[prequels] The Good, the Bad, and the Ugly

By Tipperary, in X-Wing

I'm not a fan of any of the designs from the Prequels myself or see them as iconic as the X-Wing or TIE. That being said I know there is a good chunk of the fanbase (especially the younger generation) who grew up on the Prequels and have a fond love for them. Anything that makes me buy more little plastic toys and keeps the game healthy, I'm all for.

Personally, I'd kill for a StarSpeeder 3000 (loves me some Star Tours) before any PT stuff.

I think it's completely possible to think the movies are dumb but like the ships. Certainly feel more SW than the TFA stuff.

(most of them, I'm categorically not making stats for the Twilight)

It's sad people aren't more interested in prequel stuff just because the movies weren't that good. The ship design for the clone wars stuff was always really cool.

I think it's completely possible to think the movies are dumb but like the ships. Certainly feel more SW than the TFA stuff.

(most of them, I'm categorically not making stats for the Twilight)

I don't think anyone was attached to that particular ship anyways.

Edited by Wilhelm Screamer

The deltas should be more maneuverable with lower attack points and the eta-2 should be less manurvable with more attack points. The stats should kinda be swapped for the 2 ships but tweaked a little I think

All Republic expansions (except Jedi Aces) added. Whoever decided it was a good idea for the forum software to insert random line breaks when switching between rich and manual editors should be given a stern talking-to and a dachshund with IBS.

I think it's completely possible to think the movies are dumb but like the ships. Certainly feel more SW than the TFA stuff.

(most of them, I'm categorically not making stats for the Twilight)

I don't think anyone was attached to that particular ship anyways.
hope

The deltas should be more maneuverable with lower attack points and the eta-2 should be less manurvable with more attack points. The stats should kinda be swapped for the 2 ships but tweaked a little I think

I stand by those stats.

There's no good with the prequels just lots of bad acting and oodles of ugly cgi.

it's funny because the pods, Naboo ships, Jedi starfighters, etc were all props or scale models most of the time, as were a ton of sets

http://boards.theforce.net/threads/practical-effects-in-the-prequels-sets-pictures-models-etc.50017310/

the first point I will absolutely give you

(CIS ships up, need to dig through the .seproject and get cards out, flip a whole bunch of messed-up ship icons, and make a list of what's missing)

Edited by Tipperary

Nice work!

Now can there be an EPT that makes the Prequels better movies?

**ducks**

I wish!

That's true/ The Porax-38 is ridiculously similar. As for the V-Wing. Truth be told, it's basically an ETA-2 Actis, except not.

Shoot, perhaps even better. Now, in regards to the JSF, I think the Delta-7 should be given 2 firepower. Yeah it's got four guns, and if you count the toyetic "Attack Mode" then it just gets friggin' stupid and crazy.

But, the Eta-2 not only has mammoth sized guns, it's got smaller ones flanking those. I think that's the one that should have 3 Firepower.

Porax will actually get a crew slot off the Xanadu Blood title, so that should help.

The Eta-2 has an absurdly low cyclic rate, though. Keep in mind it has a cannon slot and can run HLC.

For once, I actually feel like I would want to see the N-1 in the game.

I mean, if we are including EP VII ships and EU ships from 30 years in the future ( and sub-factions no less) then I really don't feel that there is any remaining leg for the, "don't include Prequel ships!!!" to stand on.

I don't enjoy much from the PT, but I know that some people really like the ships. Considering how much I don't like the K-wing or the T-70, but my friends do, I realize that complaining about something that gives someone else joy is petty and stupid.

Count me as a convert, let's get some prequel ships.

I still don't know why there are people who think the N-1 is ugly.

Okay okay, you're right. The ETA-2 Actis Interceptor's capacitors are god-awful. Hell I'd know. I flew one. Yeesh. Little monster for an alpha strike but past that, have fun dodging.

All Republic expansions (except Jedi Aces) added. Whoever decided it was a good idea for the forum software to insert random line breaks when switching between rich and manual editors should be given a stern talking-to and a dachshund with IBS.

I think it's completely possible to think the movies are dumb but like the ships. Certainly feel more SW than the TFA stuff.

