My attempt at a Thematic Nym and his Havoc/Scurrg H-6 Bomber

By beowolf777, in X-Wing

I have no illusions that I have created a ready to play ship. I do not know how to accurately adjust squad point costs nor tell if this is game breaking or has no merit. This is just an attempt to put together a thematic version of what I have found on the highly modified Havoc. I do not claim to have created any of the pictures and even borrowed the flavor text from Wookiepedia to fill in the gaps.

That being said, Here is the exerpt from Wookiepedia that I am using for reference and thematic material.

The Havoc possessed exceptional speed, armor, and shields, but her weapons were the true identifying mark of her success. Six powerful forward facing laser cannons, arranged three on each wing, had enough power to tear open all opposing ships that were unfortunate enough to get in the line of fire. A high-powered automated rotating ball turret mounted on the dorsal side of the craft could shoot at targets by itself when the ship's pilot was otherwise occupied. After the Invasion of Naboo, Jinkins added a bank of concussion missiles, proximity mines, and cruise missiles.

Deadly as all these armaments were, they were nothing in comparison to the ultimate power of the Havoc: a concealed bomblet generator, capable of fashioning potent energy bombs by drawing from the power of the ship's reactor core. The original prototype was equipped with proton bombs that were released via two bomb chutes. However, after the modifications, the rather unstable bomblet generator could provide an infinite number of bombs for Nym's destructive needs.This was also supplemented with a charged bomb, called the plasma scourge, which was even more deadly. This generator was totally modular, allowing its safe removal for use in other craft when necessary.

The original Scurrg H-6 bomber design required a minimum crew of five: one pilot, a gunner for the turret, a secondary gunner, a navigator, and a demolitions expert in charge of the bombs. However, the intensive modifications wrought by Jinkins allowed Nym to fly the starfighter alone, with only two astromech droids as backup.

I have uploaded images to Imgur and having problems getting it to post here. I will edit when I figure it out.

Here is a link to the Album till I get it figured out.

http://imgur.com/a/1NGr4

Please share your thoughts on what you see here.

Brandon

Brandon, very good. I liked it. I think each pilot could have different upgrade bar depending on the modifications.

Nice. I like how the mechs could be used on other ships with a powerful effect as well.

The droids look super wonky.

The droids look super wonky.

Are you meaning the pictures or their upgrade abilities?

I may have done too good of a job on explaining that I know they are not perfect creations, but I would love some creative feed back and if anything some discussion on what you may be expecting from this ship when they do release it for X-Wing. I tried to revolve around the bomblet generator (endless bombs) with the help of a droid. Plus this would be only the second ship to have a crew and droid on the upgrade list. In addition with the title it would be the first to have two droid slots and this was thematic in what I found on Wookiepedia. The droids I tied to make different ones to cover the gunner slot, the co-pilot and of course another shield regen, but only to keep the flavor of Nym and his bomblet generator. It needed a downside and "Gonk" is a crew!

I am looking for a discussion. Do you see these as plausible upgrades? How would they need to be modified to fit the meta and keep the flavor of the Scum and Villainy Faction? I know there are a lot of truly creative people on these forums. I know this, because I lurk... a lot! :P

I do like the cards, but I think there needs to be a few of tweets to be done

Based on the description, I would have thought that the Havoc/Scurrg H-6 would have had a PS of either a 3 or 4. Six laser cannons is some pretty heavy firepower.

Also, I think the point cost is low in general. All of those upgrade slots and still a generic costs under 25 points? I don't think it's feasible or permitted to field four LARGE-SIZE ships in a standard format.

R7-L2: The wording sounds as if to allow the ship to make a SECOND secondary attack during the opponent's activation (after turn #1)

R4-K6: While not stated, barrel rolls and boosts are speed-1 maneuvers. Giving an action to complete a speed-2 maneuver and making it a (white) maneuver is just inviting abuse with upgrades such as PUSH THE LIMIT and EXPERIMENTAL INTERFACE, it should be at least a red maneuver.

Bomblet Generator: Is the wording suppose to mean one munitions token (total) for one shield token, or one munitions token for EACH upgrade card for one shield token?

The droids look super wonky.

