In a sense. I get that most of the time with Interceptors you want to push the limit and then move green the next turn to clear the stress, but this gives you the option to not do that. Actually, I'm thinking of keeping the pilot ability but switching it to a different ship, as the interceptor dial has so much green anyway, this is essentially just giving you the ability to make K-turns while stressed. If you put this pilot into a ship with more red on the dial, it would really alter things.
Custom Card Creator
That, in the right ship, could be awesome. Defender would suddenly turn unexpectedly; Lambda Shuttle should be surprising to some.
[edit] P.S. and in Epic games this could even more important for all of the stress/damage abilities.
Edited by Ken at SunriseThat, in the right ship, could be awesome. Defender would suddenly turn unexpectedly; Lambda Shuttle should be surprising to some.
[edit] P.S. and in Epic games this could even more important for all of the stress/damage abilities.
Yeah, I may remake her as a defender pilot. That would be super cool. Cost would go up a bit, but really a cool character at that point, as she's not so reliant on the need for PtL.
I'd like to make cards for the upcoming campaign I'm going to run at my FLGS. The guys would probably like having their very own pilot cards that upgrade over time.
I have not been impressed with the GUI of the existing card creators and would very much like to see one from Sable.
I'd like to make cards for the upcoming campaign I'm going to run at my FLGS. The guys would probably like having their very own pilot cards that upgrade over time.
I have not been impressed with the GUI of the existing card creators and would very much like to see one from Sable.
The GUI on the one from this thread is fantastic. I have no experience making any kind of cards and it took me about two seconds to figure it out once I downloaded the X-wing plug-in. So intuitive.
Prohibitively expensive, but still fun:
The Tie Defenders are overcosted already and use a "modern" scale. The "old" scale is +1 per PS, with some arbitrary terrible additional +points added on (makes tons of things overcosted like Ten Numb and Major Rhymer).
Based on Tie Defenders being really worth about 27 or 28 pts (lets say 28)...
Low-mid PS: 3 to 6: Tend to be decent abilities. At this amount, the increase in PS-cost only has to be offset by a mediocre ability. Sometimes also offset by no EPT.
mid PS: 5 to 7[8?]: these tend to require powerhouse abilities to be cost effective as a 5 point cost increase is not enough to be offset by simply PS and an EPT slot. Slots cost 0 except for rare cases (systems).
high PS: 8 9: tend to have either powerful abilities (wedge, vader, soontir, whisper[always VI], wes janson, corran horn) or utilitarian/obvious use abilities to complement their ship's weakness. Soontir gets super high action economy. Han gets higher damage output to overcome his ships expense.
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In your Tie D Sasha's case, you are high PS 8, in a considered non-maneuverable ship. (not an arc dodger).
Thus your ship would have a utilitarian or very powerful ability. Neither of which the current ability is. It doesn't particular do the Tie D much good to add the extra maneuverability at this PS. It costs too much.
I would bring the PS down to 4 or 5 and then use this ability. That would be a much more cost effective ship. Could be costed currently to 33 or 34 in line with current Tie Ds. Should get an EPT.
If we were to use the Major Juggler cost effectiveness cost (27 or 28, say 28). Then your ship should be competitive around 32 at PS5 with EPT.
Wow. I'm so never going to get into the math side of this game, but I super appreciate you doing it!
what about making up upgrade cards, i cant find those anywhere
Does this print to size?