(most of them, I'm categorically not making stats for the Twilight)

I don't think anyone was attached to that particular ship anyways.

god, I hope not

The deltas should be more maneuverable with lower attack points and the eta-2 should be less manurvable with more attack points. The stats should kinda be swapped for the 2 ships but tweaked a little I think

The Eta is basically just a Delta frame with stuff stripped out for weight, so the Eta's definitely faster. It also trades some of the Delta's normal cannons for a couple of ion cannons.

I stand by those stats.

Sustained. Certainly. Also, I did kind of like The Twilight.

It gave truth to the whole, "Your father was the captain of a spice freighter." thing. Because, well, The Twilight was a Spice Freighter. I really did love that chunky asymmetrical design they had goin' there, and thought it was a fantastic custom alternative to a Hyperspace ring.

It's a different design. But not different in a bad way. I'd actually wager it'd be a neat "Large" base design to experiment with.

Nice! Now we just need to get the models made!

I'm not keen of the droid fighters as a whole though (the ships themselves, not your ideas for them), they just all seem very similar to each other, but not in a cool way like the TIEs. I dunno how to explain it. I like the Tri one though.

Why the new rule for firing outside your primary arc? I think there must be a better way of doing that. What if you have a ship that you want to fire the same power regardless? Perhaps make that a special rule that comes with certain ships?

Okay okay, you're right. The ETA-2 Actis Interceptor's capacitors are god-awful. Hell I'd know. I flew one. Yeesh. Little monster for an alpha strike but past that, have fun dodging.

Sustained. Certainly. Also, I did kind of like The Twilight.

It gave truth to the whole, "Your father was the captain of a spice freighter." thing. Because, well, The Twilight was a Spice Freighter. I really did love that chunky asymmetrical design they had goin' there, and thought it was a fantastic custom alternative to a Hyperspace ring.

It's a different design. But not different in a bad way. I'd actually wager it'd be a neat "Large" base design to experiment with.

I dunno, I have a knee-jerk reaction to "explain EVERYTHING about a mysterious backstory" thanks to the train-wreck that was Bionicle, so I guess I didn't need that line justified and the ship looks like someone didn't finish unpacking a B-Wing from its shipping crate, which is just lazy.

Nice! Now we just need to get the models made!

I'm not keen of the droid fighters as a whole though (the ships themselves, not your ideas for them), they just all seem very similar to each other, but not in a cool way like the TIEs. I dunno how to explain it. I like the Tri one though.

Why the new rule for firing outside your primary arc? I think there must be a better way of doing that. What if you have a ship that you want to fire the same power regardless? Perhaps make that a special rule that comes with certain ships?

I highly recommend http://www.shapeways.com/shops/mel_miniatures?section=Clone+Wars&s=0, it's got everything except I think the Havoc and J-Type Skiff.

If only I could paint worth a ****.

The droid fighters are a bit tricky to differentiate, they're roughly analogous to the /LN, /SA, and, /D TIEs but I wish I could have come up with something more interesting. There's far less info around when it comes to prequel stuff, and less media in general, which means designs on't really get explored as much and it's hard to find a base when designing.

The ATK reduction mostly came out of trying to stat the ARC-170, where I didn't want to give it a turret slot but wanted to represent the weaker rear guns properly. Coincidentally, it worked for the Havoc and Firespray as well (Lackwit, there\s the opposite example of cyclic rate), and mostly works for the Geonosian Starfighter (I wish "Nantex-class Starfighter" fit nicely on cards, but oh well).

Keep in mind that this isn't built to mesh with existing X-Wing ships, so it's not like the rule would apply if you decided to run 'em together.

The strict split is also responsible for the whole pile of alt-art cards etc, because standard X-Wing upgrades aren't factored into the process unless I decide to port them, see Autothrusters mostly being unnecessary due to lack of turrets.

Edited by Tipperary

Wish I had your kind of free time. You must not have young children? :P

Well done! Very thorough.

An idea of mine, if your interested, is the thought of taking the "instinctive" edge of sentient beings out of droid fighters by not giving their action bars Focus. Their ultra fast, computer enhanced ability to react would warrant them all having Evade. Having computers for brains also makes sense for them to all have Target Lock. Droid fighters are also usually portrayed as being fairly fast and/or agile (probably something to do with the lack of need for power being supplied to life support systems, lighter mass, and the fact that the pilot is the ship itself), so then each could have one, or both, of Barrel Roll and Boost.