Are you meaning the pictures or their upgrade abilities?

The abilities. They're either worded very strangely (hard to parse) or significantly unbalanced (especially the one that gives you a bonus attack as an Action for only 2 points).

I do like the cards, but I think there needs to be a few of tweets to be done

Based on the description, I would have thought that the Havoc/Scurrg H-6 would have had a PS of either a 3 or 4. Six laser cannons is some pretty heavy firepower.

Also, I think the point cost is low in general. All of those upgrade slots and still a generic costs under 25 points? I don't think it's feasible or permitted to field four LARGE-SIZE ships in a standard format.

R7-L2: The wording sounds as if to allow the ship to make a SECOND secondary attack during the opponent's activation (after turn #1)

R4-K6: While not stated, barrel rolls and boosts are speed-1 maneuvers. Giving an action to complete a speed-2 maneuver and making it a (white) maneuver is just inviting abuse with upgrades such as PUSH THE LIMIT and EXPERIMENTAL INTERFACE, it should be at least a red maneuver.

Bomblet Generator: Is the wording suppose to mean one munitions token (total) for one shield token, or one munitions token for EACH upgrade card for one shield token?

I see what you are saying again I am just throwing out ideas. Certainly no wanting to have 4 available for the standard 100 pts. I am curious if they will try to put this ship as a small expansion at 22meters. With the primary weapon I was trying to keep it in line with the Tie-Punisher and K-Wing as I had thought of it being 3,1,4,4. Again I am not sure how to accurately do Squad Points.

R7-L2 trying to make a gunner astromech and the one with the Punisher fires after being fired upon, so I thought about just putting it earlier. I am sure that it needs to be reworded.

R4-K6 again trying to make an astromech that can co-pilot the ship so it does a maneuver to enhance the pilots initial maneuver. I am seeing what you mean that it could be abused. Not sure what I could really change it to as I tried to make a synergy between Nym and the astromechs.

The bomblet generator would be a single munitions token as only one bomb type would really be an energy bomb that the generator could produce.

Thanks for the feedback.

The droids look super wonky.

Are you meaning the pictures or their upgrade abilities?

The abilities. They're either worded very strangely (hard to parse) or significantly unbalanced (especially the one that gives you a bonus attack as an Action for only 2 points).

The point values will be off and I apologize for that. I guess my grotesquely out of balanced points and abilities may make it hard to see the intent, but look at the response above and see if there is some glint of promise in my machinations.

I can't say I'm very good with game balance, but a few suggestions for the astromech wording:

R4-K6
When you reveal a 2 or 3 bank maneuver, you may skip your perform action step to treat this as a segnors loop maneuver.

I get that you're making this an action to tie to the pilot ability, but because you really want to declare the segnors as part of the reveal maneuver step making it an action is kind of awkward. I've borrowed the wording from Countess Ryad because it is a very similar ability.

Of course as I write this it occurs to me that the lighting reflexes upgrade card would be closer to what you want to do. Have a look at:

http://xwing-miniatures.wikia.com/wiki/Lightning_Reflexes

Maybe copy from that text, convert it to an action that procs on 2 - 3 bank and you'd get the ability you want.

R5-A3
Action: Recover one shield token [ up to your shield value ]. You may not perform attacks this turn.

This is just tightening up the wording and stripping out the fluff for a more technical description. I get that droid is doing power diversion from one system to another, but for game play it's better to be as precise with the rules as possible (as the endless debates about rules interactions on these forums will show :D )

Weapons disabled doesn't really mean anything by itself, if you had stated "and received a weapons disabled token" along with providing the rules for a weapons disabled token, that'd be fine and it's certainly a route you can go. I've gone with may not perform attacks as it works just as well.

I also suspect that R5-A3 is cheap points wise for shield regen, particularly on a ship capable of bombing where losing attack doesn't remove its ability to strike.

I can't say I'm very good with game balance, but a few suggestions for the astromech wording:

R4-K6

When you reveal a 2 or 3 bank maneuver, you may skip your perform action step to treat this as a segnors loop maneuver.

I get that you're making this an action to tie to the pilot ability, but because you really want to declare the segnors as part of the reveal maneuver step making it an action is kind of awkward. I've borrowed the wording from Countess Ryad because it is a very similar ability.

