So Urai Fen can only cloak after an attack? Cloak isn't one of his actions. And does decloaking work as normal like a phantom?
Custom Card League: Submit your entries now!
So Urai Fen can only cloak after an attack? Cloak isn't one of his actions. And does decloaking work as normal like a phantom?
Yep, that's the only way he gets to Cloak. He effectively has an inbuilt Advanced Cloaking Device, but can't Cloak otherwise. Decloaking works exactly like a Phantom.
So Urai Fen can only cloak after an attack? Cloak isn't one of his actions. And does decloaking work as normal like a phantom?
Yep, that's the only way he gets to Cloak. He effectively has an inbuilt Advanced Cloaking Device, but can't Cloak otherwise. Decloaking works exactly like a Phantom.
with Stygium, that seems good. against high PS you can take the evade when you decloak, when its low PS you can save it when you cloak. if you have PTL you can trigger it off the evade and get a mid combat BR/boost out of arc/range
Edited by Panic 217
So Urai Fen can only cloak after an attack? Cloak isn't one of his actions. And does decloaking work as normal like a phantom?
Yep, that's the only way he gets to Cloak. He effectively has an inbuilt Advanced Cloaking Device, but can't Cloak otherwise. Decloaking works exactly like a Phantom.
with Stygium, that seems good. against high PS you can take the evade when you decloak, when its low PS you can save it when you cloak. if you have PTL you can trigger it off the evade and get a mid combat BR/boost out of arc/range
Combine that with weapons rack, flares and EM and you hae a really hard to kill starviper. Even more so if you throw manaroo int he list to pass him extra focus tokens too.
Combine that with weapons rack, flares and EM and you hae a really hard to kill starviper. Even more so if you throw manaroo int he list to pass him extra focus tokens too.
The Weapons Rack and Flares are for the Kihraxz - For Urai Fen you'd be looking at Microthrusters to improve his defence.
Arlem Demonrunner's ability really opens up his dial. When you can shed stress this easily, it becomes a lot easier to pull risky red moves when you need them.
The Vaksai is an upgunned version of the Kihraxz. Rather than introducing it as a new ship, I'd like to see it as a title for the Kihraxz. When I was designing it, I didn't want to make a title that would be an auto-include. I think it's important that the standard Kihraxz would still be worth putting on the field.
Overpriced ordnance doesn't look so bad on the Vaksai - it threatens a really hefty alpha strike.
OK....this guy would be brutal with this card. You move up, TL, and then sniff the Glitterstim. When it's your turn, you spend the Stress to fire a Missile. You can use the TL to re-roll all blanks. Use it with a Concussion Missile. Your chances of getting 4 hits is crazy good. Next, you get to fire your main guns, as well? Oh, don't forget the Glitterstim still.
I do like the idea of the different types of Kihraxz titles. It is supposed to be a fully customizable ship, so why not make a bunch of titles for it?
So, what's the best card creator method? I'm thinking I'll submit one or two.
I use StrangeEons. Does a nice job.
I use StrangeEons. Does a nice job.
Thanks. Will have to wait till I'm home, then.
OK....this guy would be brutal with this card. You move up, TL, and then sniff the Glitterstim. When it's your turn, you spend the Stress to fire a Missile. You can use the TL to re-roll all blanks. Use it with a Concussion Missile. Your chances of getting 4 hits is crazy good. Next, you get to fire your main guns, as well? Oh, don't forget the Glitterstim still.
I do like the idea of the different types of Kihraxz titles. It is supposed to be a fully customizable ship, so why not make a bunch of titles for it?
I'll admit that a lot of the ideas I've presented are deliberately pushed to be exciting and playable. Apart from anything else, the point of this thread is to put together expansions for a custom card league. If we made a set of ships that all seemed completely inferior to what already exists, there wouldn't be much fun in the games. That said, I don't want to make cards that are overpowered, just useful and viable.
I've been using Strange Eons to make my cards. It does most of the things that I'd like it to do.
Three more for the road


.
Combine that with weapons rack, flares and EM and you hae a really hard to kill starviper. Even more so if you throw manaroo int he list to pass him extra focus tokens too.
The Weapons Rack and Flares are for the Kihraxz - For Urai Fen you'd be looking at Microthrusters to improve his defence.
Whoops, right ![]()
final version.
Super fluffy since Yoda is almost always using the force to lift things,push things,throw things.
The actual ability I think is borderline OP. Right up there with Palpatine. So...coated it higher but doesn't require 2 crew slots.
Uses the long edge or the short edge of the maneuver template because..."size matters not"
Edited by VelvetelvisMaybe I can put the text of the cards here and get the rest done later.
Kihraxz Custom Light Fighter
Kihraxz Only Title
0 pts
You can the unhinged astromech slot.
This one is just to show that the Kihraxz is customizable. I would probably make a bunch of title cards for the Kihraxz to show all the different varieties. I kind of want to call it something other than just a light fighter, but I'm not sure if Custom Light Fighter is right. I figure it's just one of the popular ways to customize the ship.