No focusing ability would also give droid fighters an original flavour of there own not yet used that would make sense, seeing as they are different in a way from all other fighters. My thoughts.

I dunno, I have a knee-jerk reaction to "explain EVERYTHING about a mysterious backstory" thanks to the train-wreck that was Bionicle,

You and I are bestest buds now

Wish I had your kind of free time. You must not have young children? :P

Well done! Very thorough.

An idea of mine, if your interested, is the thought of taking the "instinctive" edge of sentient beings out of droid fighters by not giving their action bars Focus. Their ultra fast, computer enhanced ability to react would warrant them all having Evade. Having computers for brains also makes sense for them to all have Target Lock. Droid fighters are also usually portrayed as being fairly fast and/or agile (probably something to do with the lack of need for power being supplied to life support systems, lighter mass, and the fact that the pilot is the ship itself), so then each could have one, or both, of Barrel Roll and Boost.

No focusing ability would also give droid fighters an original flavour of there own not yet used that would make sense, seeing as they are different in a way from all other fighters. My thoughts.

Really good headphones are a necessity~!

It's been brought up before, but it runs into the same problem Huge ships have - 25% of all dice results become useless. Short of new dice there really doesn't seem to be a good way to fix it.

I did consider having Control Signal Relay worded to add boost/BR somehow, but it might work best if the second mod card in the Vulture pack does something like that. Another part is keeping naked costs down since I wanted to start at 11pts and the torp/missile slots mostly have to be built-in.

I dunno, I have a knee-jerk reaction to "explain EVERYTHING about a mysterious backstory" thanks to the train-wreck that was Bionicle,

You and I are bestest buds now

Prequel disappointment has NOTHING on "Makuta are a generic species".

Edited by Tipperary

At least no name is as dumb as "Terridax"

I dunno, "Jar Jar" is a class of stupid all its own.

Wish I had your kind of free time. You must not have young children? :P

Well done! Very thorough.

An idea of mine, if your interested, is the thought of taking the "instinctive" edge of sentient beings out of droid fighters by not giving their action bars Focus. Their ultra fast, computer enhanced ability to react would warrant them all having Evade. Having computers for brains also makes sense for them to all have Target Lock. Droid fighters are also usually portrayed as being fairly fast and/or agile (probably something to do with the lack of need for power being supplied to life support systems, lighter mass, and the fact that the pilot is the ship itself), so then each could have one, or both, of Barrel Roll and Boost.

No focusing ability would also give droid fighters an original flavour of there own not yet used that would make sense, seeing as they are different in a way from all other fighters. My thoughts.

Really good headphones are a necessity~!

It's been brought up before, but it runs into the same problem Huge ships have - 25% of all dice results become useless. Short of new dice there really doesn't seem to be a good way to fix it.

I did consider having Control Signal Relay worded to add boost/BR somehow, but it might work best if the second mod card in the Vulture pack does something like that. Another part is keeping naked costs down since I wanted to start at 11pts and the torp/missile slots mostly have to be built-in.

I dunno, I have a knee-jerk reaction to "explain EVERYTHING about a mysterious backstory" thanks to the train-wreck that was Bionicle,

You and I are bestest buds now

Prequel disappointment has NOTHING on "Makuta are a generic species".

I know there are already pilot cards of droids with the ability to Focus, IG-88 as example, but that could remain unique to droids who live their lives closer to that of an typical organic being, as opposed to just being a ship.

Edit: Actually, I like the name, Calculative Instincts, better than, Calculative Thinking, seeing as it is meant to represent the droids "version" of "instinct".

Edited by Shado

Something to consider if Prequels become a new subfaction.

While I did say that all of Star Wars faction boil down to the light side, dark side, and other, politically I don't think that placing CIS in the same faction as the Galactic Empire fits. That is why I go with more of a wheel type alliance, where you pick a faction and can have say 40 out of 100 of those points spent on ships from neighboring factions while keeping the majority in your chosen faction. (I made a more specific alliance chart in previous posts.)

So on to the alliance wheel with the 6 factions from Episodes 1-7 + S&V.

S&V <=> CIS <=> FO <=> GE <=> Rep <=> RA <=> Res <=> S&V

Now some of these are already in place such as Galactic Empire and First Order as well as Rebel Alliance and Resistance. Some just make sense such as Republic and Rebel Alliance still I will explain each neighboring faction and how it all holds together. I'll think I'll start with the Galactic Empire instead of the Scum and Villainy.

