Custom Card League starting soon

By Babaganoosh, in X-Wing

I'll be honest, ever since i found out about this game (1 1/2 year ago) Ive been waiting for a ship that can Broadside fire some people. i want a ship with NO front Firing arc, but two side firing arcs.

So you've mentioned that the first round of submissions will be for new ships with generic pilots (With, presumably, a further round of submissions for named pilots for those ships that pass the first round, and so on).

I've got a stack of designs sitting about that are mostly loosely grouped into mock 'expansions'. Maybe a new ship with a whole slew of pilots and some new upgrades to go with it, maybe a 'veterans' style pack, I'm currently working on a refit of the Gozanti cruiser to play as the Black Sun Gozanti frigate from Clone Wars.

Is there a place for submissions in that way, a big slab of cards at the same time, or would it be more helpful/practical for me to parcel out my designs and submit them bit by bit at the relevant moments?

So you've mentioned that the first round of submissions will be for new ships with generic pilots (With, presumably, a further round of submissions for named pilots for those ships that pass the first round, and so on).

I've got a stack of designs sitting about that are mostly loosely grouped into mock 'expansions'. Maybe a new ship with a whole slew of pilots and some new upgrades to go with it, maybe a 'veterans' style pack, I'm currently working on a refit of the Gozanti cruiser to play as the Black Sun Gozanti frigate from Clone Wars.

Is there a place for submissions in that way, a big slab of cards at the same time, or would it be more helpful/practical for me to parcel out my designs and submit them bit by bit at the relevant moments?

You'll need to split the submission up into a few different parts, mainly so that people can vote on and later modify and re-submit the individual cards of the expansion. If everything came in one package, like ship expansions do in the real game, it would be a little too unwieldy in my opinion to have anything but a simple vote on the whole package.

I think its best to have as granular a voting process as possible in general. The model I have for the whole development process has an initial submission, and then the opportunity to adjust the cards chosen in the first round for balance and wording. Two rounds of development, submission, and voting per card.

Alright, rad. Well I have an older project I'd like to revise that I'll definitely be submitting as a custom ship, and depending on how my free time works out between now and then you might see a second from me - I've been inspired by Rebels and there are a couple of ships there I'd really like to take a crack at.

I'm listening to the second episode of your podcast at the moment - you guys are doing a great job so far.

I'll definitely be submitting my chiss clawcraft from the reddit custom ship contest: https://docs.google.com/document/d/1yUjpQ9hb-qSMyNpPHjDKsp1aZ8pIpLjTdvAUVuuL2Kk/edit

I've also got a preybird I might look at submitting for imperial (too similar to the g1a to make it scum, I have both versions) and have been working on a Mandalorian Fang Fighter for scum.

I know I also have a Lady Luck lying around, maybe a copule others....

I have a strange love for support ships, so I came up with this:

RVN 290 (Rebel)
0/2/3/3
TL, Jam , Evade, Boost

Agressor's Dials

2 Crew, Illicit, 2 Torpedo Slots EPT (for named pilots)

Pilots:
Rebel Scout - PS 3 16 pts

Jaden Korr - PS 4 18 pts
Ships targeting you cannot perform another attack this round.


Jyn Orso - Ps 6 21 pts
When an Enemy ship in range 1-2 is defending against another friendly ship, that ship may add 1 (Hit) to it's results.


Jan Ors - PS 8 23 pts
When another friendly ship at Range 1-3 is attacking, if you have no stress tokens, you may receive 1 stress token to allow that ship to roll 1 additional attack die.

Rebel Saboteur, Crew, Rebel Only. 2pt - Attack: Choose 1 enemy ship at Range 1. Choose 1 facedown Damage card assigned to that ship, flip it faceup, and resolve it.

Jaden Korr, Crew, Rebel Only. 3pt -
Choose 1 friendly ship at Range 1-2. You may replace an stress token assigned to that ship with a focus token.

Raven's Claw, Title, Unique 0pts - Once per round, after you discard an Illicit Upgrade card, flip that card faceup.

-------------------------------------------------------
The idea is a ship that you would only take 1 of in a list, with either torpedoes to make it count or A Hot shot blaster with Raven's Claw to be offensive. You could also take it for relatively cheap and have it only purely support. It's a fast and jumpy ship to make up for it's offensive incapability.

Maybe. I was actually aligning it with it being 1 more point than the awing at the loss of boost (and therefore autothrusters) and a better dial and the cool arc which just kinda offsets the need for boost. I don't think the dial crazy better since it's just more red move options. I also think scum needs a solid ship between Zs and Uboats. You could run it naked at 15 (with prototype title) for more green dice and a better dial than a Z, that didn't work out for the Scyk at 14.