I thought about a pt, but then you have to pay for the astromech. I figured it's better as a 0 pt.
R4-P7 *unique
unhinged astromech
3 pts.
After executing a red maneuver, you may recover 1 shield value (up to your shield value)
I really like this one as I think it's pretty balanced. With R2-D2, you can regen a shield turn after turn after turn. If you have PTL, you can do all sorts of crazy actions and you are going to be doing a green anyways. So, it's a bit over powered. With this guy, you can't do two red maneuvers in a row without some sort of special help to clear stress. So, it kind of balances out and prevents you from quickly regenerating shields. Also, some ships with salvaged astromechs don't have a lot of red moves or good moves. It may not be that great a thing to actually do a red move at that point. It also leaves you vulnerable and without actions. If someone wants to fire at you, you won't have any tokens. You won't have any tokens for offense. I think it's a decent way to provide shield regen without breaking it. I think it would find more use than Gonk, but not be as broken as R2-D2.
Maybe I can put the text of the cards here and get the rest done later.
Kihraxz Custom Light Fighter
Kihraxz Only Title
0 pts
You can the unhinged astromech slot.
This one is just to show that the Kihraxz is customizable. I would probably make a bunch of title cards for the Kihraxz to show all the different varieties. I kind of want to call it something other than just a light fighter, but I'm not sure if Custom Light Fighter is right. I figure it's just one of the popular ways to customize the ship.
I thought about a pt, but then you have to pay for the astromech. I figured it's better as a 0 pt.
R4-P7 *unique
unhinged astromech
3 pts.
After executing a red maneuver, you may recover 1 shield value (up to your shield value)
I really like this one as I think it's pretty balanced. With R2-D2, you can regen a shield turn after turn after turn. If you have PTL, you can do all sorts of crazy actions and you are going to be doing a green anyways. So, it's a bit over powered. With this guy, you can't do two red maneuvers in a row without some sort of special help to clear stress. So, it kind of balances out and prevents you from quickly regenerating shields. Also, some ships with salvaged astromechs don't have a lot of red moves or good moves. It may not be that great a thing to actually do a red move at that point. It also leaves you vulnerable and without actions. If someone wants to fire at you, you won't have any tokens. You won't have any tokens for offense. I think it's a decent way to provide shield regen without breaking it. I think it would find more use than Gonk, but not be as broken as R2-D2.
Did the Kirahxz ever have astromechs in star wars galaxy? I left the game before starships.
I like the astromech. It's a good self-limiting regen ability.
Did the Kirahxz ever have astromechs in star wars galaxy? I left the game before starships.
I like the astromech. It's a good self-limiting regen ability.
I have no idea about Star Wars Galaxy.

And the 1 pilot we all wonder about.
Final Submission:
Tie Striker!
*Note: ISB Patrol is not a unique, I just wanted Eons to remove the flavour text style.
I had very limited art to use for this! But I really wanted it out there for this league, because I think the idea is exciting. I imagine this thing being a prototype and only flown by the best. It's a small profile with extended engines, so It's 4 natural defence, with an amazing dial! However, it can't take Autothrusters, or any modifaction due to it being in such small production. So it's at the will of it's impressive spread of dice to keep it alive. However, I think the title is where it shines. Mr. Director only chose the best and most talented pilots to fly his new toys and ones not afraid to take action when the enemy is near. SO, you could equip Expose on your Striker and wait to see if the enemy falls in your arc to then activation Expose, and still have 3 agility and a focus!
Or you could wait and see if the enemy outsmarted your and has you in arc... TO Expertly handle a roll out of arc and remove a TL!
Same goes with Daredevil, a quick turn for a better angle post movement.
Hope you all like it.
i like By your Command. it will lead to new squad lists. it might be borderline OP but can benefit two attack dice ships as well so seems like it would be really interesting card to build around.
*** Final Submission ****
![]()
![]()
TX-65 "tandem" cockpit : I created this card to bring more option to the T-65 instead of a pure fix.The astromech cost restriction is to avoid a potential build like : Luke + R2D2 (astromech)/IA + Chewbacca … which is a too ****’ powerful regen monster. Yeah, because without R2D2, any T-65 with just crewbacca + any astromech/ IA is a virtual 8HP small ship with 2 greens who can avoid 2 crit card. It's just enough.
Rebel wingmate : I created this card to be paired with the T-65 cockpit card. That’s way we can get interesting generics pilots likes an offensive rookie+R2 astro/integrated+Reb'mate at the same price of a Blue+FCS.
Hidden stash : Vipers gonna love. It's my "Starviper fix" : read free inertial dampers for non-virago Starvip ... or 1pt glitterstim. Also, the heavy scyk title can now allow illicit for scyk (with an overcost of 1). with a reduction of only 1point we don't open the pandora's hatch : quadTLT can get a inertial dampers but they will need to remove their astromechs for glitterstims.
edit : made a correction on the TX-65 "tandem" cockpit who was supposed to be a 0pt title.
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.
