[old] Odanan's custom cards

By Odanan, in X-Wing

If it stresses out the power of the interceptor then shouldn't you add gain a stress token.

So something like this. "When attacking if you do not have a stress, you can gain a stress to add 2 attack dice." Or something along that line. Could drop the points because of the stress. Would help lower PS interceptors being played.

Isn't the stress in this game a condition of the pilot? (instead of the ship)

I always saw it as a bit of both. Some things might be stress on pilot. Somethings might be stress on ship. But the Ion example isn't to bad. Of course with the Ion token the card probably wouldn't get used. Easier to remove stress then deal with the Ion. Just a thought anyways.

as much as I enjoy fluff in my game, the last thing the TIE Interceptor needs is a firepower buff.

as much as I enjoy fluff in my game, the last thing the TIE Interceptor needs is a firepower buff.

This only helps low PS pilots, as high PS pilots will still bring Autothrusters and Stealth Device.

I really like the cloak on the shuttle, it could use the 1 template instead of the 2 template when decloaking since it's a large base.

The extra firepower mod for the interceptor is very interesting, would really open up different options other than the normal that is almost always used.

Because of Star Wars Rebels:

x_wing_miniatures_game___custom_upgrade_

Alternative for the Mag Pulse:

x_wing_miniatures_game___custom_upgrade_

EDIT: fixed typo.

Edited by Odanan

I like the high attack and low cost to counterbalance the no-damage nature of the weapon. Also the 1-token for each uncanceled hit or crit is a nice design feature.

Still has issues with lower-PS pilots attacking higher-PS pilots, though. Maybe the text of the weapons jamming token should work more like the blinded pilot critical hit card, and have the token be removed at the next opportunity to attack, rather than at the start or end of a phase. That way it would always do something, rather than be dependent on the PS relationship of the pilots.

As a general mag-pulse design philosophy, I favor something that hits easily, does no damage, has a relatively low cost, is one-shot, and screws badly with one enemy attack, either cancelling it or neutering it severely.

Edited by Babaganoosh

I like the high attack and low cost to counterbalance the no-damage nature of the weapon. Also the 1-token for each uncanceled hit or crit is a nice design feature.

Still has issues with lower-PS pilots attacking higher-PS pilots, though. Maybe the text of the weapons jamming token should work more like the blinded pilot critical hit card, and have the token be removed at the next opportunity to attack, rather than at the start or end of a phase. That way it would always do something, rather than be dependent on the PS relationship of the pilots.

As a general mag-pulse design philosophy, I favor something that hits easily, does no damage, has a relatively low cost, is one-shot, and screws badly with one enemy attack, either cancelling it or neutering it severely.

Look again, it's not dependent of the PS. The tokens are removed only after the next attack of the affected ship.

Dang, spot a typo on the cads.

I like the high attack and low cost to counterbalance the no-damage nature of the weapon. Also the 1-token for each uncanceled hit or crit is a nice design feature.

Still has issues with lower-PS pilots attacking higher-PS pilots, though. Maybe the text of the weapons jamming token should work more like the blinded pilot critical hit card, and have the token be removed at the next opportunity to attack, rather than at the start or end of a phase. That way it would always do something, rather than be dependent on the PS relationship of the pilots.

As a general mag-pulse design philosophy, I favor something that hits easily, does no damage, has a relatively low cost, is one-shot, and screws badly with one enemy attack, either cancelling it or neutering it severely.

Look again, it's not dependent of the PS. The tokens are removed only after the next attack of the affected ship.

My bad! Well, excellent design then!

I like the high attack and low cost to counterbalance the no-damage nature of the weapon. Also the 1-token for each uncanceled hit or crit is a nice design feature.

Still has issues with lower-PS pilots attacking higher-PS pilots, though. Maybe the text of the weapons jamming token should work more like the blinded pilot critical hit card, and have the token be removed at the next opportunity to attack, rather than at the start or end of a phase. That way it would always do something, rather than be dependent on the PS relationship of the pilots.

