Imagined Expansion - CloakShape Fighter

By MacchuWA, in X-Wing

So, I downloaded Strange Eons and got a little carried away. :D 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:

np2dxt.png

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:

iegehd.png

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.

6hlxfr.png

otdn5d.png

157ynew.png

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.

hx5jpj.png

dzb4e9.png

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

Interesting.

Tycho's wording is he may perform actions while stressed but that means he still cannot perform red maneuvers. Jayn says "unaffected" by stress. Did you mean for him to be able to perform red's while stressed or just take actions?

Really like the Cheap Shot idea. I like the thought of "attacks" during the action phase but I don't think they will ever do that. Still, it seems like a solid, thematic card and would probably work just as well if it said, "After performing an attack..."

Interesting.

Tycho's wording is he may perform actions while stressed but that means he still cannot perform red maneuvers. Jayn says "unaffected" by stress. Did you mean for him to be able to perform red's while stressed or just take actions?

Unaffected. Red manoeuvres, actions, the whole box and dice. He's effectively unstressed until he gets his third token. I ummed and ahhed about the precise number; he may be overpowered with three, especially with green 2 banks. It's possible stress should kick in after 2 tokens, but those are the kinds of things that would probably need a fair bit of playtesting to get it right.

Really appreciate the thought you put into the Cheap Shot - well balanced I think. Couldn't agree more about Illicit needing more slots. Aside from GlitterStim are we getting any more in wave 7?

Systems is another slot that has only a few upgrades. Illicit has only been around one wave so far, it will get more love later.

I wonder when someone will come on here and complain the Cloakshape doesn't fill a 'role gap' in the game.

I think Jayn's ability might be more balanced with 2.

And the mod that ups your agility is the same price as a stealth device, which does the same thing, except it can be broken.So maybe it needs to be 4 points? Not sure.

But overall you've done a great job putting this ship together. :)

I think Jayn's ability might be more balanced with 2.

And the mod that ups your agility is the same price as a stealth device, which does the same thing, except it can be broken.So maybe it needs to be 4 points? Not sure.

But overall you've done a great job putting this ship together. :)

With it limited to this one ship, it may not be so bad to leave it.

Or make it just like SD but cost 2.

Or do what you said and increase it to 4.

Very nice, not sure about no 1 banks. I think I would give them that and make them red. Maybe drop the 3 hard turns. 3 hard are very good maneuvers, or make them red instead.

I really hope they eventually make the Cloakshape. Your agility is far too high though; no way the maneuvering fin puts this thing on par with a TIE Interceptor. I would actually put the base stat at zero with the fin bringing it up to one, equivalent to a Y-wing (by comparison it may have too many green maneuvers too). I like forcing a modification though; if the fin is aggressively priced, it would become the default, resulting in the "common" Cloakshape configuration.

Bugger, you're right. That agility value was supposed to be 1, with the Curich expansion upgrading it to 2. My bad, I will fix the cards and reupload shortly.

EDIT - Fixed. Can't believe I missed that. It was always meant to be 1 in my head. :\

Edited by MacchuWA

I think you priced every thing a bit too high, especially the named pilots. You are paying essentially 5 points for Duoro's ability and he even loses the EPT. I'd price him at 18 points and Jayn at 20 points. The dial also really sucks. I'd give it 1 banks white and make the 2 hard white and 3 hard red. Basically a Y-wing dial.

Cheap Shot should be 3 points at most. It takes an action, you cannot modify the attack, its only range 1, they have to have a damage card, and you discard it. Lots of limitations there.

Instead of the red modification icon I would just have a title like the Interceptor.

Title: You must equip two modifications instead of one. Reduce the cost of each modification by 1 to a minimum of 0.

For full upgrade-ability you might as well throw on the cannon upgrade icon and Torpedo icon as well.

I love your ideas for this expansion. When I saw Scum and Villany, I immediatly thought of the CloakShape because of it's customizability and prevalence with unsavory character. The required requirment slot hits the flavor right on the head with how no too CloakShapes are exactly the same. Hope something like this inspires FFG to put this fighter in the game.

Hmmm, rather than giving the Cloakshape "all the upgrades!", what if you went with a modification in the style of Heavy Scyk that gave the it one illicit, system, missile or torpedo upgrade icon? That way you prevent potential negative interactions between those slots.

Edited by Rekkon

These are really good, but i freaked out a little at first when i saw the named pilots; i made my own cloakshape fighter cards and used the same named pilots and even used the same pictures for each one! Great minds think alike Macchu ;)

Mel's Miniatures had this model already. I think he made up cards and a dial, but did not immediately see a link.

625x465_951024_2532630_1429879942.jpg

http://www.shapeways.com/product/WZWWT5TT7/cloakshape-fighter-1-270?li=shop-results&optionId=41061415

I fly two of those using Mel's stats: http://www.albertomelchorruizanton.net/mel_miniatures/pdf/cloakshape.pdf

I'd say it's a good attempt at the Cloakshape. They don't feel overpowered and are restricted enough by their dial. Sturdy suckers though.

I fly two of those using Mel's stats: http://www.albertomelchorruizanton.net/mel_miniatures/pdf/cloakshape.pdf

I'd say it's a good attempt at the Cloakshape. They don't feel overpowered and are restricted enough by their dial. Sturdy suckers though.

Man those stats are a bit ridiculous. 7 of them, which you can fit into 100 points, are 49 hitpoints! :o

13 points is way too low.

Hmmm, rather than giving the Cloakshape "all the upgrades!", what if you went with a modification in the style of Heavy Scyk that gave the it one illicit, system, missile or torpedo upgrade icon? That way you prevent potential negative interactions between those slots.

