I will do some Title cards next for the TIE Defender and E-Wing. I think they deserve.
Any suggestions for the E-Wing?
BTW, it there any TIE Fighter known pilot not in the game yet?
there is the new ChromeTrooper.
I will do some Title cards next for the TIE Defender and E-Wing. I think they deserve.
Any suggestions for the E-Wing?
BTW, it there any TIE Fighter known pilot not in the game yet?
there is the new ChromeTrooper.
I will do some Title cards next for the TIE Defender and E-Wing. I think they deserve.
Any suggestions for the E-Wing?
BTW, it there any TIE Fighter known pilot not in the game yet?
there is the new ChromeTrooper.
Indeed, but we don't know if the Gwendoline Christie's Captain Phasma will pilot TIEs.
Besides, I wanted to do more cards of the old trilogy era, not the prequel or the sequel.
First off, I want to say that these cards are gorgeous . Some of the best fan-generated cards I've seen out there.
Now for the nitpicks:
- For Xeal, I'd say "If you have 1 or more Damage cards assigned to you . . ." (a la Kenkirk)
- Morningstar: "...change 1 blank result to a hit result ."
- Blackstar: "After you perform a barrel roll action, you may perform a white (1k) maneuver. Then, receive 1 stress token."
- General Weir: "...to another friendly ship at Range 1" (Otherwise, he can get double focus -- unless that was intentional). I'd also bring his cost down to about 24 (25 or 26 if you want to let him stack focus). His ability forces him to fly in formation, which is one of the worst things for a squint. I figure that the torpedo and ability together are worth about 2 points, and the RGP is worth 22, as a comparison.
- Personally, I'd bring down the cost on the Avengers by 1 or 2 points. The generic is pretty much identical to the E-Wing, and I don't think those two points of PS will be enough to offset the inefficiency.
- Bring down the cost on the Hunter to . . . 17, for the PS 3 generic. It's practically identical to the Green Squadron Pilot. The cannon upgrade slot is worth about as much as the swapping of one shield for one hull, I would say.
- The First Order Pilot is too expensive. You're charging for upgrade slots, but the upgrades themselves already cost points. I'd say 17 points is a good cost. I'd guess the hull increase to be worth about two points (yeah, Hull Upgrade costs 3 -- but how often do you see that on a TIE?), and one point for freeing up the Mod slot and the Turret, Crew, and System.
- I'd make the Sunspot Squadron Pilot 14 points and PS 4 -- a la Black Squadron, but swap the EPT for a torpedo.
- Love the Slave Dancer . But I'd change it to "Remove 1 stress token," or perhaps "remove 2." As is, it completely decimates Panic Attack; with the change, it'd still be very strong for one point (opens up the dial) without being a hard counter.
Again, beautifully-made cards. Excellent work!
Thank you for the compliments and corrections!
Tonight I will make some changes in the cards.
- General Weir: yes, it wasn't meant to stack focus (will fix the text).
- Are you sure about the Sunspot Squadron Pilot's cost? Mind that the ship has the Target Lock action.
- Slave Dancer: I'm thinking in changing the text to "...remove up to 2 stress tokens".
Yeah, I'd call the Sunspot Squadron something like 14 points . . . maybe 15, or perhaps 14 with PS 3, if you want. But the TL is a pretty limited action in general, especially on a low-health ship like a TIE.
Have you taken a look at any Huge ships? I whipped this one up today.
I think that the slave dancer should be a unique crew card that you discard to gain the effect, it would be most fitting, yes...
I especially don't like the way the assault gunboat turned out stat wise.
Examine the Talon Gunboat Pilot vs a Blue Squadron Pilot.
Talon Pilot Pros :
Costs 1 squad point less
Has 1 more agility Dice
Has 1 more missile slot
Talon Pilot Cons:
Has pilot skill of 3 and no post-maneuver actions (prone to being blocked)
Has 1 less firepower
Has 1 less overall health
Has a worse ratio of shield to hull (b-wing is 3 hull and 5 shield)
Has no barrel roll
Neutral :
Same dial
Swaps a torpedo for a missile slot
Overall I don't like most of the abilities and most are overpriced, but they do look nice though. Most of the unique abilities are decent enough, although I don't like Commander Nerwal or General Weir's ability.