Galactic Empire & Republic: Well again a no brainier as the Republic becomes the Galactic Empire so naturally the Galactic Empire inherits all the Republic equipment. As for Republic taking Galactic Empire stuff it could fit as either prototypes towards the end of the Clone wars or as a 3rd line Garrison with ancient equipment.

Republic & Rebel Alliance: They don't call it a civil war for nothing. While the Palpatine might have been making TIE fighters the Republic was still invested in other starfighters. Also considering that the leaders of the rebel Alliance are disposed members of the Galactic Senate they would gain access to starfighters that were not the focus of the emperors attention like Sinear Fleets.

Rebel Alliance & Resistance: Because the Rebels became the Resistance. I don't know why, you think they would have a Galaxy to run or a government to reform but no and since they are opposing the man they got to remain rebels and destroy the power instead of using power for good.

Resistance & Scum: Because why not, okay that is the only place I could fit it but to be honest it makes sense. The Alliance was made to restore the Republic which obviously hasn't happen yet because they are too busy resisting the First Order. So since they haven't consolidated power and made a legitimate government yet the galaxy is rather fractured so they will have to continue to forge alliances since there is no unifying power. All the neutral parties have their old and reliable tech so sure pair them with the Resistance and Local System Governments and small scale organizations. (This may change depending on the movie).

Scum & Confederate of Independent Systems: Okay this one is a much better fit as the CIS was known to employ bounty hunters as well as recruit pirates and mercenaries to subvert the Republic. Yes they were still taking orders from Sideous/Palpatine but who is to say that they didn't make investments in anything that was not under Republic Control.

Confederate of Independent Systems & First Order: Might not be as clear at first as there is the whole era between these two faction but as the Jedi Council still held watch over the Republic the CIS was the haven for the Sith. Now the Sith might have not been reformed but the First Order takes great intrest in the legacy of the Sith thus they would often seek artifacts from the CIS so it fits perfectly.

First Order & Galactic Empire: Since the Galactic Empire becomes the First Order and already the new rules have declared these two sub-factions part of the Imperial Primary faction then sure they are imperials, and the circle is now complete.

So here now we got a continuous circle that is split from Imperial as well as Rebel and other as much as it is split with Dark side to light side.

-other| |------DARK SIDE----| |---------Light Side-----| |other

S&V <=> CIS <=> FO <=> GE <=> Rep <=> RA <=> Res <=> S&V

|----------Imperial-------| |---Rebel----|

So an alliance wheel, Basicly you select a primary faction and you can take allies from one of the neighborhing factions but at a limited point cost.

These would be the point limits for allies ships based on the total point value of the squadron list. Any upgrade card equipped to an ally pilot cards counts against those points.

  • <60 points total no more than 15 points in Allies
  • 60-79 points total no more than 20 points in Allies
  • 80-99 points total no more than 30 points in Allies
  • 100+ points total no more than 40 points in Allies

Expanded limits for escalation and epic format

  • <100 points total see above
  • 100-149 points total no more than 40 points in Allies
  • 150-199 points total no more than 50 points in Allies
  • 200-299 points total no more than 75 points in Allies
  • 300+ points total no more than 100 points in Allies
Edited by Marinealver

Wish I had your kind of free time. You must not have young children? :P

Well done! Very thorough.

An idea of mine, if your interested, is the thought of taking the "instinctive" edge of sentient beings out of droid fighters by not giving their action bars Focus. Their ultra fast, computer enhanced ability to react would warrant them all having Evade. Having computers for brains also makes sense for them to all have Target Lock. Droid fighters are also usually portrayed as being fairly fast and/or agile (probably something to do with the lack of need for power being supplied to life support systems, lighter mass, and the fact that the pilot is the ship itself), so then each could have one, or both, of Barrel Roll and Boost.

No focusing ability would also give droid fighters an original flavour of there own not yet used that would make sense, seeing as they are different in a way from all other fighters. My thoughts.

Really good headphones are a necessity~!

It's been brought up before, but it runs into the same problem Huge ships have - 25% of all dice results become useless. Short of new dice there really doesn't seem to be a good way to fix it.

