Maybe a new action that works like LT. Lorrir, but without the stress? (since the stress makes lorir unplayable)
[old] Odanan's custom cards
Wow an interceptor, with a cannon, and every other option. The TIE Hunter is probably way under costed. I would say it should be in around 32 points for the basic.
It has 2 attack so no, it's not under-costed.
Really, it has everything better than a interceptor, plus it can take any cannon. Your undervaluing 2 attack, it's way more devastating, since everyone will take a cannon and arc dodge till no end. Plus the shield and agility, If it has a crappy dial then I would say possibly, but since it has arguebly the best dial in the game, no way. Everyone would load these up with hlc and for 30 points you get the best dial in the game, every action, good defense, since you have an HLC you can always evade or boost and barrel roll to dodge arcs. It's 5 times better than the defender and the defender is 30 points base, with no evade action and a crappy dial.
Sure, it is just a question of tuning, but I want to tweak it in the maneuver dial or in the actions, not in the cost.
I'm thinking of removing the barrel roll of the ship. This might balance things a bit.
Wow an interceptor, with a cannon, and every other option. The TIE Hunter is probably way under costed. I would say it should be in around 32 points for the basic.
It has 2 attack so no, it's not under-costed.
Really, it has everything better than a interceptor, plus it can take any cannon. Your undervaluing 2 attack, it's way more devastating, since everyone will take a cannon and arc dodge till no end. Plus the shield and agility, If it has a crappy dial then I would say possibly, but since it has arguebly the best dial in the game, no way. Everyone would load these up with hlc and for 30 points you get the best dial in the game, every action, good defense, since you have an HLC you can always evade or boost and barrel roll to dodge arcs. It's 5 times better than the defender and the defender is 30 points base, with no evade action and a crappy dial.
Sure, it is just a question of tuning, but I want to tweak it in the maneuver dial or in the actions, not in the cost.
I'm thinking of removing the barrel roll of the ship. This might balance things a bit.
5 actions on bar is a bit much. I agree that BR is the one to remove, dropping evade makes it closer to the defender, dropping BR has the neat side-effect of nerfing HLC a bit.
OK, updated the TIE Hunters, removing the BR.
I was trying to figure out a title card for the TIE Fighter, as it doesn't need a discount. Here is what I did:
And the Bomber:
I was trying to figure out a title card for the TIE Fighter, as it doesn't need a discount. Here is what I did:
See the Dauntless title for proper templating.
I was trying to figure out a title card for the TIE Fighter, as it doesn't need a discount. Here is what I did:
This card has no effect: Ships can already perform actions while touching, what happens is they skip the perform action step.
See the Dauntless title for proper templating.
You are saying ships skip their perform action step while touching, right? So the fix could be: "You don't skip your perform action step while touching friendly ships."?
Edited by Odanan
Not too sure about the R-22. You're basically penalising the A-wing by limiting it's target lock and taking away it's boost and the trade off is 2 points cheaper and only one point more hull strength. It doesn't seem balanced to me. The fluff on the R-22 says there was a two-seater version. I would be tempted to make the title a two-seater and give the regular A-wing a crew slot, or give it a weapons engineer type ability for 0 points.
If anything I'd say R-22 is too good.
Stack it with Chaardan Refit on Prototype Pilot and it's 13 points for a 2/3/3/2 with an A-wing dial. Run 7 for 91 points, giving you some upgrade room, and you just outclassed the TIE swarm.
Doesn't leave many upgrade options. There's no EPT, the title's already taken, and there's not many modifications left. But I agree it would make them more than a match for a TIE swarm.
I would Make the R-22 a modification, then you could run A-wing test pilot and Chardaan, but make it a 0 instead to prevent a slew of a-wings on the board.
Have you taken a look at any Huge ships? I whipped this one up today.
I want this ship now!
Considering the Raider is 50 points each for a 4/0/8/6 and a 6/0/8/4 I think your point values are a little off
This card has no effect: Ships can already perform actions while touching, what happens is they skip the perform action step.I was trying to figure out a title card for the TIE Fighter, as it doesn't need a discount. Here is what I did:
See the Dauntless title for proper templating.
You are saying ships skip their perform action step while touching, right? So the fix could be: "You don't skip your perform action step while touching friendly ships."?
Ie: After executing a maneuver that causes you to overlap a friend ship, you may perform one free action.
I find the wording strange, but OK, I will change it.
I really like the Hunter guys ability about the boost then a stress + 1K turn, that's cool. Would the K-turn count as red (meaning 2 stress total?)
I really like the Hunter guys ability about the boost then a stress + 1K turn, that's cool. Would the K-turn count as red (meaning 2 stress total?)
No, just 1 stress.
That ability is because he " was known for his insane maneuvers ".
Edited by OdananHere is the latest creation, Nas Ghent .
This is a tough (and skilled) guy that can fly the most damaged ship like it was in mint condition.
Edited by Odanan
One of the rare Defender pilots, Countess Iran Ryad *, know for her highly customized (and expensive) TIE Defender.
*bad name. Ryad is in Saudi Arabia, not in Iran.
Edited by OdananI find the wording strange, but OK, I will change it.
Look at the Dauntless title. Now look at what I wrote, you will notice they're nearly identical in text only I added "friendly" and removed the stress clause. The wording may appear strange but that is the language ffg decided was best.
I find the wording strange, but OK, I will change it.
Look at the Dauntless title. Now look at what I wrote, you will notice they're nearly identical in text only I added "friendly" and removed the stress clause. The wording may appear strange but that is the language ffg decided was best.
I know, I know.
Land units!! (just for fun)
Really like that dial concept.
Not sure the AT-AT should have shields (though I could see 10 hull).
Didn't AT-STs have a missile launcher?
How are you handling attacks? I notice there's a different symbol, would you use different dice?
Edited by TipperaryReally like that dial concept.
Not sure the AT-AT should have shields (though I could see 10 hull).
Didn't AT-STs have a missile launcher?
How are you handling attacks? I notice there's a different symbol, would you use different dice?
In the movie, the enemy shots are "absorbed" by the AT-AT, in a much fashion of shields, even if Luke says "their armor is too strong". I know in the official wiki stats, the AT-ATs doesn't have shields, but it was meant to show how sturdy the vehicle armor is.
About the attack, I was thinking in something in these lines: "Land Unit attack: when a land unit is attacking a ship, the defending ship rolls 2 extra defense dice." (this would go in a reference card)
Edited by OdananYeah, that seems to work. I keep forgetting FFG plays fast and loose with shields for some things (technically the Inquisitor's TIE does the same thing).
I wonder if "When defending against a ground unit, each <evade> result counts as 2 <evade> results." would make ships too tough.
Yeah, that seems to work. I keep forgetting FFG plays fast and loose with shields for some things (technically the Inquisitor's TIE does the same thing).
I wonder if "When defending against a ground unit, each <evade> result counts as 2 <evade> results." would make ships too tough.
I think it would. I want to simply add 2 extra defense dice for all ships (after all, they are flying) against land units attacks.
Does make the AT-ST a little bleh with 2 primary (it should be better at tracking moving targets than the AT-AT), although I suppose you could just run turrets on it.
Does make the AT-ST a little bleh with 2 primary (it should be better at tracking moving targets than the AT-AT), although I suppose you could just run turrets on it.
Yes, it is a bad vehicle and I would probably need to make it cheaper.
On the other hand, I intent to make cards for infantry squads. AT-ST will be pretty deadly against them.
PS: they have a small rocket launcher, but I added that to their primary attack, as the game's ordnance doesn't quite fit in a land vehicle.