Custom Card League: Submit your entries now!

By Babaganoosh, in X-Wing

Just a quick reminder that the first round of ship submissions is due on May 29 at 11:59pm. Make sure all your entries are ready and marked FINAL. I will post a list of ships submissions that I am tracking sometime saturday; let me know right away if your ship isn't on that list.

The voting period for ships will start as soon as the voting documents are ready, and will end on June 5.

Keep in mind that there will be a second round of submission/voting for ships, but only variations of the top four ships from the first round will be accepted as submissions in the second round. For example, if there is a V-wing in the top four in the first round, V-wing variations will be accepted in the second round. On the other hand, if there is no V-wing in the top four from the first round, V-wing entries will not be accepted in the second round of voting.

June 5 is also the start of the first round of voting for upgrades. Upgrades compatible with existing ships or the top four ships from the first round of voting will be accepted as entries.

Good job so far, everyone - make sure you make any final tweaks between now and the deadline!

PS: opened to suggestions (for price and wording).

I mean, it's fluffy and all, but I can't imaging paying 5 points extra for a ship just to use it in another faction with no other benefits.

Reduced to 3 points. Maybe 2 in the future.

*** Final Submission ****

tx-65-11.jpg rebel-10.jpg hidden10.jpg

i really like the idea of crew slot here but i think there may be a need to also create specific rebel co-pilot crew cards as well. im not sure stuff like tactician or recon specialist fits the theme but i guess B-Wings get this option so it may work as is i guess.

Maybe you're right. But, I think that's could be coufusing to add a special copilot upgrade slot only for 1 ship, so i keep the crew slot instead for the league.

Wow! Wedge R3-A2 & Tactician with a TX-65 title and a squadmate sporting 'Wingman' will be brutal. Even without the squadmate that'll be tough to deal wth.

That's the idea, to see the TX-65 like a real threat (and bring moar options for the rebel control archetype ^^) .

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After Prince Xizor's death, the StarViper began being mass-produced. These replicas never quite matched the technological genius that was the Virago, though.

This card helps tackle the enormous cost of the StarViper (With an obvious huge downside).

I love this one. I was thinking of the same idea but with a slight difference in wording (and, with the modification slot) - i didn't like the "decrease of primary value" mechanic.

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___________

At last, I get some problems with a "talon Karrde" crew card. I don't know if i get a proper wording (i'm not native english speaker).

talon-10.jpg

When you get Karrde in your squad, you can take illicit card as it was a torp/crew/missile/sensor/astromech/... I don't want to create new space/slot on ships but swap one for an illicit (you can't swap with a modification or a ship title > no icons on bar). And, maybe i will up the cost to 3-4pts... dunno if it's OKAY for 2pts or just overpowered...

talon-10.jpg

When you get Karrde in your squad, you can take illicit card as it was a torp/crew/missile/sensor/astromech/... I don't want to create new space/slot on ships but swap one for an illicit (you can't swap with a modification or a ship title > no icons on bar). And, maybe i will up the cost to 3-4pts... dunno if it's OKAY for 2pts or just overpowered...

Maybe something like:

"Each friendly ship without the {illicit} upgrade icon may equip 1 {illicit} upgrade card in any upgrade slot."

Revised the cloud car a bit, added some pilots and options. Bumped the hull value back to 3 because i can't really justify in my head why it's hull would be stronger than an x-wing for instance. It does have two well-armored pods, which would mean some redundancy I guess, so that's why it's 3.

802843-.jpg

Edited by Meade

Revised the cloud car a bit, added some pilots and options. Bumped the hull value back to 3 because i can't really justify in my head why it's hull would be stronger than an x-wing for instance. It does have two well-armored pods, which would mean some redundancy I guess, so that's why it's 3.

802843-.jpg

While I like your cloud car design, I think you should bump the evades to 2. With only 3 hull and no shields and only 1 evade, you will be one shot by almost anyone. Any 3 attack ship(or 2 shot ship at Range 1) with any modifiers can easily get 3 hits and with a bad green die roll(and we all know how often that happens) and you're gone. And I know what you're going to say, " but I'll have 10 or so of them, so who ever doesn't die, will shoot back and do damage." The issue I see with that is even then you only have 2 shots each. You probably won't be one shoting anyone. So turn 1, you lose 2-3 and then do some damage, but kill nothing. Then turn 2, you lose 2-3(maybe 4) more and then do even less damage in return maybe finishing off one or two of your enemies. Turn 3 you're pretty much gone. Again, I'm not trying to give you a hard time, but I think it would be much better with 2 evades.

