Ships and Stat Profiles: Your Ideas for Future Inclusion

By SteelEagle, in X-Wing

If there is a topic like this, a thousand apologies. I am tired and did not fine one.

Here, discuss ideas for ships and their stat lines. Get something to drink and chat and have a good time as call one idea OP and the next UP, like a proper forum should.

1- V-Wing. Basic idea: Marginally better than the TIE and more expensive. According to another piece FFG has released, they are almost as fast as the TIE and have shields and are otherwise a very solid fighter. It was because of their cost compared to the unshielded, life-support capable, astromech using V-Wing that won the day. So, this statline and dial reflects something that can match the TIE or exceed it in some ways but at a higher cost, unappealing to the Imperial bookkeeper. Not super common but it is very effective, emaning you might have a decent roster of skilled pilots.
Attack- 2
Agility- 3
Hull- 2/3
Shield- 1/2

The idea behind shields and Hull is that it should total four. Maybe three if the rest of the ship demands this part be weaker. 2/1 if at the lowest, 3/1 or 2/2 at the highest.

Actions- Target Lock, Focus, Boost, Barrel Roll (I was thinking Evade, but I am thinking that the TIE is just a hair more nimble so maybe not. If we do include Evade, then the bog standard basic pilot should lose Target Lock and gain Evade.)

Astromech: Unique to the V-Wing. The astromechs can still be good but the fact they are closed off and the V-Wing is closed off from using others means it is limited.

Point Cost: Hmm...16-18?

System Upgrade, Elite Pilot, munition, modifications, and target lock can be scattered on the others.

Dial:
4- Forward, bank left, bank right, Reverse.
3- All of them. Forward green. Reverse.
2- All of them. Forward, bank right, bank left green.
1- Same as 2.

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2- T-70 X-Wing (From trailer). Just a plain all around improvement. Better all around but maybe it lacks any truly elite super pilots. More agile with better shields.

Attack- 3
Agility- 3
Hull- 3
Shield- 3

Actions- Target Lock, Boost, Barrel Roll, Focus.

Full roster of potential upgrades, with elite pilot obviously being saved for elite pilots.

Points: More expensive. Compared to the E-Wing it is considerably more capable. One more Hull, one more ability, better dial. 33-34 points?

Dial: Look at the E-Wing's, add hard left and hard right 1.

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Your go, fellow forum mates

Edited by SteelEagle

TIE Scout

2/2/5/0

Focus, Target Lock, Barrel Roll, Sensor Ping

System Upgrade, Crew

Dial is similar to a TIE Bomber.

Includes a 6 point Lone Scout A Title upgrade that gives it 2 Shields.

Sensor Ping: Assign a Ping token to one enemy ship within your firing arc at Range 1-3.

Ping Token Rule Card: When a ship receives a Ping token, remove any Cloak or Evade tokens assigned to that ship. When you attack a ship with a Ping token assigned to it, you may reroll one of the target's defensive dice. Remove any Ping tokens during the Clear Tokens step of the End Phase.

Pilots include one who can assign a Ping token out of arc, and one that can place two Ping tokens with a single Sensor Ping action.

Recon-X

3/2/3/2

Focus, Target Lock, Sensor Ping

Astromech, System Upgrade

Dial is the same as the standard X-Wing.

Includes a Ping Token Rule Card as above.

Edit: Alternatively, for the Recon-X, include a Recon-X Title Card in the TIE Scout pack that replaces the Torpedo slot with a System slot and adds the Sensor Ping Action to the action bar.

Edited by Levi Porphyrogenitus

I like those Ping tokens!

When brainstorming, don't forget that no ship has more than 4 actions on its action bar, and there are graphic-design reasons that's not likely to change.

When brainstorming, don't forget that no ship has more than 4 actions on its action bar, and there are graphic-design reasons that's not likely to change.

I did not know this! Edited the T-70 to reflect that. Thank you for the information.:)

My list looks a bit like this, post Wave 7 announcement:

Rebel:

T-wing

H-wing

R-41 Starchaser

YT-2000 (Otana)

Baudo Class Star Yacht (Pulsar Skate)

Personal Luxury Yacht 3000 (Lady Luck/Jade's Fire)

RVN Courier (Jan's new ship)

Imperial
TIE Avenger

TIE Hunter

TIE Vanguard

TIE Scout

Assault Gunboat

Missileboat

Sentinel Landing Craft

Scum

Punishing One

Mist Hunter

Stinger

Slave II

Cloakshape fighter

Razor Fighter

TIE Avenger

3/3/4/2

Focus, Boost, Barrel Roll, Target Lock

Cannon, Missile

Dial like an Advanced but with the 1 Banks white, the 2 Banks green, and 3 and 5 red K-Turns.

