Hello, fellow dice-rolling, template tossing player!
Today we'll talk about such thing as S&V flavour.
As far as we know, each faction is lore-wise specific.
Empire is all about staple production, brutal efficiency and little to no personal adjustments. You won't find a Tie with custom cockpit and chair
Rebels are all about pilot protection. The longer the pilot survives-the better. That means life support, shields and regeneration. Pilots tweaked their ships a bit, but hardly did two X-wings different from each other that much.
Scum&Villainly, space pirate ninja mercenaries, riding all sorts of ships, not really fresh designs, not that effective, but each pilot modded his ship to his taste into bizarre forms, to the point that a pilot chair is the only thing that's not changed from staple design.
Currently in-game things aren't exactly the way they should be.
Only Tie Swarm and rebels comply with their role representation, other empire ships aren't staple (except for EU slapped onto everything possible at PS8+)
and S&V customization is at par with the Empire, if not lower.
General idea: make S&V ships customizeable, so that you could create a number of unique designs, making sure there'll be builds for more tasks and designs suitable for more pilots.
Variant 1: in-ship modifications, titles.
Not the way Heavy scyk was implemented (oh god, why)
Variant 2: illicit upgrades
Variant 3: other slot upgrades
Variant 4: Combination of them
Variant 1 is the most clumsy one, but the most highly tweakable and least possible to produce cadavers with power levels reaching PWT-levels pre-TLT
But, if one would give it a try, it might work.
Every part is put under the spoiler to avoid textwalls
Scyk is sick ?
Scyk scyks ?
Scyk sucks ?
Not cheap for a swarmer, not maneuverable for ace, not formidable enough for weapon platrofm.
Scyk: while title already exists, introduction of double cards opens up a wide array of abilities and possible tweaks
Missile pods
3 points
2 attack R 1-3
requires TL
For every Crit rolled, remove Crit result and add 2 Hit results
After performing attack, flip card
/
Missile pod ejection
Action: flip this card
Vectored engines:
Mod: Scyk only;
2 points
Immediately before revealing maneuver dial, perform a barrel [not action] roll using 1 bank template.
Kinetic cannons
Secondary; Heavy scyk only
2 points
2 attack R1-3
For every Focus rolled, roll additional die
For every Crit rolled, the defender suffers 1 stress. Flip this card
/
Overheated kinetic cannons
Action: flip this card
Cartel property
Scyk only mod
You gain 1 Illicit upgrade slot
Black sun thug
Scyk only mod 1 point
Increases Hull value by 1
Guild member
Scyk only mod
You may equip extra Modification at 2 point discount
Kihraxz is nice, but it's abilities are at par with Wave 3 meta, at best.
Slightly better furballer than T-65, Slightly worse as an ace platform than T-65, Jouster who's not perfect for jousts.
and a beauty for the shelves as well ![]()
Kihraxz has 3 sides
1. jouster. isn't the best side in current ace-tlt meta.
2. knife-fighter. 1-hard begs for such duty, but it isn't a B-wing with adv sensor beauty, so it needs something else to not fear the furball
3. ace-platform. I won't start the Boost hype, for it never ended.
But ace platform needs upgrades. something it lacks heavily.
Junkyard dog
kihraxz title 0 points
You lose 1 shield, missile slot
adds 2 hull points
Black sun assault specialist
Kihraxz title 2 points
Your missile slot and modification upgrades get 2 point discount each.
Cartel brawler
Kihraxz title 2 points
Your upgrade bar gains Barrel roll action
You must use 1 bank template when performing barrel roll action.
Heavy duty fighter
Kihraxz modification 2 points
Your upgrade bar gains 1 Unhinged astro, 1 Tech or 1 Illicit icon.
Gladiator refit
Kihraxz modification 1 point
Adds 1 Hull point.
When you are dealt a crit, you may discard this card and forfeit the extra hull point to discard the crit before reading the card.
Starviper
It's cool-looking, it's weird, disturbingly alien in design, function and role.
While it more likely requires a pilot pack to utilize it's sensor slot and boost-BR combo
generics are still lackluster (and I'm being too generous with such words. they suck scyks)
PS8 pilot.
Fix enough! lol
Ps6 EPT-generic
Mando-motors Starviper
Title; Starviper only
Your upgrade bar gains Illicit and Tech slots
Consortium war hound
Starviper title 4 points
Immediately after revealing a
hard maneuver - perform a free barrel roll action
bank maneuver - assign an evade token to your ship
Mass production
Starviper title 0 points
Your upgrade bar loses Torpedo slot
You may equip 1 Modification for free
Y-wing isn't lacking, but it's a bit...staple?
Cartel smuggler
Y-wing modification 1 point
Scum only
Your upgrade bar gains Illicit slot
Freebooter
Y-wing modification 2 points
Scum only
Your upgrade bar gains Crew slot
Gunship
Y-wing modification
You may not equip Turret upgrades
You may equip Secondary weapons into Turret slot and treat them as Turret upgrades
Modifying big ships is problematic, due to variety of slots they have.
But
Illicit upgrade slot can be utilized in many many ways!
Hidden bomb compartment
Illicit 0 points
[unique]
Your upgrade bar gains Bomb slot
hardwired astromech
Illicit: 1 point
[unique]
Your upgrade bar gains merc astromech slot
When you gain an ion token, roll attack die. on Focus result, discard the astromech.
Afterburners
Illicit: 2 points
[unique]
Action: perform boost action
[no autothrusters, sorry, Kobra]
Extra shield layering
Illicit 4 point
[unique]
when you lose a shield, roll 1 defense die
On Evade result, recover 1 shield
Hidden crew compartment
Illicit: 3 points
[unique]
Your upgrade bar gains Crew slot.
Other slot upgrades are hard to use, but who knows, maybe it's the right way?
Astromech crew 1 point
[unique]
Crew; Scum only
Add 1 Merc Astromech slot
Expanded cargo capacity
Modification 1 pts
Scum only
Your upgrade bar gains 1 Illicit or 1 Crew slot
Torpedo tube re-purposing
Torpedo slot 2 points
Your upgrade bar gains 1 missile slot or 1 secondary weapon slot
While some may be ways to horrible horrible combos, these horrible combos might actually be able to bump little to no used ships to competitive levels.
And make a S&V fleet truly a heap of upgrade cards that interact in unusual and fun ways, tailored by a pilot to his..... exquisite...(sick bastard)...tastes
*prays to the printer God, so that his priests of development read the thread and see the merit of
GLORIOUS SPACE PIRATE MERCENARY FACTION