I think that the slave dancer should be a unique crew card that you discard to gain the effect, it would be most fitting, yes...
I especially don't like the way the assault gunboat turned out stat wise.
Examine the Talon Gunboat Pilot vs a Blue Squadron Pilot.
Talon Pilot Pros :
Costs 1 squad point less
Has 1 more agility Dice
Has 1 more missile slot
Talon Pilot Cons:
Has pilot skill of 3 and no post-maneuver actions (prone to being blocked)
Has 1 less firepower
Has 1 less overall health
Has a worse ratio of shield to hull (b-wing is 3 hull and 5 shield)
Has no barrel roll
Neutral :
Same dial
Swaps a torpedo for a missile slot
Overall I don't like most of the abilities and most are overpriced, but they do look nice though. Most of the unique abilities are decent enough, although I don't like Commander Nerwal or General Weir's ability.
I reviewed the Assault Gunboats, removing the System upgrade (these aren't the last, most modern ships) and reducing the prices. I also made a Title card. See if they are decent now.
About the Nerwal and Weir's abilities, those are based on their characters. Nerwal had highly customized ships and Weir used to fight at the frontline with his pilots.
I added "limited" to the Slave Dancer. This will make impossible to stack several in a single ship (what a shame!).
And here is my last addition, based on a lot of suggestions out there. It will help a lot the TIE Defender, my Assault Gunboat and other heavy-hitter ships, without making them OP.
Is this image already used in the game? (I just added the ion rays to the image)
Edited by OdananAnd here is my last addition, based on a lot of suggestions out there. It will help a lot the TIE Defender, my Assault Gunboat and other heavy-hitter ships, without making them OP.
[image]
Perhaps it is just the wording, but this card doesn't seem to do a lot- a single extra point of damage per attack is not going to help much for the expensive Defender, and competes directly with the Ion Engine MkII.
I think an improvement for the Defender in particular that incorporates the idea for 'linked cannons' would better be implemented like this:
'Black Squadron Elite'
Title - TIE Defender Only
0pts
If your pilot skill is "5" or lower, increase your pilot skill by 2.
When you make a primary weapon attack, after dealing damage, you may apply any non-damage effects from an equipped Cannon upgrade card to the defender.
And here is my last addition, based on a lot of suggestions out there. It will help a lot the TIE Defender, my Assault Gunboat and other heavy-hitter ships, without making them OP.
[image]
Perhaps it is just the wording, but this card doesn't seem to do a lot- a single extra point of damage per attack is not going to help much for the expensive Defender, and competes directly with the Ion Engine MkII.
I think an improvement for the Defender in particular that incorporates the idea for 'linked cannons' would better be implemented like this:
'Black Squadron Elite'
Title - TIE Defender Only
0pts
If your pilot skill is "5" or lower, increase your pilot skill by 2.
When you make a primary weapon attack, after dealing damage, you may apply any non-damage effects from an equipped Cannon upgrade card to the defender.
The intention was do deal 1 extra damage AND the effect (Ion, or stress from the the Flechette). Not much, but will help.
Coming soon: Title card for the Defenders.
TIE Defender title (it doesn't make it cheaper, but will make it more durable and maneuverable)
TIE Defender title (it doesn't make it cheaper, but will make it more durable and maneuverable)
Giving the Defender Boost and Evade is not a bad idea, I just personally don't think it will help much for the cost of the ship. Since you're removing the Missile slot, why not have this upgrade be a Missile in the same way the Chardaan Refit is? That leaves the title open to continue the Defender fix - I maintain it needs to gain some pilot skill on the generics, and either a substantially unique mechanic (such as the linked cannons) or a points break.
Have you taken a look at any Huge ships? I whipped this one up today.
Nice job! I want to make the Jabba's Star Jewel , but I'm not familiar with the huge ships' rules.
Updated Tomax Bren card.