Revised the cloud car a bit, added some pilots and options. Bumped the hull value back to 3 because i can't really justify in my head why it's hull would be stronger than an x-wing for instance. It does have two well-armored pods, which would mean some redundancy I guess, so that's why it's 3.

802843-.jpg

While I like your cloud car design, I think you should bump the evades to 2. With only 3 hull and no shields and only 1 evade, you will be one shot by almost anyone. Any 3 attack ship(or 2 shot ship at Range 1) with any modifiers can easily get 3 hits and with a bad green die roll(and we all know how often that happens) and you're gone. And I know what you're going to say, " but I'll have 10 or so of them, so who ever doesn't die, will shoot back and do damage." The issue I see with that is even then you only have 2 shots each. You probably won't be one shoting anyone. So turn 1, you lose 2-3 and then do some damage, but kill nothing. Then turn 2, you lose 2-3(maybe 4) more and then do even less damage in return maybe finishing off one or two of your enemies. Turn 3 you're pretty much gone. Again, I'm not trying to give you a hard time, but I think it would be much better with 2 evades.

if you bump it up to agility 2, you have to increase the cost as well though. At that point it'd be 1 health less than a z95, but also has the boost action and a crew slot.

While I like your cloud car design, I think you should bump the evades to 2. With only 3 hull and no shields and only 1 evade, you will be one shot by almost anyone. Any 3 attack ship(or 2 shot ship at Range 1) with any modifiers can easily get 3 hits and with a bad green die roll(and we all know how often that happens) and you're gone. And I know what you're going to say, " but I'll have 10 or so of them, so who ever doesn't die, will shoot back and do damage." The issue I see with that is even then you only have 2 shots each. You probably won't be one shoting anyone. So turn 1, you lose 2-3 and then do some damage, but kill nothing. Then turn 2, you lose 2-3(maybe 4) more and then do even less damage in return maybe finishing off one or two of your enemies. Turn 3 you're pretty much gone. Again, I'm not trying to give you a hard time, but I think it would be much better with 2 evades.

I hear ya. I also was mulling over giving it 2 Agi. Very well then, and reading back through what internet-gleaned material i can the cloud car is described as 'highly-maneuverable' (which i was trying to represent with the boost action) but still subpar to a starfighter, so that might be a better compromise. I might still adjust costs if needs be, but I think that might be a phase two thing if this gets voted in.

if you bump it up to agility 2, you have to increase the cost as well though. At that point it'd be 1 health less than a z95, but also has the boost action and a crew slot.

The difference between it and a Z are, the Z has the missile/lock combo (that I've represented in the title upgrade), the z has shields, and the z has a better dial, arguably. Furthermore, if you look through the available crew upgrades, you'll realize that there's nothing particularly game breaking in there. Most of them are designed to be good on larger, more effective ships... for example it goes against reason to put a 3 Pt. C-3PO on a 12 pt. ship that can get one-shotted. I think there are a few good ones like tactitian or saboteur, or jan Ors for some support. the Scum options for crew are better, but still it might not even be worth a pt. for the privilege on that ship.

I think that as with TIE fighters, crack shot is probably one of the best upgrades you can put on it IMO, and that's just on the PS 4 version. And for scum, the feedback array. I could also design a cheaper sort of 'gunner' upgrade that only works for small ship primary weapons.

Edited by Meade

Mara Jade (PS9, Imperial Z-95, Cost: 18pts)
Attack: 3
Defense: 2
Hull: 2
Shields: 2
EPT, Missile
Pilot Ability: Your hits cannot be dodged. Your evades are always succcessful.

OP Much? :P

03945c3568fc9.png

I was thinking about something that would have that real as seen in the movie! flavour to it. Kind of reverse Rage with less stress but "Large Only" restriction. It's possibly too powerfull (undercosted?), not coming with this huge trade-off of doublestressing, but I think taking up an EPT slot for defensive-only action on a (costly) large ship is enough of a punishment. I've been thinking of limiting it to a ship with evade icon too, but that would mean literally one ship with one particular title (Ghosts have no EPT, what a bummer). Might be a little crazy when paired with Countermeasures, but I like how it discourages using C3PO at the same time.

What do you guys think? Maybe make it single-use instead of action requirement? Feedback please!

:)

Edited by Mef82

03945c3568fc9.png

I was thinking about something that would have that real as seen in the movie! flavour to it. Kind of reverse Rage with less stress but "Large Only" restriction. It's possibly too powerfull (undercosted?), not coming with this huge trade-off of doublestressing, but I think taking up an EPT slot for defensive-only action on a (costly) large ship is enough of a punishment. I've been thinking of limiting it to a ship with evade icon too, but that would mean literally one ship with one particular title (Ghosts have no EPT, what a bummer). Might be a little crazy when paired with Countermeasures, but I like how it discourages using C3PO at the same time.

