See my post edit above For unique mod.
I think this ship could sustain it because you have 3 attack ship already (in my eyes) so cannons / ordinance adds utility more than damage unless you opt for HLC.
See my post edit above For unique mod.
I think this ship could sustain it because you have 3 attack ship already (in my eyes) so cannons / ordinance adds utility more than damage unless you opt for HLC.
See my post edit above For unique mod.
I think this ship could sustain it because you have 3 attack ship already (in my eyes) so cannons / ordinance adds utility more than damage unless you opt for HLC.
At 0pts and -1 for the secondary you end up at x4 HLC, which I'm not sure is a good thing, and specifically costed to avoid earlier.
I could see a 2 attack with a canon slot, or a 3 without a cannon, but the 1 just seems like a bad idea to me. I doubts well see segnors loop on anything but the most tricky, advanced ships, not a basic snub fighter.
As for the Crew/Astromech versions, it could be done as a Dunelizard only Crew upgrade that adds a Salvaged Astromech icon to your upgrade bar. This still has the effect of trading a crew for a droid, but it leave the Title cards options open for something else.
I could see a 2 attack with a canon slot, or a 3 without a cannon, but the 1 just seems like a bad idea to me. I doubts well see segnors loop on anything but the most tricky, advanced ships, not a basic snub fighter.
As for the Crew/Astromech versions, it could be done as a Dunelizard only Crew upgrade that adds a Salvaged Astromech icon to your upgrade bar. This still has the effect of trading a crew for a droid, but it leave the Title cards options open for something else.
I can definitely settle for 2 . Trading out the 2-Segnor for a 2-K, what I'd do is give it 2-hards in white, but no 3-hard at all.
Makes it decently fast, but trades the longer turns and K of the X-wing for shorter red hards and K, which makes it function well as a cannon platform. At 26 minimum with HLC, it's slightly tougher than an uncloakable Sigma Phantom.
Having the 'mech slot be added by a crew card is very very good. 1pt? Although without 3-hards for Unhinged it might be fine at 0pt.
Edited by Tipperary
Badly-written flavour text aside, how's this?
(I don't have small-card templates or I'd try the Type II card as well)
There are a lot of ship ideas for S&V here:
https://community.fantasyflightgames.com/index.php?/topic/92511-starfighter-creation-thread/
I personally wouldn't mind if they made all
TransGalMeg Industries and MandalMotors ships
MandalMotors StarViper Assault Fighter
Length: 21 meters
Crew: 1
2 Double Heavy Laser Cannons
2 Proton Torpedo Launchers
MandalMotors Pursuer-class Enforcement Ship
Length: 30.1 m
Crew: 1, Prisoners 5
Twin Blaster Cannon (fire-linked)
2 Ion Cannons (fire-linked)
MandalMotors M3-A Scyk Light Hutt Fighter
Length: 10 meters
Crew: 1
2 Light Laser Cannons (fire-linked)
Concussion Missile Launcher
MandalMotors M12-L “Kimogila” Heavy Hutt Fighter
Length: 12 meters
Crew: 1
2 Heavy Laser Cannons (fire-linked)
2 Ion Cannons (fire-linked)
2 Concussion Missile Launchers
MandalMotors Kom'rk-class fighter/transport
52.3 meters
Crew: 4
2 fore laser cannons
2 aft laser cannons
MandalMotors Shadow V Combat Airspeeder
Length: 6.5 meters
Crew: 1, gunners: 1
Double Laser Cannon
MandalMotors Aka'jor-class shuttle
17.97 meters
Crew: 2
TransGalMeg Industries Ixiyen-class fast attack craft
Length: 20 meters
Crew: 1
Double medium laser cannons
Concussion Missile Launcher
TransGalMeg Industries Kihraxz assault fighter
16 Meters
Crew: 1
Light blaster cannon
Concussion missile launcher
TransGalMeg Industries Vaksai Fighter
Length: 17 Meters
Crew: 1
2 Medium Laser Cannons,
Concussion Missile Launcher
TransGalMeg Industries Rihkxyrk Assault Fighter
Length: 18 meters
Crew: 1
Warhead countermeasure launcher
3 Heavy laser cannons
Concussion Missile Launcher
You'll notice that we're discussing a particular ship in specific depth here. That was unnecessary.
Glad you like the idea of making it a crew upgrade. I'd go with a 0 points, it still has the opportunity cost, there's a lot of good crew options you're trading for the droid. Also I like the dial, especially trading the segnor for a 2 k-turn. I kind of think it should have green 2 banks, otherwise Unhinged Astromech will be an auto-include, but I see where you're going with it.