Also, what PS to start with? That nails down points a little clearer too. Trying to decide if PS 1 is too big a bonus as a blocker... could start at 2 and have prototype title remove 1PS and bump the base cost up 1.

I could see this being 2pts above a refit Awing and 1 above the naked TAP but since it's not in either of those factions and it quickly gets more expensive when you add Mod + title + crew it doesn't compare as well as I'd like. Since the contest/submissions don't start for a week I was just throwing out a starting point.

This was also thought out before 5x awings started winning big tournaments so... at least a point with a PS 2 start...let others weigh in and see the busted combo for scum that I'm sure is there.

Sounds like a ship that could fill the light attack agile ship niche that Scyks were probably meant to occupy. But the Aux arc is a serious advantage that should be pricey. Interesting ship overall!

I got 2 off shapeways immediately when I got into this game. They were brilliant "bad guys" for the players. The thing with arcs is we don't know what they cost just like dials. All the ships with aux arcs are large and that messes with things significantly. It has to have a cost but I'm not sure what it is. I was toying with a way to have the arc on and off depending on if it was in combat mode or silhouette mode but not sure how to make that work without being complicated.

The crew slot also makes it potent.

We'll work on it.

I have a strange love for support ships, so I came up with this:

RVN 290 (Rebel)

0/2/3/3

TL, Jam , Evade, Boost

Agressor's Dials

2 Crew, Illicit, 2 Torpedo Slots EPT (for named pilots)

Pilots:

Rebel Scout - PS 3 16 pts

Jaden Korr - PS 4 18 pts

Ships targeting you cannot perform another attack this round.

Jyn Orso - Ps 6 21 pts

When an Enemy ship in range 1-2 is defending against another friendly ship, that ship may add 1 (Hit) to it's results.

Jan Ors - PS 8 23 pts

When another friendly ship at Range 1-3 is attacking, if you have no stress tokens, you may receive 1 stress token to allow that ship to roll 1 additional attack die.

Rebel Saboteur, Crew, Rebel Only. 2pt - Attack: Choose 1 enemy ship at Range 1. Choose 1 facedown Damage card assigned to that ship, flip it faceup, and resolve it.

Jaden Korr, Crew, Rebel Only. 3pt - Choose 1 friendly ship at Range 1-2. You may replace an stress token assigned to that ship with a focus token.

Raven's Claw, Title, Unique 0pts - Once per round, after you discard an Illicit Upgrade card, flip that card faceup.

-------------------------------------------------------

The idea is a ship that you would only take 1 of in a list, with either torpedoes to make it count or A Hot shot blaster with Raven's Claw to be offensive. You could also take it for relatively cheap and have it only purely support. It's a fast and jumpy ship to make up for it's offensive incapability.

This is a really interesting concept. It's hard to say how much of a discount a ship with a primary attack value of '0' should have. Also, maybe it should have a special "-" value for its primary attack, or it would still have 1 red dice at range 1 from the bonus, useless as that is.

Including the Jam action is another interesting choice- I think it may have to be a different ability altogether because there is a problem with abilities that can assign stress in the activation phase... if you can give someone stress before they move, you can stress them before they perform red maneuvers. With intel agent, you don't even have to guess, and you can virtually prevent the enemy from ever choosing reds near you. It's not a problem for huge ships because they move after all small ships.

I'd think about giving this ship a SLAM action though - the oversize engines certainly justify it, and as a pure support ship, it doesn't lose much by SLAMming.

23807.jpg

Dark Helmet (crew)

You can "go to plaid" if you pick max speed forward. This means you move the same max speed forward again. You deal yourself a damage card and become stressed.

Not sure if this is the best, or worst idea I have seen for a custom card....

I do plan to have a clause where I can exclude extremely out-of-universe cards, like a 'pilot mcpilotface'. But I do love this frickin movie.... decisions....

I'm leaning toward best idea ever, but maybe its a tech upgrade, allowing you to have "Ludicrous Speed", a 6-straight plaid maneuver. Its a red, white, and green maneuver

I have a strange love for support ships, so I came up with this:

RVN 290 (Rebel)

0/2/3/3

TL, Jam , Evade, Boost

Agressor's Dials

2 Crew, Illicit, 2 Torpedo Slots EPT (for named pilots)

Pilots:

Rebel Scout - PS 3 16 pts

Jaden Korr - PS 4 18 pts

Ships targeting you cannot perform another attack this round.