What do you guys think? Maybe make it single-use instead of action requirement? Feedback please!

:)

If it was inspired by rage, why not make it give two stress instead of one? Two stress is much more restrictive than one.

If it was inspired by rage, why not make it give two stress instead of one? Two stress is much more restrictive than one.

Because you're restricted to put in on a large ship, which doesn't deal too well with stress anyway (unless you clog up the crew slot with Kanan), and additional defense die over 0 or 1 (Dash probably wouldn't want to take it anyway) is not as powerfull as super-TL. Sounds fair, or am I stretching it a bit?

Edited by Mef82

Here is my attempt at a general-use EPT. It's not as killer as crack shot, but hopefully makes up for that in utility. I think too many EPT's don't see use only because they are so situational.

802900_sm-.jpg

Edited by Meade

If it was inspired by rage, why not make it give two stress instead of one? Two stress is much more restrictive than one.

Because you're restricted to put in on a large ship, which doesn't deal too well with stress anyway (unless you clog up the crew slot with Kanan), and additional defense die over 0 or 1 (Dash probably wouldn't want to take it anyway) is not as powerfull as super-TL. Sounds fair, or am I stretching it a bit?

I agree. This gives you an evade token and 1 extra defense die limited to a large ship. Rage gives you a focus (close enough to equivalent to an evade), but a super TL for all attacks for the round, which is way better than just 1 extra die.

Meade, love the choice of pics for those.

My only problem with this one is that the fist option is simply inferior Crackshot for the same price (substracting dice before they're rolled, vs substracting successful results after the rolls and modifications). I'd price it at 0, since taking up the valuable EPT slot is a cost on its own.

Edited by Mef82

Meade, love the choice of pics for those.

My only problem with this one is that the fist option is simply inferior Crackshot for the same price (substracting dice before they're rolled, vs substracting successful results after the rolls and modifications). I'd price it at 0, since taking up the valuable EPT slot is a cost on its own.

Well technically not the same price, because you are getting another option. It is difficult to balance it because both sides must be the same price, but because the red dice are better than green the defensive ability needs a little more punch. What I really wanted was an ability that is only slightly less powerful than crackshot... because if the ability were the same, the card would be strictly better (if you could get crackshot + something else for free, than why not?). I don't want to make it too cheap because I need it to be a viable option, not just filler to put on a ship where you are out of points.

Edit: I did a little fix. The card bumps your PS and has the Wedge effect as well. Not only that, but you have to decide at the beginning whether your whole squad will pop it off or not. Depending on the situation, that might be better than crackshot (if you end up shooting first as a result)... but again, crackshot is a little too strong to begin with and I'd rather not design stuff even stronger.

Edited by Meade

Revised the cloud car a bit, added some pilots and options. Bumped the hull value back to 3 because i can't really justify in my head why it's hull would be stronger than an x-wing for instance. It does have two well-armored pods, which would mean some redundancy I guess, so that's why it's 3.

802843-.jpg

While I like your cloud car design, I think you should bump the evades to 2. With only 3 hull and no shields and only 1 evade, you will be one shot by almost anyone. Any 3 attack ship(or 2 shot ship at Range 1) with any modifiers can easily get 3 hits and with a bad green die roll(and we all know how often that happens) and you're gone. And I know what you're going to say, " but I'll have 10 or so of them, so who ever doesn't die, will shoot back and do damage." The issue I see with that is even then you only have 2 shots each. You probably won't be one shoting anyone. So turn 1, you lose 2-3 and then do some damage, but kill nothing. Then turn 2, you lose 2-3(maybe 4) more and then do even less damage in return maybe finishing off one or two of your enemies. Turn 3 you're pretty much gone. Again, I'm not trying to give you a hard time, but I think it would be much better with 2 evades.

if you bump it up to agility 2, you have to increase the cost as well though. At that point it'd be 1 health less than a z95, but also has the boost action and a crew slot.

No, I disagree. I feel like a basic one could still be 9 points. It is 1 health less than a Z, but that health is a shield. A Z has 2 shields and 2 hull, this has only 3 hull and we all know shields>hull. Also I don't really feel like the option of a crew should really cost anything, especially on a 3 hull ship. The dial is also not as good. I agree that the boost should maybe go. But maybe it should have barrel roll instead. The Cloud Cars were pretty zippy, especially in the Special edition.

