Custom Card League: Submit your entries now!

By Babaganoosh, in X-Wing

All these are Finial submissions, of my Write up Characters and upgrades.

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Well that's what I have.

Just pointing out a typo: ROLL, not ROLE :)

FINAL SUBMISSION

StarViper fix (and pilot to go along with it)

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Well that's what I have.

That guy is too bloody good with TLT. Also the EPT that adds and Attack dice in an attack isn't over powered.... however, it could give Defenders a free attack dice (Looking at you vessery)

ThatJakeGuy's FINAL StealthX Submission

Imgur Album

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The StealthX wasn't quite as fast or maneuverable as its predecessor, so it gets a decent but not excellent dial.

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In keeping with Rebels, this ship will be more survivable than its Imperial counterpart, trading a worse dial for an extra hull. It also is taking a cut in attack compared to the Phantom. Further testing will determine if there needs to be a price reduction for the fact that the ship may be forgoing attacks in favor of stealth.

It's an Advanced X-Wing, so it gets an X's upgrade bar with Tech upgrade.

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Jacen Solo (aka Darth Caedus) was a decent user of Battle Meditation. He's nowhere near as good as Palpatine's fleetwide influence, but Jacen can affect multiple people close to him.

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Mara Jade Skywalker, former Emperor's Hand, draws on her assassin training to invisibly stalk her target and attack from stealth. I'm intending her to be able to work with PtL/R2 Astro against higher PS targets.

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Jaina flew with Rogue Squadron and eventually came to lead them (hence PS9). Jaina in the novels is a relentless hunter who focuses on her target until they go down. Her ability is a little worse than Omega Leader's, but she's on a sturdier frame with higher attack and pilot skill at a much higher price. Used correctly, I believe Jaina could anchor a squad as well Soontir or Inquisitor.

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Almost every character in Legacy of the Force died HARD. I'm intending this to be a thematic addition to Mara and for it to be a stealth fix for the much maligned midrange generics with EPT. It's only one point because it uses an EPT slot to turn ships into a better Fel's Wrath.

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Shadow bombs are undetectable and loaded with explosives, hence why the defender doesn't get to roll greens. You get to spend 4 points on a targeted Prox Mine.

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The cautious R9 unit likes it when you stay at Range 3. Could definitely be good on generic E-Wings, who can barrel roll to control range.

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Jaina's personal Astro, Sneaker works best with her but is a valuable addition to any StealthX.

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This is just a really cool effect I'd like to see on a small ship. It's better on more jousty ships like the upcoming TIE/sf and the T-70, but it's definitely a great emergency button if you strand your StealthX in enemy fire.

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Changed from EPT to discardable Title, because who am I to deprive the Jedi Knights and Jacen of their Force abilities?

Edited by ThatJakeGuy

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I know the cost isn't right, it's a place holder for now.
Actually, I'll post a few more, the cost being place holders only.

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Edited by gabe69velasquez

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I know the cost isn't right,

it's a place holder for now.

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Seems pretty good on a Phantom...

Yea, 5 points is pretty low for that upgrade.

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Here are a few more. I know the cost aren't right,
they are place holders for now.

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Edited by gabe69velasquez

█▓▒░ FINAL SUBMISSION ░▒▓█

Here are a few more. I know the cost aren't right,
they are place holders for now.

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Edited by gabe69velasquez

█▓▒░ FINAL SUBMISSION ░▒▓█

Here are a few more. I know the cost aren't right,
they are place holders for now.

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Edited by gabe69velasquez

█▓▒░ FINAL SUBMISSION ░▒▓█

Here are a few more. I know the cost aren't right,
they are place holders for now.

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Edited by gabe69velasquez

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Maybe only 3 attack dice? Crew member as a secondary attack is different

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Interesting idea. Not sure about point cost, but since you mentioned they aren't final, that can always be determined later if people vote it in.

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An extra modification, AND one of them as a large ship modification (letting your small ships have a modification they can't usually use), AND an extra illicit or tech upgrade seems like a bit too much. I could see allowing 2 modifications (but limited to a certain ship or ships, a la royal guard), OR letting a small ship use a large ship modification, OR adding a tech upgrade (though again, might need to be limited to a certain ship), and there's already an upgrade above to add an illicit slot, but all together is a lot.

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This is an interesting concept. Not entirely sure how worthwhile it would actually be to spend points to get a cross-faction generic, but doesn't hurt to have the option.