And here is my last addition, based on a lot of suggestions out there. It will help a lot the TIE Defender, my Assault Gunboat and other heavy-hitter ships, without making them OP.
[image]
Perhaps it is just the wording, but this card doesn't seem to do a lot- a single extra point of damage per attack is not going to help much for the expensive Defender, and competes directly with the Ion Engine MkII.
I reviewed the wording. See the new version:
About competing with the Ion Engine MkII, well, it needs to exist a trade of.
Still, the Linked Cannons upgrade will make it worth for ships with high attack to bring utility cannons.
I reviewed the wording. See the new version:
About competing with the Ion Engine MkII, well, it needs to exist a trade of.
Still, the Linked Cannons upgrade will make it worth for ships with high attack to bring utility cannons.
Personally I still find the wording a bit clunky for the effect you're after. I think it would be clearer if you remove the additional damage point, since it doesn't really add much; in which case simply stating 'you may apply any non-damage effects from an equipped Cannon upgrade card to the defender' is sufficient.
I also don't think the fixes for the Defender should be competing with each other! Given that the MkII Engine already exists, any further fix should be included in a title card and/or slots that the ship already has or is granted by said title (as per the Advanced).
I reviewed the wording. See the new version:
About competing with the Ion Engine MkII, well, it needs to exist a trade of.
Still, the Linked Cannons upgrade will make it worth for ships with high attack to bring utility cannons.
Personally I still find the wording a bit clunky for the effect you're after. I think it would be clearer if you remove the additional damage point, since it doesn't really add much; in which case simply stating 'you may apply any non-damage effects from an equipped Cannon upgrade card to the defender' is sufficient.
I also don't think the fixes for the Defender should be competing with each other! Given that the MkII Engine already exists, any further fix should be included in a title card and/or slots that the ship already has or is granted by said title (as per the Advanced).
This is not a fix aimed only for the Defender (it should have an own title card), but for ships with high attack that wouldn't need to bring their cannon upgrades (Lambda and B-Wing) - it would boost the (hopefully) upcoming TIE Hunter and Assault Gunboat too. It is also a service in favor of the canon, as the Ion Cannons were used in combination with the regular lasers.
I might need to fix the wording, but this could be interesting for the heavy loaded ships:
After performing a secondary attack, if you don't have any stress tokens, you may perform another, different secondary attack against the same target. If you do so, receive a stress token.
"After you perform an attack with a secondary weapon, if you are not stressed, you may perform an attack with a different secondary weapon. Then, receive 1 stress token."
Shorter and more consistent with FFG wording. Some notes a)game-state doesn't care how many stress tokens you have, it's stressed/unstressed, b)you generally receive # * token(s).
I can see a few cases where this might have unwanted interactions:
Have you taken a look at any Huge ships? I whipped this one up today.
I want this ship now!
After performing a secondary attack, if you don't have any stress tokens, you may perform another, different secondary attack against the same target. If you do so, receive a stress token.
"After you perform an attack with a secondary weapon, if you are not stressed, you may perform an attack with a different secondary weapon. Then, receive 1 stress token."
Shorter and more consistent with FFG wording. Some notes a)game-state doesn't care how many stress tokens you have, it's stressed/unstressed, b)you generally receive # * token(s).
I can see a few cases where this might have unwanted interactions:
- Running non-B IG-88s with the EPT, you could double-cannon, double-damaging shot
- basically anything with cannon+torp/missile (unless they were intended to benefit
I will fix the text as soon as I can. Thank you.
About the double cannon, I don't know if it's too OP, since you are paying for both cannons. But yes, cannon+ordnance is an intended benefit.
Edited by OdananReviewed Alpha Striker:
(now with better image - perfect card to come with the Assault Gunboat)
Edited by OdananTomax "ace" version, fitting for a second "Imperial Aces" expansion (with TIE Defender and TIE Bomber):
New cards:
This:
And this: (I need wording help)
Where are the dials for all these ships? I also interested in them.
Where are the dials for all these ships? I also interested in them.
I can made dials for the ships (accept suggestions!).
For now I'm using dials of existing ships.