Of course as I write this it occurs to me that the lighting reflexes upgrade card would be closer to what you want to do. Have a look at:

http://xwing-miniatures.wikia.com/wiki/Lightning_Reflexes

Maybe copy from that text, convert it to an action that procs on 2 - 3 bank and you'd get the ability you want.

R5-A3

Action: Recover one shield token [ up to your shield value ]. You may not perform attacks this turn.

This is just tightening up the wording and stripping out the fluff for a more technical description. I get that droid is doing power diversion from one system to another, but for game play it's better to be as precise with the rules as possible (as the endless debates about rules interactions on these forums will show :D )

Weapons disabled doesn't really mean anything by itself, if you had stated "and received a weapons disabled token" along with providing the rules for a weapons disabled token, that'd be fine and it's certainly a route you can go. I've gone with may not perform attacks as it works just as well.

I also suspect that R5-A3 is cheap points wise for shield regen, particularly on a ship capable of bombing where losing attack doesn't remove its ability to strike.

Wow thank you for your input. This is exactly what I was looking for. Like I said I am not really good with the points thing, but I did want to reward a bomber for being a bomber.

Well I am off to see Captain America as it is the Wife's birthday and she even let me get my second Iggy last night knowing that we were a little strapped with 3 birthdays this month (none of which are mine). Having a great day and I love my wife!

"R4-K6: While not stated, barrel rolls and boosts are speed-1 maneuvers. Giving an action to complete a speed-2 maneuver and making it a (white) maneuver is just inviting abuse with upgrades such as PUSH THE LIMIT and EXPERIMENTAL INTERFACE, it should be at least a red maneuver" - Sentinal.

Actually making it white, like the inertial dampeners, and other similar things that then just give stress after completing the maneuver is just as good as making it red, if not better in some cases.

R4-K6: While not stated, barrel rolls and boosts are speed-1 maneuvers. Giving an action to complete a speed-2 maneuver and making it a (white) maneuver is just inviting abuse with upgrades such as PUSH THE LIMIT and EXPERIMENTAL INTERFACE, it should be at least a red maneuver.

Sorry, but just had to nitpick a little here.

Boost and Barrel Roll are not maneuvers, they are just actions that happens to need a template to execute. They do not follow the rules for maneuvers regarding overlap / touching or stress. A good comparison here is Daredevil, while an action, it specifically tells you to execute a maneuver, so normal rules for maneuvers apply, and you can use it to trigger other effects like Oicunns pilot ability.

I do agree with you that care should be taken, and making it a red maneuver, or, like Daredevil, apply a stress after executing it should be considered.

Edit: Thinking about it, since you are not revealing a dial, making it a red maneuver is a bad decision, if scum gets a Chopper or Tycho like ability that allows actions while stressed, you break the game.

Edited by Jiwestone

As it is now, R7-L2 desperately needs a point increase and probably an errata. Attacking during the Activation phase is incredibly powerful, because you'll know the location of all ships of higher PS than you. You can just pick a move that brings one in arc, then fire on it when it has no tokens for defense, with an HLC or Homing Missile, or whatever. It can erase 30+ points of ship with almost no effort. If you want to make it an attack during the normal attack phase, it still probably needs a point increase, but it's not flat-out broken as it is now.

Overall, I like most of the stuff you've got. Seems fun and not generally overpowered.

Cruise Missiles seem slightly undercosted (due to turret effect) but simultaneously kind of boring.

How about:

  • attack value 4 (it's a big missile)
  • range 3— (maybe even 4—, so it can only be fired if the target is out of range)
  • Attack (Focus): Spend your focus token and discard this card to perform this attack.
  • The attacker cannot modify dice during this attack.
  • dunno on points, it's ATK4 and can hit from deployment, but without being able to improve the shot at all it might not be worth a whole lot. I'd estimate 4pts.

So it's basically a super long range missile that's easily dodged, which I feel is more thematic, though idk if it's less boring.

It's a large based punisher with funky upgrade slots. Hmm.