Well, at the very least the missile slot is native to the ship itself in the lore, and doesn't need to be added through a title, though I get that that's not what you're mainly talking about.

I guess that I feel like those kinds of upgrades restrict what you can do with the ship too much. For one thing, they add cost without adding any advantage - the two point title for the Scyk seems somewhat restrictive when I'm list building, but at least the Scyk coud maybe have a role without it as a cheap 3 agility ship - I'm not sure the CloakShape would be very survivable without an update to either agility or hitpoints. But mainly I don't like those titles because I suspect they'll tend to lead to limited diversity. I mean, Mangler Scyks and HLC Scyks are pretty much all anyone ever talks about - ever hear of a Prockets Scyk? No, because they're just provably not as good.

I guess I like the idea of finding those unexpected interactions. Seems like a suitably scummy sort of thing to do if there are any loopholes to exploit that way! :)

I think you priced every thing a bit too high, especially the named pilots. You are paying essentially 5 points for Duoro's ability and he even loses the EPT. I'd price him at 18 points and Jayn at 20 points. The dial also really sucks. I'd give it 1 banks white and make the 2 hard white and 3 hard red. Basically a Y-wing dial.

Cheap Shot should be 3 points at most. It takes an action, you cannot modify the attack, its only range 1, they have to have a damage card, and you discard it. Lots of limitations there.

Instead of the red modification icon I would just have a title like the Interceptor.

Title: You must equip two modifications instead of one. Reduce the cost of each modification by 1 to a minimum of 0.

For full upgrade-ability you might as well throw on the cannon upgrade icon and Torpedo icon as well.

Some good points in here. Pricing things is really, really hard - I spent a little while thinking about it, but I can certainly see how a few tweaks would probably need to get made during playtesting. Douro in particular could probably drop by a point, maybe two. But I really wouldn't want to decrease Jayn by much - he's PS8 and has a really badass ability, especially if it stays at three stress tokens. That's effectively three white K turns that he can do over the course of the game, or three PTLs in a row. Not something to give away too cheaply IMO.

The pricing for cheap shot really comes down to how hard it would be to fulfill the restrictions, and how highly you value Crits. I based it on the idea that each hitpoint is worth roughly 4 squad points (100 points/24 HP in a TIE Swarm). You have a 50% chance of dealing two damage (8 HP), so the starting cost is 4 points. I figured that the weight given to crits nearly balances out the difficulty of getting into position to make the shot. If you disagree about either, the price could well be wrong for you.

The cannon and torpedo slots were left out for lore reasons - the CloakShape doesn't typically have either, and while you could mod both in, I felt like Scum had enough cannon carriers, and I'd noticed that FFG don't seem to like combining Torps and Missiles on anything short of the TIE Bomber. I considered a 0 point, Cloakshape only missile that converts it into a torpedo slot, but I didn't really think it would see much play, and I wanted to keep the number of cards realistic; as it is, this has 8, only the Defender has more that I can recall from small based ships at 9.

Finally, as for the dial (@eagletsi111 as well I guess), the logic behind the setup was that due to its low manoeuvrability, the CloakShape takes a long time to do anything, hence all the threes are white, but the ones are almost nonexistent. The green 2 banks are there to compensate for the lack of any 1 banks, and the overall crappiness of the dial is meant to be somewhat compensated for by the second K-Turn, which isn't super common, but is, in my experience, very useful.

I get that it wont be everyone's cup of tea. It's closest to the TIE Bomber, which I thought was a pretty appropriate comparison for how I thought the CloakShape would fly in universe.

These are really good, but i freaked out a little at first when i saw the named pilots; i made my own cloakshape fighter cards and used the same named pilots and even used the same pictures for each one! Great minds think alike Macchu ;)

Yeah, for a ship that's so well known in the lore, there really aren't that many suitable pilots or pics easily available. These guys seemed to fit the bill though.

I fly two of those using Mel's stats: http://www.albertomelchorruizanton.net/mel_miniatures/pdf/cloakshape.pdf

I'd say it's a good attempt at the Cloakshape. They don't feel overpowered and are restricted enough by their dial. Sturdy suckers though.

Mels model and paintjob jook amazing - if FFG did make this expansion, that's precisely how the mini should look. I agree with JoJo that the price is probably a bit low, but I think its biggest problem is that it's essentially a Y-Wing with one less shield and no turret/astromech. The dial is very very nearly the same (white two straight instead of green), the two torp slots are the same, the agility and firepower are the same.... It just doesn't seem to take into account the CloakShape lore very well or suitably differentiate itself, IMO.

What if the space vampire got to add a focus or evade token that didn't get discarded until next End phase when an enemy is destroyed? That would be more about boosting the pilot, not the ship.

MacchuWa & Jo Jo:

Open for suggestions :) I suck at Photoshop so my creation capabilities for cards and dials is severely limited.

Since Cloakshapes are so customizable and modifiable, and especially because they are Scum, it would be really interesting (and appropriate) to allow Cloakshapes to take Large-base only modifications (at current, these are Countermeasures, Anti Pursuit Lasers and Tactical Jammer --and none of these would break the Cloakshape or make it OP. They would just make it more interesting). Perhaps you can do this with a title.

I have also toyed with the idea of a throw-away Illicit upgrade that would work really well for the Cloakshape--for one point, a one-time free boost manuever. Not an action, so you can use it to bump if you want, and you can use it when stressed. And then you turn the Illicit card face-down. Probably limit it to "at the end of the Activation Phase" so it doesn't get messy in the middle of other ships performing their maneuvers or doing actions that affect the distance of your ship.