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This one is entirely broken as-is. Throw this on a HWK and you can have a range 1-3 autoblaster turret than can deal out 3 hits in a shot. That's auto-death to soontir (especially if it's on torkil to make him PS0 so he can't even shoot first). Ditto to pretty much any other imperial ace if they don't manage to kill the carrier before he can shoot more than once.

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Maybe limit this one to only work if you have under some max number of stress (similar to yorr), and either the start or end of the phase, just to give it a definite trigger timing.

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Maybe reword as "Enemy ships must spend a focus token to acquire a target lock on you." And maybe remove TLs in the end phase when you lose normal tokens instead of end of the combat phase?

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I like it

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I have an issue with the target lock to perform an attack outside your arc more for fluff reasons than anything else (fixed weapons can't exactly turn). Also, this would be rather broken on the phantom. 4 dice attack that no longer has to care about arc (as long as you have a TL, and it does limit modifiers at least, but still). And is the second half (always treat the range as 1) supposed to be always active? Cause that makes it even more broken on a phantom (now you're always throwing 5 dice and ignore autothrusters if they're in arc).

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Double system slot would be really powerful...

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Interesting idea for anti-ordnance

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At a bare minimum you should at least have to SPEND the target lock (otherwise you can keep doing it forever against one ship)

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Minor point that rules as written, you'd never be able to use this because you can't perform actions while stressed :P. And I think removing 2 stress tokens is powerful enough even without getting a focus token as well. Maybe something like "At the end of the perform action step, if you have not performed any action this round, you may remove 2 stress tokens" (the not having performed an action being there to prevent advanced sensors getting you an actino before a red maneuver, then removing stress anyway, or using Rage or something else that gives stress for your action, then removing it right after).

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I know the cost isn't right, it's a place holder for now.

Actually, I'll post a few more, the cost being place holders only.

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There are some great cards here. But why don't you replace the Hugh Jackman by a proper Niles?

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(the Ragnar Lothbrok in the other card disturbs me a little too)

That's what I get for converting and editing some of those without enough sleep.

I will edit some of them and replace them in the original post.

I generally delete older version of edited cards.

•Kylo Ren

Maybe only 3 attack dice?
Crew member as a secondary attack is different

He doesn't do actual damage with that attack except to himself, so I don't see the 4 attack as OP.

Hutt Cartel

Interesting idea. Not sure about point cost, but since you mentioned they aren't final, that can always be determined later if people vote it in.

I don't see the problem with one slot for one point.

Twin Sun Transport Service

An extra modification, AND one of them as a large ship modification (letting your small ships have a modification they can't usually use), AND an extra illicit or tech upgrade seems like a bit too much. I could see allowing 2 modifications (but limited to a certain ship or ships, a la royal guard), OR letting a small ship use a large ship modification, OR adding a tech upgrade (though again, might need to be limited to a certain ship), and there's already an upgrade above to add an illicit slot, but all together is a lot.

This was a conversion of a large ship only card and I missed that part of it. I tried a variety of ideas and settled on one that I thought fit a company title. I will have to revisit the company yet again.

I consider Modifications to be in the same vein as Illicit slots, and the Royal Guard title costs zero.

I intend to make it so you have to pay for the ability, but I do consider it scum territory.

• Niles Ferrier

This is an interesting concept. Not entirely sure how worthwhile it would actually be to spend points to get a cross-faction generic, but doesn't hurt to have the option.

It will be worthwhile to see the combos. Swapping droids was an afterthough, but (except the new ARC-170) I can't think off hand what ships that would be to have both crew and droids. It may be a waste, but no other ability fits the famous ship thief Niles Ferrier.

• Arns Grimraker

This one is entirely broken as-is. Throw this on a HWK and you can have a range 1-3 autoblaster turret than can deal out 3 hits in a shot. That's auto-death to soontir (especially if it's on torkil to make him PS0 so he can't even shoot first). Ditto to pretty much any other imperial ace if they don't manage to kill the carrier before he can shoot more than once.

Extending it by two is a bit much, I can put restrictions on it,
I had intended some extension but forgot about Autoblasters.

• Tomaas Azzameen

Maybe limit this one to only work if you have under some max number of stress (similar to yorr), and either the start or end of the phase, just to give it a definite trigger timing.

I was just looking a Yorr, I should have thought of that.

These have all been modified,... Moving on...

Edited by gabe69velasquez

There are some great cards here. But why don't you replace the Hugh Jackman by a proper Niles?