I might say By Your Command should be limited to ships with 2 attack or less. Adding 2 dice to another ships attack is good, but still has some limits (for instance if you're at range 1, you're sacrificing your range 1 bonus if you use it), but adding 3+ dice to someone elses attack starts to get scarier. If you have 2 phantoms you could get an 8 dice attack at range 2-3, or 9 at range 1. Without any other requirements as long as you're within range 1 of each other. That'll one-shot any low health ship a lot of the time if you have focus/TL for the attack.
At the very least it should have some downsides and/or limitations. Can only add your dice to another ship that you could attack yourself, stress for both ships when you use it, something. Should probably also limit it to only being able to have a single ship boost an attack at a time. Otherwise Imagine a black squadron pilot swarm with this on everyone. All of a sudden a tie fighter could have its attack boosted by 5 howlrunner and the other 4 blacks and have a 12 dice attack. Or you could throw 2 6 dice attacks.
I might say By Your Command should be limited to ships with 2 attack or less. Adding 2 dice to another ships attack is good, but still has some limits (for instance if you're at range 1, you're sacrificing your range 1 bonus if you use it), but adding 3+ dice to someone elses attack starts to get scarier. If you have 2 phantoms you could get an 8 dice attack at range 2-3, or 9 at range 1. Without any other requirements as long as you're within range 1 of each other. That'll one-shot any low health ship a lot of the time if you have focus/TL for the attack.
At the very least it should have some downsides and/or limitations. Can only add your dice to another ship that you could attack yourself, stress for both ships when you use it, something. Should probably also limit it to only being able to have a single ship boost an attack at a time. Otherwise Imagine a black squadron pilot swarm with this on everyone. All of a sudden a tie fighter could have its attack boosted by 5 howlrunner and the other 4 blacks and have a 12 dice attack. Or you could throw 2 6 dice attacks.
Or say Echo who never actually decloaks, and instead spends her game staying in range one of Whisper, to giver her a 8/9 dice attack.....
I might say By Your Command should be limited to ships with 2 attack or less. Adding 2 dice to another ships attack is good, but still has some limits (for instance if you're at range 1, you're sacrificing your range 1 bonus if you use it), but adding 3+ dice to someone elses attack starts to get scarier. If you have 2 phantoms you could get an 8 dice attack at range 2-3, or 9 at range 1. Without any other requirements as long as you're within range 1 of each other. That'll one-shot any low health ship a lot of the time if you have focus/TL for the attack.
At the very least it should have some downsides and/or limitations. Can only add your dice to another ship that you could attack yourself, stress for both ships when you use it, something. Should probably also limit it to only being able to have a single ship boost an attack at a time. Otherwise Imagine a black squadron pilot swarm with this on everyone. All of a sudden a tie fighter could have its attack boosted by 5 howlrunner and the other 4 blacks and have a 12 dice attack. Or you could throw 2 6 dice attacks.
Or say Echo who never actually decloaks, and instead spends her game staying in range one of Whisper, to giver her a 8/9 dice attack.....
"Instead of performing an attack" to me means you have to be ABLE to attack to do it. If echo's cloaked, she doesn't get an attack (which astually would be dangerous to do the 2 phantoms together I guess, since if you don't attack, no ACD). Ditto blinded pilot or asteroids.
I just have one sad little text submission:
One Hell of a Pilot
EPT
After you perform an attack that destroys an enemy ship, you may immediately choose and execute a maneuver on your ship's dial and make another attack.
5 points
notes: We need something to let Poe kill ten tie fighters in one turn. ![]()
SoroSuub Luxury Yacht 300 expansion, large base ship
Dial:
Pilots:
For lando I wanted to keep the gambler's theme from the crew card. Basically, anytime you do a red maneuver you have a 3/8 chance of not taking stress from it. On the flip side, if you're stressed and do a green maneuver, you have a 3/8 chance of not clearing the stress.
Upgrades:
I made the titles to try to reflect that different modifications Mara and Lando made to their ships, and the result should be that if you're using the titles you'll fly differently.
Boosts you to a 4 dice primary, but you lose your turret slot, meaning you can ONLY shoot at people in arc. Lando's ability can (theoretically) help with keeping people in arc since you can potentiallydo red maneuvers and not take stress.
The jade's fire had a shoot back system that would track incoming enemy shots and shoot back at them. Reflected here by the Target Lock on defending and getting a revenge shot - similar to dengar. This one isn't limited in arc, but has to be with a turret weapon. It limits your turret to only firing once per round so you can't do a normal turret attack and a revenge shot with the turret and have 360 double taps. Instead, if you want 2 attacks you have to use your primary (or a cannon) for one.
No Hondo?

Haven't watched clone wars so I didn't know Hondo had one
. Go make up a pilot card and title, quick! ![]()
Realistically I'm fudging sizes to make the yacht a large base. it's 50 (55 according to the page for hondo's) meters long, which is a good 6-9 meters longer than the ghost, though still only a bit over half the size of the rebel transport.


