Jyn Orso - Ps 6 21 pts

When an Enemy ship in range 1-2 is defending against another friendly ship, that ship may add 1 (Hit) to it's results.

Jan Ors - PS 8 23 pts

When another friendly ship at Range 1-3 is attacking, if you have no stress tokens, you may receive 1 stress token to allow that ship to roll 1 additional attack die.

Rebel Saboteur, Crew, Rebel Only. 2pt - Attack: Choose 1 enemy ship at Range 1. Choose 1 facedown Damage card assigned to that ship, flip it faceup, and resolve it.

Jaden Korr, Crew, Rebel Only. 3pt - Choose 1 friendly ship at Range 1-2. You may replace an stress token assigned to that ship with a focus token.

Raven's Claw, Title, Unique 0pts - Once per round, after you discard an Illicit Upgrade card, flip that card faceup.

-------------------------------------------------------

The idea is a ship that you would only take 1 of in a list, with either torpedoes to make it count or A Hot shot blaster with Raven's Claw to be offensive. You could also take it for relatively cheap and have it only purely support. It's a fast and jumpy ship to make up for it's offensive incapability.

This is a really interesting concept. It's hard to say how much of a discount a ship with a primary attack value of '0' should have. Also, maybe it should have a special "-" value for its primary attack, or it would still have 1 red dice at range 1 from the bonus, useless as that is.

Don't discount that bonus! We had a tournament one time where in the final match at the top table, a Fat Han died to a hwk that had lost it's turret and had it's primary attack value reduced by 1 from crits. Got into range 1 and that 1 bonus die killed han.

I've always wanted this:

Flesh Wound

EPT - 3 pts?

When you lose your last hull point, roll a defense die. On a Focus result you are not destroyed and reset to 1 hull point.

Time to add the Gunboat :lol:

We were talking about the Upcoming Heroes of the Resistance Expansion over our local Facebook group, and I was saying that I think the unspoiled EPT 'Snap S...' might be something like this:



Non-unique Elite Pilot Talent:


'Snap Shot', 1pt.


'ACTION: You may perform an attack, then assign a weapons disabled token to this ship and discard this card.'



I've seen something like this mentioned before, and I actually really like this upgrade as a way for lower PS generics to combat higher PS aces. So I'm putting this forward to be a card.



Anti-ace build with this card:


27 Green w/ PtL, PRockets, Chips, Test, Snap Shot.


Edited by CRCL

I'd think about giving this ship a SLAM action though - the oversize engines certainly justify it, and as a pure support ship, it doesn't lose much by SLAMming.

The SLAM Action makes a lot of sense. I was thinking of making it have a weaponized stress feature in the form of jam, though would Tactician/Gunner work if you roll 0 attack dice? Because that could be a mean combo if so.

We were talking about the Upcoming Heroes of the Resistance Expansion over our local Facebook group, and I was saying that I think the unspoiled EPT 'Snap S...' might be something like this:

Non-unique Elite Pilot Talent:

'Snap Shot', 1pt.

'ACTION: You may perform an attack, then assign a weapons disabled token to this ship and discard this card.'

I've seen something like this mentioned before, and I actually really like this upgrade as a way for lower PS generics to combat higher PS aces. So I'm putting this forward to be a card.

Anti-ace build with this card:

27 Green w/ PtL, PRockets, Chips, Test, Snap Shot.

Weapons Disabled tokens are removed at the end of the round. So a generic would shoot an ace, and the ace would recover by next turn. It'd actually just stack on the suck for low level generics.

Edited by CheapCreep

We were talking about the Upcoming Heroes of the Resistance Expansion over our local Facebook group, and I was saying that I think the unspoiled EPT 'Snap S...' might be something like this:

Non-unique Elite Pilot Talent:

'Snap Shot', 1pt.

'ACTION: You may perform an attack, then assign a weapons disabled token to this ship and discard this card.'

I've seen something like this mentioned before, and I actually really like this upgrade as a way for lower PS generics to combat higher PS aces. So I'm putting this forward to be a card.

Anti-ace build with this card:

27 Green w/ PtL, PRockets, Chips, Test, Snap Shot.

Weapons Disabled tokens are removed at the end of the round. So a generic would shoot an ace, and the ace would recover by next turn. It'd actually just stack on the suck for low level generics.

If I read the ability right, then the weapons disabled token actually goes on the ship that fired during the activation phase, not the target. Seems to be working as intended to me. Maybe too good for the price though.