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(the Ragnar Lothbrok in the other card disturbs me a little too)

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Your skinny Niles Ferrier doesn't appeal to me. I'm a fan of the live person over the comic character look. If I can use an actor that's my preference. I know you must have seen all the other live actor crew cards I made. I think Hugh Jackman wearing John Travolta's jacket and scarf are a perfect match for the tougher Niles Ferrier image.

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As for Azzameen, I think it's nearly a masterpiece.

Edited by gabe69velasquez

•Kylo Ren

Maybe only 3 attack dice?

Crew member as a secondary attack is different

He doesn't do actual damage with that attack except to himself, so I don't see the 4 attack as OP.

I fail at reading and somehow totally missed the part where he damages your own ship (think I read it as dealing one damage to them maybe? Not sure). So that's probably fine.

Hutt Cartel

Interesting idea. Not sure about point cost, but since you mentioned they aren't final, that can always be determined later if people vote it in.

I don't see the problem with one slot for one point.

It's mainly the fact that it can be used on ANY ship, so it can give illicits to ships that didn't have them already, or double illicits to any ship that already has one (or triple to the shadowcaster! :P). Most upgrades that add slots currently are limited to a specific ship (or small subset of ships). I can't think offhand of any upgrade that works for ANY ship in a given faction to add upgrade slots.

Twin Sun Transport Service

An extra modification, AND one of them as a large ship modification (letting your small ships have a modification they can't usually use), AND an extra illicit or tech upgrade seems like a bit too much. I could see allowing 2 modifications (but limited to a certain ship or ships, a la royal guard), OR letting a small ship use a large ship modification, OR adding a tech upgrade (though again, might need to be limited to a certain ship), and there's already an upgrade above to add an illicit slot, but all together is a lot.

This was a conversion of a large ship only card and I missed that part of it. I tried a variety of ideas and settled on one that I thought fit a company title. I will have to revisit the company yet again.

I consider Modifications to be in the same vein as Illicit slots, and the Royal Guard title costs zero.

I intend to make it so you have to pay for the ability, but I do consider it scum territory.

Large ship only does make it a lot less powerful since it limits who can take it (and prevents giving large ship mods to small ships) and the large only limiter on one mod means you can't do things like engine upgrade + autothrusters. And the Royal Guard Title (or a-wing test pilot) aren't good precedents for costing adding upgrade slots, since both are limited to a single ship and were created as fixes for ships that were underperforming. The virago title for instance costs 1 point to add 2 upgrade slots, but is limited to only the unique pilots of a single ship.

• Arns Grimraker

This one is entirely broken as-is. Throw this on a HWK and you can have a range 1-3 autoblaster turret than can deal out 3 hits in a shot. That's auto-death to soontir (especially if it's on torkil to make him PS0 so he can't even shoot first). Ditto to pretty much any other imperial ace if they don't manage to kill the carrier before he can shoot more than once.

Extending it by two is a bit much, I can put restrictions on it,

I had intended some extension but forgot about Autoblasters.

Just extending range by 1 (so a 2-3 becomes a 1-3, a 1-2 becomes a 1-3, a 1 becomes a 1-2) on it's own might not be too completely overpowered. It does remove the donut hole on TLTs (which aren't seen much atm anyway) and extend out autoblaster to range 2, but also takes up your crew slot, which has a LOT of good options, so you're losing some opportunity cost. I think adding the eyeball result is still too much. Even a range 1-2 autoblaster that can do 3 hits 360 degrees is really powerful.

Applying to any secondary weapon is also really powerful. An autoblaster cannon (even if you only extended the range by 1) on boba for instance could now do up to 4 hits at range 1-2. A jumpmaster could take APT for a 6 die attack at range 1-2 that would be almost guaranteed to do 6 hits.

One option might be to discard the crew to use it. Then you could get 1 really good shot (outside normal range and with an extra eyeball result), but you wouldn't be able to keep doing it all game.

There are some great cards here. But why don't you replace the Hugh Jackman by a proper Niles?

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(the Ragnar Lothbrok in the other card disturbs me a little too)

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Your skinny Niles Ferrier doesn't appeal to me. I'm a fan of the live person over the comic character look. If I can use an actor that's my preference. I know must have seen all the other live actor crew cards I made. I think Hugh Jackman wearing John Travolta's jacket and scarf are a perfect match for the tougher Niles Ferrier image.

Well this is just my humble opinion, but I think your live person shots take away from your cards a good bit, especially when they have a clear Photoshop background.

