 2 x 2 = 4

tumblr_lgmh9duUrE1qb6mcl.jpg

See two barrels on each side. Ok rant over...

I've never heard of the D-wing so I can't really comment. I kind of don't think we need any more alphabet soup though.

Fair point! That supports firepower 2 even more then.Is there any 2 gun ship in X-Wing with more than 2 attack? I cant think of one.

Nope... generally amount of cannons/blasters = attack dice.

Only exceptions are the B-wing, Shuttle, and Falcon. The B-wing which has 3 cannons but has 3 dice. But you can't roll 2 and a half dice. So FFG rounded up, also it sort of supports the fluff that the B was a heavy attack fighter. Giving it only 2 attack dice just wouldn't feel right. Cannon slot helps too. The Falcon has twin quad-laser turrets, so 8 in total. However, you really can only bring to bare one turret on a target unless you line up a shot with both facing forward. So for balance purposes 3 attack dice seems ok.

Only strange one is the shuttle. Which has two sets of twin blaster or laser cannons per side for a total of 8. But for balance purposes, giving it 6 attack dice would be crazy, also its a shuttle first and not designed to engage other craft in space combat. So 3 attack dice seems ok with the fluff. I think it should have a rear arc with 2 attack dice to represent the rear twin blaster turret, but they added the APL modification as a semi-substitute.

So when people say that amount of laser cannons on a ship does not equal at all the amount of attack dice, they are sort of right and sort of wrong. Its a "it depends" answer.

But the point still stands that so far, every 2 gun ship gets 2 attack dice :)

^

This is all kinds of wrong.

How do you explain the defender? It has six. As does the interceptor.

The HWK also defies your explanation. 2 lasers, 1 Attack. The y wing has 2 lasers, yet 2 attack.

The outrider has 4 lasers. 2 attack. The phantom has 5 lasers. 4 attack. The x wing has 4 lasers. 3 attack.

I dont explain the Defender...its not a 2 gun ship. I said 2 gun ships get 2 dice, nothing about other ships.

HWK-290 is actually unarmed stock, so the 1 dice is probably a gesture, nothing more. Obviously like all freighters though, they are very rarely stock.

Also, just realised you may have been answering the poster before me and got ninja'd by my post...iof so, I agree his post is indeed wrong!

Edited by Extropia