Scum stock freighter/aces pack

By KILODEN, in X-Wing

using the YT-1300

attack = 2

agility = 1

hull = 6

shields = 4

action bar = focus + target lock

options included in pack:

Title: Pirate = adds cannon and turret upgrade slot

Title: Smuggler = adds second modification slot

Title: Hunter = gains elite pilot slot (this can stack to 2)

Title: Hutt transport = adds 1 hull and 1 shields

Title: Outlaw tech = may use salvaged astromechs in place of crew slots

Cannon: tractor beam = attack 3, range 1-2, if hit, cancel all dice results but ship performs red 0 maneuver next activation phase instead of placing a dial

Modification: Fire power = increase primary weapon damage by 1

Modification: Maneuverability = add evade to action bar

Crew: Hutt = Any ship that can perform an attack on this ship, must attack this ship (Biggs)

Crew: Gunner Ace = at the end of the combat phase you may spend 1 focus token to perform another primary weapon attack

Crew: Assassin = Action: choose an enemy ship at range 1 with a crew upgrade card. roll 1 attack die. on a hit result discard this card to make your opponent discard one of his crew upgrade cards you choose.

Cannon: tractor beam = attack 3, range 1-2, if hit, cancel all dice results but ship performs red 0 maneuver next activation phase instead of placing a dial

That's kind of neat.

Should it specify that only large ships can take the tractor beam cannon? In any case, I think it needs an ion cannon-like effect for small and large base ships - If hit place a tractor beam token on the ship - small ships do not reveal dials, red 0 maneuver, etc, but large ships need two tokens FROM THE SAME SOURCE IN CONSECUTIVE TURNS to get the same effect.

The wording will have to be proper so the small ships don't retain a tractor lock (I think) while a large ship needs to accumulate two.

Small/Large ship Tractor Beam cannons are limited to one token per turn (or whatever) but you could make an Epic Tractor Cannon that can "grab" a large ship in one turn and maybe even another Epic ship with subsequent consecutive attacks.

using the YT-1300

attack = 2

agility = 1

hull = 6

shields = 4

action bar = focus + target lock

options included in pack:

Title: Pirate = adds cannon and turret upgrade slot

Title: Smuggler = adds second modification slot

Title: Hunter = gains elite pilot slot (this can stack to 2)

Title: Hutt transport = adds 1 hull and 1 shields

Title: Outlaw tech = may use salvaged astromechs in place of crew slots

Cannon: tractor beam = attack 3, range 1-2, if hit, cancel all dice results but ship performs red 0 maneuver next activation phase instead of placing a dial

Modification: Fire power = increase primary weapon damage by 1

Modification: Maneuverability = add evade to action bar

Crew: Hutt = Any ship that can perform an attack on this ship, must attack this ship (Biggs)

Crew: Gunner Ace = at the end of the combat phase you may spend 1 focus token to perform another primary weapon attack

Crew: Assassin = Action: choose an enemy ship at range 1 with a crew upgrade card. roll 1 attack die. on a hit result discard this card to make your opponent discard one of his crew upgrade cards you choose.

That would be kind of cool. I thought the YT-1300 should have been included as a S&V ship in the initial release so would love to see it available. Could also see this working with the YT-2400 instead.

Some of these would need to be worded right or I could see them having the potential for abuse (Smuggler - needs to be a different mod, Fire Power - maybe limited to scum YT-1300 only, Crew - Hutt - range 1 restriction like Biggs' ability, Crew - Gunner Ace - can only perform 1 extra attack, maybe cannot attack next turn ala Corran double-tap)

Overall I like it.

You can't force a ship to perform a red maneuver next turn. That could be creating a situation where the player must perform a red maneuver while stressed and that's a design no-no for this game.

White maneuver and give a stress would work mechanically though, I think.

The crew-remover has been thought of ever since 3P0, but it just doesn't make sense. Unless you're boarding a ship, how are you gonna pick off one person in the ship? Nupe.

The +1 firepower is an absolutely heck no. Slap that thing on a phantom and you're throwing out a 5-dice primary. Heck, that thing would turn ScumKath into a very heavy hitter too. 4 dice is bad enough as is. 5-6 at range one? No way.

And Outlaw Tech is already the name of an upgrade

You can't force a ship to perform a red maneuver next turn. That could be creating a situation where the player must perform a red maneuver while stressed and that's a design no-no for this game.

White maneuver and give a stress would work mechanically though, I think.

It would. Hello, Inertial Damps

Edited by UnfairBanana

I don't think a simple "secondary weapon" upgrade is sufficient for tractor beams, nor a 1 line card text effect.

You would have to have a whole new mechanic involved to balance between the functions of a tractor beam and the mechanics of game play.

Large Base vs Small Base, Hull Values, Maneuver Values, etc.

Plus, as cannon upgrade, does that mean a Scyk could upgrade to one? Death Star had 768 TB generators .. Imperial Class SD had 10 which captured Tantive IV.

in my examples, I should have stated that the modifications and title cards would be Scum YT-1300 only

otherwise, you are right, it could lead to insane stuff

Tractor beams are ideal as a passive effect for cannon slots.

When attacking, you may reroll up to one of the defender's dice at R2 or two at R1.

In the fiction and the games, tractor beams are usually used to boost other attacks, making it harder for the target to evade, and are most useful at very close range.

Edited by Levi Porphyrogenitus

using the YT-1300

attack = 2

agility = 1

hull = 6

shields = 4

action bar = focus + target lock

options included in pack:

Title: Pirate = adds cannon and turret upgrade slot

Title: Smuggler = adds second modification slot

Title: Hunter = gains elite pilot slot (this can stack to 2)

Title: Hutt transport = adds 1 hull and 1 shields

Title: Outlaw tech = may use salvaged astromechs in place of crew slots

Cannon: tractor beam = attack 3, range 1-2, if hit, cancel all dice results but ship performs red 0 maneuver next activation phase instead of placing a dial

Modification: Fire power = increase primary weapon damage by 1

Modification: Maneuverability = add evade to action bar

Crew: Hutt = Any ship that can perform an attack on this ship, must attack this ship (Biggs)

Crew: Gunner Ace = at the end of the combat phase you may spend 1 focus token to perform another primary weapon attack

Crew: Assassin = Action: choose an enemy ship at range 1 with a crew upgrade card. roll 1 attack die. on a hit result discard this card to make your opponent discard one of his crew upgrade cards you choose.

Dude, that's brilliant.

Don't get me wrong .. great concept .. just seems heavy handed to scum only.

3rd large ship as well as another faction model copy.

tractor beam is more common than cloaking device, so faction limited is unbalanced as canon upgrade card.

Most expansions have repeat card copy.

Most expansions have universal cards.

5 title cards?