I did consider having Control Signal Relay worded to add boost/BR somehow, but it might work best if the second mod card in the Vulture pack does something like that. Another part is keeping naked costs down since I wanted to start at 11pts and the torp/missile slots mostly have to be built-in.

I dunno, I have a knee-jerk reaction to "explain EVERYTHING about a mysterious backstory" thanks to the train-wreck that was Bionicle,

You and I are bestest buds now

Prequel disappointment has NOTHING on "Makuta are a generic species".

Like all unique pilots have a bullet before their name, droid fighters could all have an * before theirs. Then there could be a rule saying that all ships with an * can change the result of one eyeball once per turn when either attacking or defending. Could call it... "Calculative Thinking"? Would make up for the lack of Focusing ability, and being able to use it on top of an action each turn would be thematic to the idea of droids being able to process info faster, and mutitask better, than most beings. It would also keep that instinctive forethought that Focus is suppose to represent, unique to organic beings, seeing as they are suppose to have that edge over droids. Priced right, it wouldn't be too powerful.

I know there are already pilot cards of droids with the ability to Focus, IG-88 as example, but that could remain unique to droids who live their lives closer to that of an typical organic being, as opposed to just being a ship.

Edit: Actually, I like the name, Calculative Instincts, better than, Calculative Thinking, seeing as it is meant to represent the droids "version" of "instinct".

Basically, I see focus as a gameplay mechanic, not exactly as a thematic "this represents intuition" sort of thing, so I have no problem giving droids the action.

It's an interesting idea, though.

Something to consider if Prequels become a new subfaction.

While I did say that all of Star Wars faction boil down to the light side, dark side, and other, politically I don't think that placing CIS in the same faction as the Galactic Empire fits. That is why I go with more of a wheel type alliance, where you pick a faction and can have say 40 out of 100 of those points spent on ships from neighboring factions while keeping the majority in your chosen faction. (I made a more specific alliance chart in previous posts.)

So on to the alliance wheel with the 6 factions from Episodes 1-7 + S&V.

S&V <=> CIS <=> FO <=> GE <=> Rep <=> RA <=> Res <=> S&V

Now some of these are already in place such as Galactic Empire and First Order as well as Rebel Alliance and Resistance. Some just make sense such as Republic and Rebel Alliance still I will explain each neighboring faction and how it all holds together. I'll think I'll start with the Galactic Empire instead of the Scum and Villainy.

Galactic Empire & Republic: Well again a no brainier as the Republic becomes the Galactic Empire so naturally the Galactic Empire inherits all the Republic equipment. As for Republic taking Galactic Empire stuff it could fit as either prototypes towards the end of the Clone wars or as a 3rd line Garrison with ancient equipment.

Republic & Rebel Alliance: They don't call it a civil war for nothing. While the Palpatine might have been making TIE fighters the Republic was still invested in other starfighters. Also considering that the leaders of the rebel Alliance are disposed members of the Galactic Senate they would gain access to starfighters that were not the focus of the emperors attention like Sinear Fleets.

Rebel Alliance & Resistance: Because the Rebels became the Resistance. I don't know why, you think they would have a Galaxy to run or a government to reform but no and since they are opposing the man they got to remain rebels and destroy the power instead of using power for good.

Resistance & Scum: Because why not, okay that is the only place I could fit it but to be honest it makes sense. The Alliance was made to restore the Republic which obviously hasn't happen yet because they are too busy resisting the First Order. So since they haven't consolidated power and made a legitimate government yet the galaxy is rather fractured so they will have to continue to forge alliances since there is no unifying power. All the neutral parties have their old and reliable tech so sure pair them with the Resistance and Local System Governments and small scale organizations. (This may change depending on the movie).

Scum & Confederate of Independent Systems: Okay this one is a much better fit as the CIS was known to employ bounty hunters as well as recruit pirates and mercenaries to subvert the Republic. Yes they were still taking orders from Sideous/Palpatine but who is to say that they didn't make investments in anything that was not under Republic Control.

Confederate of Independent Systems & First Order: Might not be as clear at first as there is the whole era between these two faction but as the Jedi Council still held watch over the Republic the CIS was the haven for the Sith. Now the Sith might have not been reformed but the First Order takes great intrest in the legacy of the Sith thus they would often seek artifacts from the CIS so it fits perfectly.