Outside of promos of stills directly from the movies, FFG always sticks to art, and this is very distinctive to the game, and I believe a lot of players prefer this and enjoy FFGs beautiful art.

On the other hand, Attack Wing uses ALL stills from the show, and their cards all look... Well... Fan made...

But, in the end, we aren't getting FFG art for these custom cards either way, so it's pretty much a lose/lose when it comes to the art on these cards anyways.

Unless we can find someone in the community who is a fantastic artist?

Edited by Kdubb

Hey again, guys!

So, considering that there are approximately 1 billion entries, I thought I would ask for a little help compiling the entries for voting this time. I'm making a google doc to compile entries to go to the google forms voting document.

If you feel like helping poor old Babaganoosh out, simply add the image of the card, or the completed submission form to this google doc. Try to include anything that could be considered 'design notes' (an explanation of how the card works and fits into the game), and the author's name.

I'll cross check the submissions on this document against what is in this thread, but having them on this document saves me a lot of time, since it will be easier to transfer to google forms later on.

Even if a few people upload their own submissions to this doc, it should help quite a bit, since it is a chore to look through the various scattered submissions on this thread.

Thanks!

4x-Phantom Jammer

Maybe reword as "Enemy ships must spend a focus token to acquire a target lock on you." And maybe remove TLs in the end phase when you lose normal tokens instead of end of the combat phase?

Lock-Threat Warning System

I like it

TAT & C3 Combat System

I have an issue with the target lock to perform an attack outside your arc more for fluff reasons than anything else (fixed weapons can't exactly turn). Also, this would be rather broken on the phantom. 4 dice attack that no longer has to care about arc (as long as you have a TL, and it does limit modifiers at least, but still). And is the second half (always treat the range as 1) supposed to be always active? Cause that makes it even more broken on a phantom (now you're always throwing 5 dice and ignore autothrusters if they're in arc).

Scout Sensor Suite

Double system slot would be really powerful...

Sensor Scrambler

Interesting idea for anti-ordnance

TAT & C3 Combat System - You missed that it's Large ship only, all your TIE Phantom concerns are off. And there are other abilities and upgrades that act as turret arcs, Nera Daniels off the top of my head.

4x-Phantom Jammer - Spending a focus to target lock is a different thing, but I think I can clarify. Also being normal with phase actions is what I'm all about,... Not. I'll consider that also.

Edited by gabe69velasquez

TAT & C3 Combat System - You missed that it's Large ship only, all your TIE Phantom concerns are off. And there are other abilities and upgrades that act as turret arcs, Nera Daniels off the top of my head.

I did indeed miss that it's large ship only, in which case the only ship that can use it is the Lambda shuttle, in which case it's probably fine. Especially since if you take that you can't take palpatine. An always range 1 360 turret could still be a potential issue, but since you have to spend a Tl to do it and are using your system slot (so no FCS), that's probably not a big deal since you'll be unmodified unless you have outside help. Maybe something at the start about "During the Declare Target step, you may spend a Target Lock you have on a ship outside of your firing arc to declare that ship as the target for your attack."

Not entirely sure on the wording, but basically just something that gives the timing for it so people don't try to argue it doesn't specify it has to be during your normal combat activation and say it could let them shoot twice.

Also, is the intention (I'm assuming so) that you have to spend a TL to shoot at THAT SHIP out of arc? The current wording would mean as long as you have a TL on someone, you could spend it to attack whoever you want.

4x-Phantom Jammer - Spending a focus to target lock is a different thing, but I think I can clarify. Also being normal with phase actions is what I'm all about,... Not. I'll consider that also.

Not sure I see how there's that much of a difference, though I suppose the original specified the TL action and I just said acquire a TL (which could be changed). I'm just trying to get come up with a version that flows and reads the way the upgrade cards are usually written. On the subject of action vs acquire, did you want the focus to be required to get a TL on that ship period, or only the TL action (and doesn't stop things like FCS, r4 agromech, thread tracers, etc).

For the normal phase actions (end of combat vs during the end phase), it's more a matter of keeping the usual timings unless there's a good reason to change it. Realistically about the only time it would matter is if Corran is the one with the TL on you (and I guess a titled ghost depending who has initiative)

ThatJakeGuy's FINAL StealthX Submission

The StealthX wasn't quite as fast or maneuverable as its predecessor, so it gets a decent but not excellent dial.

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The StealthX is a Stealth fighter, it does not have an active cloaking system that turns on or off so why does it have the Cloak action?