[old] Odanan's custom cards

By Odanan, in X-Wing

Two new Assault Gunboats added.

One of the rare Defender pilots, Countess Iran Ryad *, know for her highly customized (and expensive) TIE Defender.

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*bad name. Ryad is in Saudi Arabia, not in Iran. :P

defender with no cannon and missile?

One of the rare Defender pilots, Countess Iran Ryad *, know for her highly customized (and expensive) TIE Defender.

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*bad name. Ryad is in Saudi Arabia, not in Iran. :P

hmm just calculating...

34

7 HLC

4 Engine Upgrade

3 Stealth Device

2 Autothrusters

well 50 points for a Defender with 4 defense dice and autothrusters an no ept yet... but interesting approach

One of the rare Defender pilots, Countess Iran Ryad *, know for her highly customized (and expensive) TIE Defender.

x_wing_miniatures_game___custom_pilot__i

*bad name. Ryad is in Saudi Arabia, not in Iran. :P

hmm just calculating...

34

7 HLC

4 Engine Upgrade

3 Stealth Device

2 Autothrusters

well 50 points for a Defender with 4 defense dice and autothrusters an no ept yet... but interesting approach

id go PTL and Tie mk2 not EU personally.

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. :P

defender with no cannon and missile?

My mistake! It should have missiles and cannon. (will fix tonight)

id go PTL and Tie mk2 not EU personally.

but without EU no autothrusters!!

Here you go:

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Imperial land units:

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To do:

- reference card, explaining how the Land units work, like their special attack type (something like: "ships have +2 defense dice against land units' attacks").

- replace the "shield" stat by "armor", which will have a different demeanor.

- re-work all movement dial with unique movement types for the infantry.

- do the Rebel stuff.

Edited by Odanan

OK, this is my definitive fix for the TIE Defender

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"The TIE/Ad x7 , also known as the TIE/Ad Defender, defender starfighter, or the TIE advanced x7, was a prototype TIE Series starfighter developed by Sienar Fleet Systems shortly before the Battle of Endor. A highly-advanced starfighter, the TIE/Ad x7 was considered a radical departure from previous TIE designs in terms of appearance and performance. The fighter was only built as a prototype for the later TIE/D Defender model on the planet Corulag, and featured three solar collectors evenly spaced around the cockpit pod, with triple arrays of maneuvering jets as well. The power boost allowed it to reach far greater speeds than standard TIE fighters, but the prototype lacked the ion cannons, missile launchers, and hyperdrive that would make its way into the finalized Defender."

This would be a cheaper alternative for the TIE Defender, making it like a more resilient TIE Interceptor.

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"In addition to the main thrusters located in the aft section, the Defender's triple wing design allowed for three arrays of maneuvering jets—which gave it a maneuverability rating of 110 DPF—and it featured an advanced F-s5x flight avionics system to process the pilot's instructions. When combined, these systems made the ship not only faster, but more agile than any other starfighter in Imperial service and capable of matching the fastest starfighters in the Alliance Fleet."

When FFG released the TIE Defender, they nerfed its stats to don't make it just a much better version of the TIE Interceptor. This title adds the system upgrade, which should be present is such an advanced ship, and the evade action, to justify the ship high cost and to give it more survivability.

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Ships could use their secondary cannons at the same time of the primary cannons. Not only this upgrade gives justice to the canon, but it is important to justify the use of Cannon upgrades in ships with high attack. It is a good (but not unfair) buff for the TIE Defender and other ships.

Edited by Odanan

Imperial land units:

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I don't think flight path maneuvers are the best thing for ground units. Not the ones we have in X-wing.

Now maneuvers like the T-roll (talon roll) might be some where to got but only it is not a roll and the unit doesn't change directions. The thing is for ground units we would have to make a whole new set of maneuvers to mimic well ground formations. Also let it be known that vehicles and infantry will need separate maneuvers too.

Also some vehicles will have armor which is way heavier than a star-ships hull and can even deflect shots. So instead of shields things like AT-AT won't have shields but you can count they will have armor.

Imperial land units:

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I don't think flight path maneuvers are the best thing for ground units. Not the ones we have in X-wing.

Now maneuvers like the T-roll (talon roll) might be some where to got but only it is not a roll and the unit doesn't change directions. The thing is for ground units we would have to make a whole new set of maneuvers to mimic well ground formations. Also let it be known that vehicles and infantry will need separate maneuvers too.

Also some vehicles will have armor which is way heavier than a star-ships hull and can even deflect shots. So instead of shields things like AT-AT won't have shields but you can count they will have armor.

Yes, the maneuver dial needed to be very different. For a start: the speed to ground units realistic should be lower than 1... :/

About the armor... hmmm you gave my an idea...

honestly the normal templates work just fine, they don't exactly approximate ground speed but for the purpose of making it comparatively hard for them to track ships it's functional

You could theoretically replace the shield stat with armour, but it'd just function exactly the same?

honestly the normal templates work just fine, they don't exactly approximate ground speed but for the purpose of making it comparatively hard for them to track ships it's functional

You could theoretically replace the shield stat with armour, but it'd just function exactly the same?

but with shields they would go away.

Now with 1 and 2 templates those may work alright but you would have to make some whole new crazy maneuvers (much like the T-roll) in order to be comparable to infantry unit patterns.

Oh, I see what you're getting at, it's more like a built-in reinforce action.

What if it was based on overmatch? So an AT-AT, say, would have 3 armour, meaning any attack that didn't roll 4+ dice does no damage. Then, have overmatch attacks deal 1 armour and 1 hull damage, until armour is depleted, at which point attacks would deal damage as usual.

I'd probably just add 1- and 0-kturns, plus add barrel roll to infantry (not walkers), with a infantry-specific tweak that allows them to use the 1-bank or even maybe 1-turn template for it.

Oh, I see what you're getting at, it's more like a built-in reinforce action.

What if it was based on overmatch? So an AT-AT, say, would have 3 armour, meaning any attack that didn't roll 4+ dice does no damage. Then, have overmatch attacks deal 1 armour and 1 hull damage, until armour is depleted, at which point attacks would deal damage as usual.

I'd probably just add 1- and 0-kturns, plus add barrel roll to infantry (not walkers), with a infantry-specific tweak that allows them to use the 1-bank or even maybe 1-turn template for it.

About the armor, yes, something like that.

Barrel Roll to infantry... I considered it, but ditched because it would make them to dislocate too fast.

When I saw the Lightning Reflexes card, I knew I needed to do the Vaksai :

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One more Scum (and Rebel?):

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And my first Rebel:

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Edited by Odanan

Closing the shop today:

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Edited by Odanan

This is for fun:

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The ship is this one: http://starwars.wikia.com/wiki/Unidentified_TIE_variant

(I put up a fitting name, I hope so)

The new upgrade icon is for the Boarding Torpedoes.

Edited by Odanan

Boarding Torpedo;

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X-Wing "fix":

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And:

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Edit: reviewed the Rogue Squadron Pilot text.

Edited by Odanan

I will continue to do custom cards even if no one cares about them... :~(

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Updated my Alpha Strike card to fix the multiple attacks issue.

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New card, completing the "Assault Gunboat unnofficial expansion":

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