As a general mag-pulse design philosophy, I favor something that hits easily, does no damage, has a relatively low cost, is one-shot, and screws badly with one enemy attack, either cancelling it or neutering it severely.

Look again, it's not dependent of the PS. The tokens are removed only after the next attack of the affected ship.

My bad! Well, excellent design then!

Too bad they didn't make it to the Custom Cards League... well, at least they are now matured. Maybe in the next edition...

Alternative for the Mag Pulse:

x_wing_miniatures_game___custom_upgrade_

EDIT: fixed typo.

I wasn't going to share this, partly because I haven't struck the right balance yet.

But I figured at least you would get a kick out of it.

Inspired by this bit of CGI greatness .

27903213562_bb9859c8a0_z.jpg

Alternative for the Mag Pulse:

EDIT: fixed typo.

I wasn't going to share this, partly because I haven't struck the right balance yet.

But I figured at least you would get a kick out of it.

Inspired by this bit of CGI greatness .

27903213562_bb9859c8a0_z.jpg

Very powerful!! (and interesting)

Maybe make it 2 crew and 1 range only?

That's completely broken in nearly every regard.

Very powerful!! (and interesting)

Maybe make it 2 crew and 1 range only?

Excellent suggestion; It's just too difficult to crop down your own children.

27975948346_052bdfbca0_z.jpg

Another version might be, instead of all four of those tokens, to pick two.

"two of the following token types: Stress, Ion, Tractor Beam, Weapon Jamming..."

FourDogsInaHorseSuit - Probably never made a custom card of his own,

in his whole life, and can't fathom inspiration.

Edited by gabe69velasquez
FourDogsInaHorseSuit - Probably never made a custom card of his own,

in his whole life, and can't fathom inspiration.

No amount of inspiration will make that card not broken as-is.

Very powerful!! (and interesting)Maybe make it 2 crew and 1 range only?

Excellent suggestion; It's just too difficult to crop down your own children. 27975948346_052bdfbca0_z.jpg Another version might be, instead of all four of those tokens, to pick two."two of the following token types: Stress, Ion, Tractor Beam, Weapon Jamming..." FourDogsInaHorseSuit - Probably never made a custom card of his own,in his whole life, and can't fathom inspiration.

So you made a card more broken than anything in the game, that does almost half a dozen things at once. It is still overpowered at Range 1, and costing 2 crew slots- (which by the way the Emperor costs the same amount of points, and is two crew slots and is worse than this atrocious thing you made!). And when someone even tries to call you out on it, you just insult his creativity. Really???

Well it looks like you need to calm down and think about, "would I care if my opponent used this against me constantly?" if the answer is even remotely yes, change it! And make it weaker!

FourDogsInaHorseSuit - Probably never made a custom card of his own,in his whole life, and can't fathom inspiration.

I throw out ideas from time to time (Dual Card Idea thread has two) so don't worry champ you can cut down my cards too. They're a little more subdued though than this thing which, holy moly, not only does everything but the first use is free!

Very powerful!! (and interesting)

Maybe make it 2 crew and 1 range only?

Another version might be, instead of all four of those tokens, to pick two.

"two of the following token types: Stress, Ion, Tractor Beam, Weapon Jamming..."

Yes, 2 tokens would be balanced (and in this case, you can reduce the cost).

You can replace the Weapon Jamming for a Weapon Disable token too.

Unless it costs 20 points, there's no way it should be able to give out both a stress and an ion at the same time. It single handedly can kill pretty much any small ship, and that's excluding the shenanigans that can happen with tractor beam into an ion token.

Made this ship large because of the size of the Mel's miniature. Because of the size (3x longer than the Lambda), it should be an one-section huge ship instead.

x_wing_miniatures_game___custom_ship__d5

What's the dial look like?

What's the dial look like?

No idea. Probably something worst than the Ghost. Much worst. Something a little better than the Lambda.

Edited by Odanan

Someone else's version. original_13382251_122469_1457021410.jpg

original_2055326_117844_1452961328.jpg

Edited by gabe69velasquez