First Order & Galactic Empire: Since the Galactic Empire becomes the First Order and already the new rules have declared these two sub-factions part of the Imperial Primary faction then sure they are imperials, and the circle is now complete.

So here now we got a continuous circle that is split from Imperial as well as Rebel and other as much as it is split with Dark side to light side.

-other| |------DARK SIDE----| |---------Light Side-----| |other

S&V <=> CIS <=> FO <=> GE <=> Rep <=> RA <=> Res <=> S&V

|----------Imperial-------| |---Rebel----|

So an alliance wheel, Basicly you select a primary faction and you can take allies from one of the neighborhing factions but at a limited point cost.

These would be the point limits for allies ships based on the total point value of the squadron list. Any upgrade card equipped to an ally pilot cards counts against those points.

  • <60 points total no more than 15 points in Allies
  • 60-79 points total no more than 20 points in Allies
  • 80-99 points total no more than 30 points in Allies
  • 100+ points total no more than 40 points in Allies
Expanded limits for escalation and epic format
  • <100 points total see above
  • 100-149 points total no more than 40 points in Allies
  • 150-199 points total no more than 50 points in Allies
  • 200-299 points total no more than 75 points in Allies
  • 300+ points total no more than 100 points in Allies

I refuse to consider this.

e: I should probably clarify my stance. Faction compatibility is a balance headache I really don't need, and this was designed from the start to be standalone.

Edited by Tipperary

Something to consider if Prequels become a new subfaction.

While I did say that all of Star Wars faction boil down to the light side, dark side, and other, politically I don't think that placing CIS in the same faction as the Galactic Empire fits. That is why I go with more of a wheel type alliance, where you pick a faction and can have say 40 out of 100 of those points spent on ships from neighboring factions while keeping the majority in your chosen faction. (I made a more specific alliance chart in previous posts.)

So on to the alliance wheel with the 6 factions from Episodes 1-7 + S&V.

S&V <=> CIS <=> FO <=> GE <=> Rep <=> RA <=> Res <=> S&V

Now some of these are already in place such as Galactic Empire and First Order as well as Rebel Alliance and Resistance. Some just make sense such as Republic and Rebel Alliance still I will explain each neighboring faction and how it all holds together. I'll think I'll start with the Galactic Empire instead of the Scum and Villainy.

Galactic Empire & Republic: Well again a no brainier as the Republic becomes the Galactic Empire so naturally the Galactic Empire inherits all the Republic equipment. As for Republic taking Galactic Empire stuff it could fit as either prototypes towards the end of the Clone wars or as a 3rd line Garrison with ancient equipment.

Republic & Rebel Alliance: They don't call it a civil war for nothing. While the Palpatine might have been making TIE fighters the Republic was still invested in other starfighters. Also considering that the leaders of the rebel Alliance are disposed members of the Galactic Senate they would gain access to starfighters that were not the focus of the emperors attention like Sinear Fleets.

Rebel Alliance & Resistance: Because the Rebels became the Resistance. I don't know why, you think they would have a Galaxy to run or a government to reform but no and since they are opposing the man they got to remain rebels and destroy the power instead of using power for good.

Resistance & Scum: Because why not, okay that is the only place I could fit it but to be honest it makes sense. The Alliance was made to restore the Republic which obviously hasn't happen yet because they are too busy resisting the First Order. So since they haven't consolidated power and made a legitimate government yet the galaxy is rather fractured so they will have to continue to forge alliances since there is no unifying power. All the neutral parties have their old and reliable tech so sure pair them with the Resistance and Local System Governments and small scale organizations. (This may change depending on the movie).

Scum & Confederate of Independent Systems: Okay this one is a much better fit as the CIS was known to employ bounty hunters as well as recruit pirates and mercenaries to subvert the Republic. Yes they were still taking orders from Sideous/Palpatine but who is to say that they didn't make investments in anything that was not under Republic Control.

Confederate of Independent Systems & First Order: Might not be as clear at first as there is the whole era between these two faction but as the Jedi Council still held watch over the Republic the CIS was the haven for the Sith. Now the Sith might have not been reformed but the First Order takes great intrest in the legacy of the Sith thus they would often seek artifacts from the CIS so it fits perfectly.

First Order & Galactic Empire: Since the Galactic Empire becomes the First Order and already the new rules have declared these two sub-factions part of the Imperial Primary faction then sure they are imperials, and the circle is now complete.