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Badly-written flavour text aside, how's this?
(I don't have small-card templates or I'd try the Type II card as well)
Nice job ... but with this dial I get an idea why Imperials rejected this ship.
Glad you like the idea of making it a crew upgrade. I'd go with a 0 points, it still has the opportunity cost, there's a lot of good crew options you're trading for the droid. Also I like the dial, especially trading the segnor for a 2 k-turn. I kind of think it should have green 2 banks, otherwise Unhinged Astromech will be an auto-include, but I see where you're going with it.
Yeah, I may have brain-farted when setting the dial up, it ought to have green bank-2. Makes it slightly challenging to keep at HLC ranges while clearing if you want to have any sort of angle-change.
As far as the mech slot being inherently better, I think that on a ship with hard-1 reds Outlaw Tech will be surprisingly good. As it stands the only other ships it can go on are Scum Firesprays and HWKs, neither of which need their reds much (though the HWKs 3-banks are arguably pretty good).
Looking at crew options vs 'mech options:
Crew:
Greedo: at 1pt, this is better here than on the HWK due to the extra shield.
Intel Agent: good due to Barrel Roll
Merc Copilot: probably not worth it unless you want to crit-stack with Mangler
Outlaw Tech: focus token for 1-hards and 2-K? 2pts? Probably works better on this than on any other Scum ship
Saboteur: HAH
Tactician: Good due to Barrel Roll
K4 SecDroid: decent green selection for it, and the lack of a native TL makes it pretty useful especially if you're running HLC
Navigator: Eh. Could be useful on higher-PS pilots, though it only has 2 speeds of turn.
RecSpec: basically as good as it always is
Weapons Engineer: useless due to no native TL
Flight Instructor: HAH
Gunner: meh due to 2
Salvaged Astromechs:
"Genius": useless due to lack of bomb slot
Unhinged Astromech: less useful than on the Y-wing, still very good with 3-banks for chasing
R4 Agromech: only other on-ship TL source. Slightly wierd because you'd spend focus on eyeballs, THEN get and use the TL, though I suppose you could save it for the next turn and then use it properly. Still good, and I might take it over Unhinged even with 3-turns on the dial
Salvaged Astromech: probably less useful than on the Y due to less hull, higher agility, and the evade action.
R4-B11: useless due to lack of innate TL
Nice job ... but with this dial I get an idea why Imperials rejected this ship.
Just because Imps want to be able to fly up their own behinds doesn't make the rest of the galaxy that dumb.
-
I have a wierd thought. Due to base 2atk, barrel roll, and unhinged, could autoblaster work? Green 3s are fantastic chase maneuvers, barrel roll allows for range control, just as you could use it to step back for tactician you could step forward for autoblaster, and with 2atk it's on par with your normal r1 shot except you can punch hits through high-agility, which is stupendously common at the moment with squints coming back.
Edited by Tipperary
Nothing beats the Tie Fighter
I still think it needs 3 agility if we're going 2 main gun. It makes sense given its Scyk heritage, and while some people have commented on it as "looking" unwieldy, so does the TIE fighter for that matter. As far as actual payload, the Dunelizard is far lighter than the X-wing, and is actually lighter than the A-wing (no concussion missile launchers standard), so it should be 3 agility.
I like the crew slot upgrade to swap for a mech. Simple and new.
I would like to point out that my 21 point ship with special modification to add secondary weapon [with -1 cost] would make one with HLC 27 points. So you can't have 4 in list. It would be cheaper than B-wing with HLC by 2pts which seems about right. My design trades barrel roll for base attack 3 which I still think is necessary.
Tipperary's version is 26 points with HLC. It has barrel roll, 2 attack, 3 agility,...sounds like it overlaps Scyk. For 19pts, you add crew, cannon, and two hit points. You lose TL and swap for slightly worse dial. I like your ideas but I think it is too close.
We have been talking about HLC but my modification also 'fixes' ordinance by reducing cost by 1 which many people feel would help. I'd personally like to see more missiles and torps
Yeah, but it's not a B-wing, it's a medium fighter. I don't see why you would give something that amounts to a stripped-down X-wing with a big engine a falcon dial, 3 attack, or 2 agility. It does overlap with the Scyk somewhat, but the ship is, itself, a variation of the Scyk. Since it is a medium fighter, I don't actually think we'll be seeing a crew slot with it, though I wouldn't mind, but if we don't have one in Y-wings, I doubt we'll get one in the Dunelizard. However, if we do have a crew slot, that gives the option for gunner, and all those rerolls would give the ship a very substantial difference in terms of its effective firepower, whatever the actual firepower rating.