We were talking about the Upcoming Heroes of the Resistance Expansion over our local Facebook group, and I was saying that I think the unspoiled EPT 'Snap S...' might be something like this:

Non-unique Elite Pilot Talent:

'Snap Shot', 1pt.

'ACTION: You may perform an attack, then assign a weapons disabled token to this ship and discard this card.'

I've seen something like this mentioned before, and I actually really like this upgrade as a way for lower PS generics to combat higher PS aces. So I'm putting this forward to be a card.

Anti-ace build with this card:

27 Green w/ PtL, PRockets, Chips, Test, Snap Shot.

Weapons Disabled tokens are removed at the end of the round. So a generic would shoot an ace, and the ace would recover by next turn. It'd actually just stack on the suck for low level generics.

If I read the ability right, then the weapons disabled token actually goes on the ship that fired during the activation phase, not the target. Seems to be working as intended to me. Maybe too good for the price though.

1 point to shoot at an un tokened soontir fel (or any on modded ace) is way too good.

Okay, I get the wording now! Cool, well, yes I think it needs to be a bit more points.

We were talking about the Upcoming Heroes of the Resistance Expansion over our local Facebook group, and I was saying that I think the unspoiled EPT 'Snap S...' might be something like this:

Non-unique Elite Pilot Talent:

'Snap Shot', 1pt.

'ACTION: You may perform an attack, then assign a weapons disabled token to this ship and discard this card.'

I've seen something like this mentioned before, and I actually really like this upgrade as a way for lower PS generics to combat higher PS aces. So I'm putting this forward to be a card.

Anti-ace build with this card:

27 Green w/ PtL, PRockets, Chips, Test, Snap Shot.

Weapons Disabled tokens are removed at the end of the round. So a generic would shoot an ace, and the ace would recover by next turn. It'd actually just stack on the suck for low level generics.

If I read the ability right, then the weapons disabled token actually goes on the ship that fired during the activation phase, not the target. Seems to be working as intended to me. Maybe too good for the price though.

1 point to shoot at an un tokened soontir fel (or any on modded ace) is way too good.

This is true. I am under the impression that this is not the wording for the card, simply because you could easily one shot a lot of aces which depend on those actions. It seems to be contrary to the nature of the game to be able to shoot a ship before it even has an opportunity to perform actions. I'm still under the impression that Snap Shot is a 1 pt discard EPT that allows you to shoot a ship you are touching in arc. This would accomplish what CRCL is looking for here, but requires some masterful blocking as well. CRCL's option would likely crumble arc dodgers for good. On the other hand, being forced to block the arc dodgers still takes skill, but eliminates factor 2 to taking out aces- the necessity to have 2 ships to kill them, the blocker and the attacker. I think it's elegant, and powerful, and can be used in creative ways without curb stomping a popular archetype.

Edited by Kdubb

This is true. I am under the impression that this is not the wording for the card, simply because you could easily one shot a lot of aces which depend on those actions. It seems to be contrary to the nature of the game to be able to shoot a ship before it even has an opportunity to perform actions. I'm still under the impression that Snap Shot is a 1 pt discard EPT that allows you to shoot a ship you are touching in arc. This would accomplish what CRCL is looking for here, but requires some masterful blocking as well. CRCL's option would likely crumble arc dodgers for good. On the other hand, being forced to block the arc dodgers still takes skill, but eliminates factor 2 to taking out aces- the necessity to have 2 ships to kill them, the blocker and the attacker. I think it's elegant, and powerful, and can be used in creative ways without curb stomping a popular archetype.

I dunno, arc dodgers are already pretty resilient, and the perfect counter to them has existed for almost 5 waves now (Gunner + Vader Deci), and they've still remained popular and top tier.

Keep in mind on most ships this upgrade would give an unmodified shot at what are generally pretty tanky ships. The GSP is an exception, but very fitting considering the A-wings role as an interceptor. Even then Vadar, Poe, Miranda, Omega Leader and Carnor could all quite easily take a hit from that GSP and live to tell the tale. The Phantom can decloak at PS0, so it has a way to play around that build. Really the only ships that would be in trouble are the low HP aces that rely entirely on their actions (Soontir, Jake), and Soontir could counter it by swapping out his stealth device for a shield/hull instead (plus he also has Palpatine). After that fist shot you're talking about a 26pt A-wing with no tricks. That all ignores the fact that careful flying could completely negate this card too.

I do like any upgrade that encourages blocking though, but Arvel does already exist, and I can't say I've ever seen anyone (other than myself) flying him.