So here now we got a continuous circle that is split from Imperial as well as Rebel and other as much as it is split with Dark side to light side.

-other| |------DARK SIDE----| |---------Light Side-----| |other

S&V <=> CIS <=> FO <=> GE <=> Rep <=> RA <=> Res <=> S&V

|----------Imperial-------| |---Rebel----|

So an alliance wheel, Basicly you select a primary faction and you can take allies from one of the neighborhing factions but at a limited point cost.

These would be the point limits for allies ships based on the total point value of the squadron list. Any upgrade card equipped to an ally pilot cards counts against those points.

  • <60 points total no more than 15 points in Allies
  • 60-79 points total no more than 20 points in Allies
  • 80-99 points total no more than 30 points in Allies
  • 100+ points total no more than 40 points in Allies

Expanded limits for escalation and epic format

  • <100 points total see above
  • 100-149 points total no more than 40 points in Allies
  • 150-199 points total no more than 50 points in Allies
  • 200-299 points total no more than 75 points in Allies
  • 300+ points total no more than 100 points in Allies

The light side and dark side theme being used so heavy handedly is everything wrong with the last 15 years of Star Wars. Moreso, outright aligning The Empire and CIS with The Dark Side.

To tell you the truth, from a political standpoint, I heavily sympathize with The Confederacy of Independent Systems. I really, really do. Just as well I see the merits of The Grand Army of The Republic. Neither side is necessarily evil.

I think it's completely possible to think the movies are dumb but like the ships. Certainly feel more SW than the TFA stuff.

(most of them, I'm categorically not making stats for the Twilight)

I don't think anyone was attached to that particular ship anyways.

Am I the only one who thinks of a B-Wing with a greatly expanded control pod and one whng amputated when I see the Twilight?

Edited by RogueCorona

I think it's completely possible to think the movies are dumb but like the ships. Certainly feel more SW than the TFA stuff.

(most of them, I'm categorically not making stats for the Twilight)

I don't think anyone was attached to that particular ship anyways.

Am I the only one who thinks of a B-Wing with a greatly expanded control pod and one whng amputated when I see the Twilight?

See:

the ship looks like someone didn't finish unpacking a B-Wing from its shipping crate

Added Sith Infiltrator pilot cards (text was already in).

Basically I did a lot of cards with the lower-left ship icon pointing left instead of right and have to edit and export and edit a whole bunch of em.

Edited by Tipperary

Something to consider if Prequels become a new subfaction.

...

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The light side and dark side theme being used so heavy handedly is everything wrong with the last 15 years of Star Wars. Moreso, outright aligning The Empire and CIS with The Dark Side.

To tell you the truth, from a political standpoint, I heavily sympathize with The Confederacy of Independent Systems. I really, really do. Just as well I see the merits of The Grand Army of The Republic. Neither side is necessarily evil.

Well of course you sympathize with the CIS. They did not have that god awful Jar Jar Binks, therefore they were the good guys :P .

Now I see you point that there really was no good side as Palpatine/Sideous was pulling strings on both ends thus making it all controlled by the Sith, but Star Wars has always been about the Light vs the Dark and those openly supported by the Jedi were always the light while the Sith was always the dark and the CIS was founded and controlled by the Sith even if it was a manipulation that lend to its destruction once the Sith took control of the Galactic Empire. Thus the CIS will be more associated with the Dark side than the light side at all. And yes the Republic was controlled by a Sith Lord which is why I put the Republic next to the Galactic Empire.

However I don't see them as the source of the Sith either. To be honest I think the First Order would be more Sith-like than the CIS and since both the CIS and the First Order goals were to expunge the Jedi from the galaxy I could see those two factions as closely related in terms of agendas.

Edited by Marinealver

Something to consider if Prequels become a new subfaction.

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I refuse to consider this.

e: I should probably clarify my stance. Faction compatibility is a balance headache I really don't need, and this was designed from the start to be standalone.

but multi-factionalism is already here in X-wing. The new sub-factions will eventually become factions of their own. Sure, there is the primary factions which create separations but since the start of the 3rd faction Scum & Villainy we had pilots and ships that crossed over to other factions thus upsetting the balance of separate and opposite factions. ;)

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Edited by Marinealver

The allies system ruined 40k I really don't want a system like that in x-wing.