While I like your cloud car design, I think you should bump the evades to 2. With only 3 hull and no shields and only 1 evade, you will be one shot by almost anyone. Any 3 attack ship(or 2 shot ship at Range 1) with any modifiers can easily get 3 hits and with a bad green die roll(and we all know how often that happens) and you're gone. And I know what you're going to say, " but I'll have 10 or so of them, so who ever doesn't die, will shoot back and do damage." The issue I see with that is even then you only have 2 shots each. You probably won't be one shoting anyone. So turn 1, you lose 2-3 and then do some damage, but kill nothing. Then turn 2, you lose 2-3(maybe 4) more and then do even less damage in return maybe finishing off one or two of your enemies. Turn 3 you're pretty much gone. Again, I'm not trying to give you a hard time, but I think it would be much better with 2 evades.

I hear ya. I also was mulling over giving it 2 Agi. Very well then, and reading back through what internet-gleaned material i can the cloud car is described as 'highly-maneuverable' (which i was trying to represent with the boost action) but still subpar to a starfighter, so that might be a better compromise. I might still adjust costs if needs be, but I think that might be a phase two thing if this gets voted in.

As I mentioned above, maybe give it a barrel roll instead of Boost. Also a stop maneuver, even as red, is probably not in line with the lore, but that could just represent a airspeeder's ability to hover. And in the new canon, Tie fighters can hover, fly sideways, etc, so what do I know! :-)

I know I posted this earlier in the forum, but as it had to be screened by the mods before being shown, I don't know if anyone saw or felt like discussing my submission.(page 11 if you're wondering)

I got the idea to improve upon the Star Viper in the Edge of the Empire campaign I'm doing at my LGS. Nebulous, my ex-inquisitor, wanted to find his perfect ship, one maneuverable and powerful, sleek design, and hidden strength. The Star Viper called to him, and to me as well. Now, any old Star Viper wouldn't do, and if you were to improve it, might as well get the top of the line and steal the Virago.

The base chassis is based on the Star Viper with the Virago title with the tech slot as well as Nebulous and crew are moving into the time between episode 6 and 7. I know I'm partially throwing numbers out there for costs, but I am also basing them slightly on how the points increased between the X-wing/T-70 and between the 2 TIE Fighters. I've seen that most of the forum agrees that the generics of the Star Vipers are about a point overcosted, therefore I assumed since the Virago is a 1 point title, I would just increase the base cost of the PS 1 generic by 3 points, and for the PS 4 generic I'm making up, it is 4 points more than the Vigo, 3 for the tech boost and 1 for the +1 PS and EPT.

I also did not want players being able to take upgrades that were Star Viper only so my painter, Hex's player, decided to change the name to the Eclipse Viper.

I do not have Strange Eons, my laptop doesn't have enough memory, and I do not have enough money to get a new machine(though I seem to have enough to pay for this plastic crack). I will try to post the repaints my painter is doing for Hex and Nebulous.

FINAL SUBMISSION

Submission form: Ship

Author: LastAbys

Name: Eclipse Viper

Faction: S&V

Size: Small

Attack: 3

Attack Type: Forward arc

Agility: 3

Hull: 4

Shield: 2

Action Bar: Focus, Target Lock, Boost, Barrel Roll

Upgrade Bar: Torpedo, Illicit, System, Tech, Modification

Dial: Star Viper Dial. Change the 1 hard turns to green. Gain a red 3 Kturn.

Generic Pilot 1: Binary Squadron. 28 Points. PS1

Generic Pilot 2: Nebula Squadron. 31 Points. PS4. EPT. (Can use title)

Submission Form: Pilot

Pilot Name: Hex

Ship: Eclipse Viper

Faction: S&V

Pilot Skill: 4

Ability text: Action: Remove one face down damage card. Suffer one stress token and one ion token.

EPT (Y/N): N

Cost: 35

Design Notes: I put his cost at 35 for a certain squad list I had in mind for him. 2 Binary squadron with Autothrusters, 60 points. Hex with Nebula Dragon title, with autothrusters and R3-V6(38). 98/100*.

*For some reason, last time I did the math for that, I ended with 99/100.

Submission Form: Pilot

Pilot Name: Nebulous

Ship: Eclipse Viper

Faction: S&V

Pilot Skill: 7

Ability text: Red Maneuvers do not generate stress for this ship.

EPT (Y/N): Y

Cost: 37

Submission Form: Upgrade

Name: Nebula Dragon(Unique)

Type: Title

Upgrade text: Eclipse Viper, PS 4 or higher.