Edited by CRCL

I say for more than 1 pt, it's a good an not OP card. Though Bossk with Dengar would be king with that .

Submission Form: Upgrade

Name: Jedi Skill

Type:EPT

Upgrade text: Rebel Only. Jedi Pilot Skill. If pilot skill is 6 or greater add an additional pilot skill to the bar. This skill is limited to Jedi Skills.

Cost: 2

Attack Value (if any):

Range (if any):

Design notes: The Jedi skill pilot uses the existing pilot skill icon and adds a skill that can only be used for one of the following skills.

General design notes: All of the following skills could be used without the prerequisite Sith and Jedi skills card, but I would add at least 2 to the cost of the card.

Submission Form: Upgrade

Name: Blind Fire

Type:EPT

Upgrade text: Rebel Only. Jedi Skill. You may fire missiles or torpedoes without having or using a target lock. You must have Jedi Pilot Skills equipped

Cost: 2

Attack Value (if any):

Range (if any):

Design notes: This card represents the ability of a Jedi to use the force as Luke did in the attack on the Death Star.

Submission Form: Upgrade

Name: Deception

Type:EPT

Upgrade text: Rebel Only. Jedi Pilot Skill. When being attacked, reduce the attacking ships attack by 1 if his pilot skill is less than yours. You must have Jedi Pilot skills equipped

Cost: 2

Attack Value (if any):

Range (if any):

Design notes: This works on the idea that a Jedi could deceive a pilot of lesser skill by using the force, much as Obi-Wan does to the storm troopers..

Submission Form: Upgrade

Name: Sith Skill

Type:EPT

Upgrade text: Imperial Only. Sith Pilot Skill. If pilot skill is 7 or greater add an additional pilot skill to the bar. This skill is limited to Sith Skills.

Cost: 2

Attack Value (if any):

Range (if any):

Design notes: The Sith skill pilot uses the existing pilot skill icon and adds a skill that can only be used for one of the following skills.

Submission Form: Upgrade

Name: Force Choke

Type:EPT

Upgrade text: Imperial Only. Sith Skill. If the target has a pilot skill of 5 or less you may change 1 uncancelled hit to a critical and give the target 1 stress. You must have the Skill equipped to use this skill.

Cost: 3

Attack Value (if any):

Range (if any):

Design notes: This represents the ability of the Sith to use the Force Choke over a distance, such as Vader did. Probably should have a range limitation of 2 or 3.

Submission Form: Upgrade

Name: Mind Control

Type:EPT

Upgrade text: Imperial Only. Sith Skill. When an enemy ship at range 1 reveals its dial you may turn that maneuver into a red maneuver if the pilots skill is less than yours. You must have the Sith Skill equipped to use this skill.

Cost: 2

Attack Value (if any):

Range (if any):

Design notes: This would represent the ability of the Sith to apply pressure and make it more difficult for a less skilled pilot to perform actions against the Sith.

I have cards made up, but can seem to get them to load. If someone can help me out I will post the images.

Submission Form: Upgrade

Name: Jedi Skill

Type:EPT

Upgrade text: Rebel Only. Jedi Pilot Skill. If pilot skill is 6 or greater add an additional pilot skill to the bar. This skill is limited to Jedi Skills.

Cost: 2

Attack Value (if any):

Range (if any):

Design notes: The Jedi skill pilot uses the existing pilot skill icon and adds a skill that can only be used for one of the following skills.

General design notes: All of the following skills could be used without the prerequisite Sith and Jedi skills card, but I would add at least 2 to the cost of the card.

.....

I have cards made up, but can seem to get them to load. If someone can help me out I will post the images.

Interesting concepts! I suppose I should also add in some support for reference cards as needed (for bombs and new types of abilities like yours).

I usually upload my images to photobucket and then link to them; how are you trying to load images? You could also try putting them in a google document that you then share. All submissions will eventually go into a publicly viewable google doc.

I always liked the idea of an EPT that unlocked force use and then each EPT after being required for the next.

I always liked the idea of an EPT that unlocked force use and then each EPT after being required for the next.

Do you mean something like:

EPT: Force user: you may equip a level 1 force power

Force Power 1: Force choke: (ability text) you may equip a level 2 force power

Force Power 2: Force lightning (ability text) you may equip a level 3 force power

(and so on)

It could be interesting. I think that trying to implement sets of cards (cards that all require one another to work) is a little harder under the submission/voting rules that I plan on using for the custom card league; I want to allow individual cards to stand or fall rather than sets, to make voting and community development on a by-card basis possible.