It's not bad, though I admit a small puzzlement that it isn't, say, attack 4 - which, yes, makes the weapons slots a little hard to use, but maybe there's fun to be had in that with titles or something.

Still, maybe it's OK as is - I guess it's meant to be the scum k-wing? It's perfectly set up to throw munitions with the jumpmaster loadout, too.

As for the current price... well, you can field quadruple Scouts, too. And they've got turrets and more Hitpoints. ;)

Who says that the Scurrg has to be large-based? The other faction's dedicated heavy bombers K-wing and Punisher are SMALL based, albeit being very large ships. For game balance's sake the Scum bomber should be small as well.

Should have primary weapon value of 3. My favorite ship. I really hope to see it in Wave 9 (ESP since Armada already has it).

Should have primary weapon value of 3. My favorite ship. I really hope to see it in Wave 9 (ESP since Armada already has it).

Primary 3+cannon+turret is a leeetle crazy.

Would it work to give it primary 3, cannon, turret slot but no primary turret? There's a plethora of good turret upgrades now so it wouldn't exceptionally hamper it.

I note from wookieepedia that it doesn't seem to have torps at all, just missiles. Though if filling the bar to clear EPTs is the goal that could work.

For the title, perhaps give the base ship 2 crew slots (would be a first for scum, right?) and word like:

'You may replace up to 2 crew upgrade icons with salvaged mech upgrade icons. You must equip 1 "Bomblet Generator" upgrade card (paying its squad point cost as normal).'

Who says that the Scurrg has to be large-based? The other faction's dedicated heavy bombers K-wing and Punisher are SMALL based, albeit being very large ships. For game balance's sake the Scum bomber should be small as well.

Makes it interesting and different, honestly.

Should have primary weapon value of 3. My favorite ship. I really hope to see it in Wave 9 (ESP since Armada already has it).

Primary 3+cannon+turret is a leeetle crazy.

Would it work to give it primary 3, cannon, turret slot but no primary turret? There's a plethora of good turret upgrades now so it wouldn't exceptionally hamper it.

I note from wookieepedia that it doesn't seem to have torps at all, just missiles. Though if filling the bar to clear EPTs is the goal that could work.

For the title, perhaps give the base ship 2 crew slots (would be a first for scum, right?) and word like:

'You may replace up to 2 crew upgrade icons with salvaged mech upgrade icons. You must equip 1 "Bomblet Generator" upgrade card (paying its squad point cost as normal).'

Who says that the Scurrg has to be large-based? The other faction's dedicated heavy bombers K-wing and Punisher are SMALL based, albeit being very large ships. For game balance's sake the Scum bomber should be small as well.

Makes it interesting and different, honestly.

the generator is far too expensive for what it does ontop of requiring already far too expensive proton bombs

needs unique title that gives infinite bombs

would buy in a heartbeat

alternative, if only for balance purposes, is a 0/1 point title that reads

  • Havoc

"when you would discard a bomb upgrade card, you may instead suffer one damage"

Edited by ficklegreendice

I note from wookieepedia that it doesn't seem to have torps at all, just missiles. Though if filling the bar to clear EPTs is the goal that could work.

For the title, perhaps give the base ship 2 crew slots (would be a first for scum, right?) and word like:

'You may replace up to 2 crew upgrade icons with salvaged mech upgrade icons. You must equip 1 "Bomblet Generator" upgrade card (paying its squad point cost as normal).'

I really didn't expect to see this thread drudged back out. However, I only added the torps for Extra Munitions.

These suggestions are great and exactly what I am looking for. The discussion and ideas... I can say many times that I am not even close to thinking that the squad points are right. Yet that is the most important part to many on the forums. They are not wrong, but I can't talk about the mechanics of the game that well so I was looking at it from a thematic point and these responses show that I am not alone. So thank you.

the generator is far too expensive for what it does ontop of requiring already far too expensive proton bombs

needs unique title that gives infinite bombs

would buy in a heartbeat

alternative, if only for balance purposes, is a 0/1 point title that reads

  • Havoc

"when you would discard a bomb upgrade card, you may instead suffer one damage"

Thank you for the input and probably right about it as well. I would want to add the astromech slot and infinite bombs. Keeping it thematic and "true".