New Tractor Beam cannon upgrade: When you attack an enemy ship at Range 2, you may reroll one defensive die. When you attack an enemy ship at Range 1, you may reroll up to two defensive dice.

Pursuer-Class Enforcement Vessel (Scum)

3/2/6/2

Focus, Target Lock

Turret, Crew

Large base ship. Dial is similar to a Firespray.

Slave II title, which adds a cannon slot (comes with a Tractor Beam, as above).

G1-M4 Dunelizard

2/2/3/2

Focus, Barrel Roll, Evade

Cannon, Crew

Type-II Dunelizard - Title - 0pts

Your upgrade bar may replace the [crew] slot with a [salvaged astromech] slot.

Dial-wise I had it something like this:

1: red turns, white banks, green straight

2: white turns, green banks, green straight, red K-turn

3: white banks, white straight

4: white straight

Starting at PS3/19pts but that's the fiddliest part of the thing, other than that I've gotten the stats pretty well hammered out in https://community.fantasyflightgames.com/index.php?/topic/136426-g1-m4-c-dunelizard/

Lots of fun ideas so far. Anyone mind if I collect them in the OP?

Go ahead.

I was working on a tie Avenger earlier today but I lost my draft

Eta Squadron Pilot - PS 1, 21 points

Stats were 3/3/2/2

Action bar was Focus, Target Lock, Evade, Barrel Roll.

Upgrade bar: 1 missile

Dial was 1: W forward, W banks

2: G forward, G bank and W turn

3: G forward, W bank. R K turn and S loop

4: White straight

5: White forward

It's a fairly capable, and crowded dial but. The normally pretty predictable 3 K turn is made much more interesting with the S loop options. I was trying to avoid falling into the same design space as the interceptor, but I'm not sure if managed it or not. Right now it's a slightly less mobile, non auto thruster capable interceptor with slightly more survivability, more offence and a strange dial.

Death Star I

1000/0/1000/1000

Focus, TL, Barrel Roll, Evade, Boost

Unlimited upgrade slots of all kinds.

180° Fire arc

You'll never get enough players on the opposing side to match the point cost,

unless in a mirror match.

Death Star I

1000/0/1000/1000

Focus, TL, Barrel Roll, Evade, Boost

Unlimited upgrade slots of all kinds.

180° Fire arc

You'll never get enough players on the opposing side to match the point cost,

unless in a mirror match.

Just remember to use the long edge when performing your barrel roll. Using the narrow edge would be overpowered.

720 degree firing arc is where it's at!

XJ7 X-Wing

Attack 3 / Shields 3 / Agility 2 / Hull 2

Target Lock, Evade

Torpedo, Astromech, Mod

21 points.

For me, a TIE Avenger would be something more like:

Attack: 3

Agility: 3

Hull: 3

Shields: 2

Actions: Target Lock, Focus, Evade, Barrel Roll

Upgrades: Missile, System

Dial like a TIE Interceptor but change the tight 2 turns to white and change the tight 1 turns to banks.

What I'd be aiming for here is something to slot between the Interceptor and the Defender, with options that keep all three useful in their own way.

Things I'd like to see in the future...

A new maneuver color - Black - gain a stress and perhaps a damage, or lose your attack or something... Blue, perform a maneuver but receive an ion token - etc, lots of possibilities.

Non-standard primary weapons - What about a ship with a canon slot and a primary weapon that does the ion token thing?

I like those Ping tokens!

The problem is that they're silver bullets: one ship has Cloak. Evade is now common but not outside the Empire.

I'd redesign it into the Disrupt action, and give it the ability to hit any positive token: cloak, target lock, evade or focus. The cost of course being that it takes your action too.

Attack: 3

Agility: 3

Hull: 3

Shields: 2

Actions: Target Lock, Focus, Evade, Barrel Roll

Upgrades: Missile, System

Dial like a TIE Interceptor but change the tight 2 turns to white and change the tight 1 turns to banks.

What I'd be aiming for here is something to slot between the Interceptor and the Defender, with options that keep all three useful in their own way.

That's pretty much a description of the new TIE advanced (albeit with +1 attack).

Death Star I

1000/0/1000/1000

Focus, TL, Barrel Roll, Evade, Boost

Unlimited upgrade slots of all kinds.

180° Fire arc

You'll never get enough players on the opposing side to match the point cost,

unless in a mirror match.

Small one or two man fighters pose no threat to this battlestation.

Edited by TIE Pilot