I came up with a custom Skipray Blastboat. Looking for advice on balancing

By Aurelius47, in X-Wing Off-Topic

So, I have been interested in doing a custom ship for a while now and was inspired by a Star Wars podcast I'm a huge fan of. If you like Star Wars and comedy, there's a good chance you'll love the Campaign Podcast by OneShot. They are a group of comedians who also happen to love real-play RPG's and podcasting. They use Fantasy Flight's Edge of the Empire RPG system to run a long-form campaign about a group of smugglers who've accidentally stumbled into becoming the Empire's number one most wanted and are now trying to reach out to the Rebellion. Even if you're not a fan of the podcast, it should be possible to give me some feedback on how these cards fit into X-Wing.

The crew live in a customized Skipray Blastboat called the Mynock which has a knack for surviving close scrapes. I designed the pilot card and upgrades all based on what I could find about the Skipray and on the personalities and abilities of the characters heard throughout Campaign.

Here's a gallery of the cards I made with a little description on each one: http://imgur.com/a/IusYv

Right now all the effects and abilities feel about right, but their costs might need a little tweaking. Constructive criticism is welcome, let me know what you think!

Very nice! Regarding the dial, I'm going back and forth about the green 2-straight. On the one hand, I feel that with green 1-banks, it already has more green options than the Y-wing so it doesn't need the green 2-straight. On the other hand, Y-wings can take R2 Astromech or Unhinged Astromech, dramaticaly increasing the number of green maneuvers they have. The Skipray Blastboat doesn't have that option, so having an extra green may not be detrimental. But on the other hand, it gives one more maneuver from which to obtain a target lock with K4 Security Droid. As a bomber-style craft, that's pretty big.

Personally, I'd prefer an extra torpedo port over a cannon port. In a lot of ways, I see the Skipray Blastboat as the TIE Punisher or K-wing of the Scum faction. Each of those craft has 7 upgrade slots. You could easily just add a second Torpedo and bring the Skipray Blastboat up to 7 as well.

Going off the cost of "Redline" and Miranda Doni and keeping up with the K-wing/TIE Punisher analogy, I think Tryst is too expensive. But then, his ability combined with 2 agility is also quite powerful. I'm wondering if 2 agility isn't too much for this craft.

OC DONUT STEEL is a major turnoff, but also I think the primary turret is a little wierd. Take a look at this, though:

https://community.fantasyflightgames.com/topic/185432-skipray-or-how-i-learned-to-stop-worrying-and-love-the-boat/

Thats so cool! I've never seen your post but my friend and I also considered doing a primary ion weapon for the Skipray! Having seen the dorsal turret for the VCX-100 and how that whole interaction works is making me question whether a primary turret is truly necessary or not.