And I have to add, based on this regression (accurate??): https://community.fantasyflightgames.com/index.php?/topic/72935-reverse-engineered-squad-point-formula/
The expected cost of the Dunelizard on the card would be 9.5 points, not 19. Adding 1 agility bumps it to 17.5, which is much closer to the mark.
Edited by NightshrikeWow! That ship is ugly.
Wow! That ship is ugly.
It's beautiful! It's got such a great generation 1 jet fighter look to it. If you check out early jet designs like the MiG-9 or the Yak-15, or the He-162, or the P-59 Airacomet or the Gloster Whittle, you can see the clear influences in the Dunelizard. I think it's the most Star Wars looking of the extended universe ships.
And I have to add, based on this regression (accurate??): https://community.fantasyflightgames.com/index.php?/topic/72935-reverse-engineered-squad-point-formula/
The expected cost of the Dunelizard on the card would be 9.5 points, not 19. Adding 1 agility bumps it to 17.5, which is much closer to the mark.
One thing about using that formula, you need to keep a few hard caps in mind, that relate mostly to area control in some way (at least from what I've noticed).
- 8 small ships max.
- 4 large ship max.
- 4 Attack 4 ships max.
- 3 360 primary attack ships max.
- 4 turret upgraded ships max. (4 HWKs with Ion, or Blaster Turret+Recon (or another way to modify dice for an reliably effective attack))
- Red to White maneuver ratio (Red ≥ White = -4 points)
- Energy Cost = "Energy Value" ²
Points need to be added to the regression formula in order to bring a ship in line with these guidelines, and then play-tested with various upgrades, and adjusted further. So a ship with a stat line and upgrades like Tiperary's Dunelizard falls outside the cost progression of that formula. It actually works perfectly at 19 points (due to the HLC).
That's a fair point to consider, Radarman. Though Tipperary's Dunelizard dial seems really limited. Maybe that changes when you run with the unhinged astromech, but what about running without it?
I mentioned earlier that I think it should have green 2 banks, otherwise I think it's a good transition from the M3-A's interceptor dial, towards a B/X-wing type dial.
- double post -
Edited by RhoaranOr...
Maneuvers :
4: straight, K-turn
3: straight, banks
2: straight , bank , hard
1: straight , bank, hard
Slots : crew, cannon
Actions : focus, target lock, evade
PS : 2 (base ship)
Attack : 3
Agility : 2
Hull : 2
Shield : 2
Cost : 20
Unique Crew / Title : trades crew for scum astro. 0pts
Which do people like better? I'm still worried that Tipperary's well thought out version is still too close to scyk
Edited by RhoaranThat's a fair point to consider, Radarman. Though Tipperary's Dunelizard dial seems really limited. Maybe that changes when you run with the unhinged astromech, but what about running without it?
It /was/ supposed to have green banks, I'll get a fixed image up.
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Or...
Maneuvers :
4: straight, K-turn
3: straight, banks
2: straight , bank , hard
1: straight , bank, hard
Slots : crew, cannon
Actions : focus, target lock, evade
PS : 2 (base ship)
Attack : 3
Agility : 2
Hull : 2
Shield : 2
Cost : 20
Unique Crew / Title : trades crew for scum astro. 0pts
Which do people like better? I'm still worried that Tipperary's well thought out version is still too close to scyk
Current Scum K-distribution (counting a S-loop pair as a K of that speed) is as follows:
speed-5: 1
speed-4: 3
speed-3: 5
So it'd have a shorter K than any scum ship, no overlap with the Scyk. It's got a 1-fwd, again unlike the Scyk, but isn't quite as freely maneuverable as the Scyk at slow speeds due to the red hards and white banks instead of green.
Unlike the Scyk it has the cannon slot built-in. At X-wing durability levels it doesn't really need 3 , which would allow running x5 for a total of 15 , which I'd oppose on the same grounds as x4 HLC. The Scyk gets away with that because it's not really tough.
Dropping the hull to 2 just makes it /more/ similar to the Scyk, not less.
e: dial fix:
I still would want the 3 agility, but I really like your design, Tipperary, and I will playtest that card when my Dunelizard mini comes in from Mel.
I still would want the 3 agility, but I really like your design, Tipperary, and I will playtest that card when my Dunelizard mini comes in from Mel.
I feel like 3 puts it up in the "super-fighter" realm again, but yeah. I don't really have people to playtest with, so I look forward to your tests!