So, I downloaded Strange Eons and got a little carried away.
This is what I think would be an awesome expansion pack if FFG decide to do the
CloakShape
, which is one of my favorite designs in the SW EU.
Wookiepedia tells us two main things about the Cloakshape.
One, it's got a tough hull, but it isn't very agile. I've given it a pretty average dial and five hull to represent that:
Two, that the CloakShape is hyper customizable, with modifications and changes so common that it's essentially impossible to find an unmodified one. I've accommodated that by giving the ship every non weapon upgrade possible (System, Illicit, Modification), and one special change, which you can see here in the lowest PS generic:
Apologies for the crappy art in the two generics - I couldn't find many CloakShape pictures online, so I had to do some quick and dirty renders.
Anyway, that modification slot in the upgrade bar means that every CloakShape can have up two modifications (its natural one and the additional one granted in the upgrade bar). But it;s also quite clearly different, it's red. I'm using that to mean that at least one modification must be fitted to every Cloakshape that you want to field. That's also why the base model has a PS of 3 - realistically, the cheapest you're going to get one of these onto the board for is 15 or 16 points, and PS1 for what is essentially a slightly buffed Z-95 seemed a little low at that price point.
These are the other pilots/abilities I came up with.
Jayn is meant to be a poor man's scummy Tycho. giving the Cloakshape a few cool abilities, but not letting him get too out of hand with it.
Kell, in the lore, is a weird kind of Force Vampire type thing that feeds on living souls. I wanted something that made the deaths of his opponents help him, and while it doesn't really make sense that death should repair his ship, it felt thematically appropriate, and more valuable than just shedding stress, which would be very, very situational.
Now, no expansion pack would be complete without upgrade cards, and my CloakShape would come with a lot of them. The list of existing cards that I had in mind was this:
- Shield Upgrade
- Engine Upgrade
- Concussion Missiles
- Cluster Missiles
- Sensor Jammer
- Hotshot Blaster
I originally had hull upgrade in there as well, but felt the number of cards was getting a bit high to be realistic, and hull upgrades are fairly easy to come across elsewhere. I also wanted to add two custom cards.
The Curich conversion kit is the rear "spoiler" on the CloakShape; it's not actually factory standard in the lore, but it's so common that most people assume it is. I figured this would be the standard upgrade most people would take to satisfy the red modification bar, but it wouldn't be obligatory.
Cheap Shot I added to give Scum a few more illicit upgrades - it's one category that needs a few more choices for diversity's sake, I think, and this ability felt very scummy. It's a little confusing, being a secondary weapon style card in the illicit slot, but thge idea is that it "breaks the rules" by allowing one ship to attack twice in one round without Corran style consequences. Could be very powerful, especially with the autoblaster style inability to be defended against, but I think the one-time limitation, 4 point cost and the inability to modify your attack dice make it very chancy, and prevent it being too overpowered. It's an upgrade for gamblers - two blanks and you've wasted 4 points. Two hits or two crits and you've done severe damage to just about any small ship in the game, and you still get to attack again in the combat phase.
So, that's my idea. The Cloakshape would be a relatively cheap system carrier for scum, which is something I think they completely lack at the moment, so it would fill an interesting niche. What do you think? Are the abilities about right? The point costs? Would you fly a CloakShape if FFG released this pack?
Edited by MacchuWA