Gain a salvaged astromech slot. All upgrades on this ship have their cost decreased by one(to a minimum of 0).

Cost: 1

Design notes: Nebulous felt the Star Viper could benefit from an astromech, and as the Virago was an advanced prototype, this is based of that.

Submission Form: Upgrade

Name: R3-V6(Unique)

Type: Salvaged Astromech

Upgrade text: When you suffer a stress token, you may gain an ion token instead. When you suffer an ion token, you may gain a stress token instead.

Cost: 3

Design notes: Hex's astromech, assisted in testing the first couple of flights for the Nebula Dragon. Ionization for when the electronics or the engine went crazy so Hex had an easier time fixing the issue. Stress for when the ship needed to fly or Hex and R3 would die otherwise.

Submission Form: Upgrade

Name: NB-U14(unique)

Type: Salvaged Astromech

Upgrade text: You may perform red maneuvers when stressed. After performing a red maneuver you may gain an evade token or boost.

Cost: 3

Design notes: The astromech Nebulous and Hex built together, based on Nebulous' style and ideas about space combat.

Meade, love the choice of pics for those.

My only problem with this one is that the fist option is simply inferior Crackshot for the same price (substracting dice before they're rolled, vs substracting successful results after the rolls and modifications). I'd price it at 0, since taking up the valuable EPT slot is a cost on its own.

Well technically not the same price, because you are getting another option. It is difficult to balance it because both sides must be the same price, but because the red dice are better than green the defensive ability needs a little more punch. What I really wanted was an ability that is only slightly less powerful than crackshot... because if the ability were the same, the card would be strictly better (if you could get crackshot + something else for free, than why not?). I don't want to make it too cheap because I need it to be a viable option, not just filler to put on a ship where you are out of points.

Edit: I did a little fix. The card bumps your PS and has the Wedge effect as well. Not only that, but you have to decide at the beginning whether your whole squad will pop it off or not. Depending on the situation, that might be better than crackshot (if you end up shooting first as a result)... but again, crackshot is a little too strong to begin with and I'd rather not design stuff even stronger.

My initial reaction was to call those cards over powered, but I have been applying them to ships currently in the meta and I see Vader making great us of this card as well as Vessery, but doesn't break either in any way. I would have to play test it honestly.

Can cloud cars go in space? If so, that's pretty cool!

My initial reaction was to call those cards over powered, but I have been applying them to ships currently in the meta and I see Vader making great us of this card as well as Vessery, but doesn't break either in any way. I would have to play test it honestly.

It's theory, sure. Everything benefits from playtest.

I don't really see Aces benefitting from the Engagement Protocols card, mainly because it is a one-shot card. I never see disposable cards on aces, or powerful large base ships. I see plenty of VI, PTL, Predator with a few other more specialized ones like Juke or Lone Wolf mixed in there.

I am mostly aiming towards the mid-level generics with an EPT, and the lower-level aces, there are a few candidates out there. Of course the way the meta has developed, I'm of the opinion that most PS 4 pilots and above would not break if they were given an EPT. The generic ships that seem to be doing well, Green Awings, Contracted Scouts, Black Squadron TIE's, etc. mostly have that in common... but of course some others need a little love.

Can cloud cars go in space? If so, that's pretty cool!

Well, from what I've read they are atmospheric vehicles, but can travel to low orbit basically. They are not equipped to be dogfighting in deep space but you can easily imagine them engaging starships as the approach the city from space (like the Millennium Falcon). I plan on using the micro machines cloud cars and the FFG Bespin playmat to represent this.

03945c3568fc9.png

I was thinking about something that would have that real as seen in the movie! flavour to it. Kind of reverse Rage with less stress but "Large Only" restriction. It's possibly too powerfull (undercosted?), not coming with this huge trade-off of doublestressing, but I think taking up an EPT slot for defensive-only action on a (costly) large ship is enough of a punishment. I've been thinking of limiting it to a ship with evade icon too, but that would mean literally one ship with one particular title (Ghosts have no EPT, what a bummer). Might be a little crazy when paired with Countermeasures, but I like how it discourages using C3PO at the same time.

What do you guys think? Maybe make it single-use instead of action requirement? Feedback please!

:)

Absolutely not.

A Falcon with the evade title, C-3PO, R2-DCrew, and this EPT is canceling 4 damage a turn. That's ridiculous, I don't care if it doesn't have Predator or that it has to use EI instead of engine upgrade. We don't need falcons with Soontir levels of defense, even if it can only happen every other turn, nope. It's already bad enough.