Design challenge for Wednesday:

By Punning Pundit, in X-Wing

So, something I don't think we've seen yet:

12 points

PS1

3 attack

1 Agility

Small base, no turret.

Assume it has the standard TIE dial.

How many hull/shield should such a beast have at 12 points? Given what you think the correct ballance is, and the implications for its survivability, what is the most points you would pay for that ship?

The last question is the interesting one, I think, as the answer to it helps explain why the high PS B-Wings rarely see play.

3 Attack is probably incompatible with 12 pints.

3 Attack is probably incompatible with 12 pints.

my liver is incompatible with 12 pints

What are the upgrade options? What does the action bar look like?

Something with 1 hull and maybe 3 (maybe 4) shields would be interesting. Prone to stuff like proton bombs, Wampa ability, or concentrated fire, but otherwise can take a round or so on its shields and rolls 3 red dice. At that price you could field a few of them

This is tricky - 3 attack dice is worth quite a bit over 2 attack dice, but with a fixed 12 point cost, you're going for the ultimate glass cannon. I'd say something like 2-3 health? Your main defense in this sort of archetype would have to be simply not being a target.

3 Attack is probably incompatible with 12 pints.

Well after 12 pints it would probably seem perfectly balanced in my book.

It'd need no repositioning abilities, and a more limited dial than the TIE fighter (remove the 1 turns and one of the K-turns.) Then if it had 2 hull/1 shield I think it'd work out alright.

You gotta remember, you can field 8 of these things. That's 24 attack dice in one turn.

3 hull

1 shield

Scum faction 12 points

Focus, evade, target lock

Illicit, torpedo, missile, unhinged astro

Edit: fiddled with the health.

Also high ps bwings died to TLT and chips. Also due to limited options and no ps 9.

Edited by GeneticDrift

3 Attack is probably incompatible with 12 pints.

my liver is incompatible with 12 pints

3 Attack is probably incompatible with 12 pints.

Well after 12 pints it would probably seem perfectly balanced in my book.

The combination of migraines and migraine medication is a lot like being drunk or stoned, except instead of pleasantly dis inhibited it hurts. I'm lucky to have gotten away with just one typo!

you could remove one of the Scyk's evade dice for an attack dice for free, would you run it?

Edited by CheapCreep

I think 2 hit points is the maximum. It needs to be at risk of getting one-shotted by everything everything, simply because 3 dice that cheap is so strong.

Pretty much 2 HPs, no actions in its action bar. No upgrade options. And a dial that makes a Y-wing look good.

Edited by Sithborg

As long as it's imperial, 10 hull with 2 crew slots. Long live the emperor.

0 hull.

Wait, what if you gave it 4 hull, and only straight maneuvers?

3 hull, just like a tie fighter. hit points for cost would be similar to jumpmasters this way.

but they wouldn't even have one single action.

what you would do is a thread tracers alpha strike.

These would be fun little ships. Glass cannons are neat only if they are reasonably expendable. HLC sycks are to expensive to be expendable.

How about an Ugly? This could easily be the X-Wing and TIE Combo with the pod and wings.

Well, right now at 12 points we have 2 ships in three factions, the TIE/ln and the Z95. The TIE loses an HP to the Z95 but gains an Agility. So basically we're equating 1 Agi for 1 Hull/Shield, at least for this point level of ship (disregarding differences in Action Bar and PS). Both have only 2 Attack.

You've given the conceptual ship the TIE dial, which is fairly maneuverable and stronger than the Z95. So we have a ship with 3 attack dice, 1 agility, and a TIE dial. The low PS of 1 makes it even with the TIE, making it as good as a TIE for blocking but at the mercy of every other ship in the attack phase. Oooh, I like this challenge!

I think...

3 Attack

1 Agility

2 Hull

1 Shield

Action Bar- Focus

Makes it easily able to be one-shotted by modded 3 dice attackers or lucky (Major Explosion/Direct Hit) criticals. Focus is a standard action that every ship has, but won't really help on the defensive side of things. Adding Evade/Barrel Roll/Boost seems like too much for a ship that has the edge offensively against its other 12 point competitors. So with this set of attributes, you have a ship that should be able to dogfight against the TIE/Z95 and win about as often as it losses- it can't survive as well as either of those ships defensively, but has an offensive edge (and maneuvering edge against the Z95) that would make it competitive.

I do think a swarm of something like this would make for a hellish fight. Easy to kill, but packs a wallop.

Edit: fiddled with the health.

Also high ps bwings died to TLT and chips. Also due to limited options and no ps 9.

High PS B-Wings have been pretty rare since they were introduced in Wave 3. The frame itself isn't quite survivable enough to live long enough to earn back the points spent on a high PS pilot. A nice, cheap, defensive title would probably see these in heavy rotation. Ten Numb with Guidance Chimps is basically custom built for Ace Hunting. And Farlander has one of the best abilities in the game. And yet we rarely see them in Tournament top 8s.

2 hull points

Action bar: focus

no upgrades apart from modification slot.

3 Attack is probably incompatible with 12 p[o]ints.

What do you think the minimum price of a 3/1/2/0 ship should be?

With 3 att and a TIE/ln dial at 12points the values 2Hull+1shield (as proposed above) are far too good, if you compare it to the TIE/ln, Z95 and the M3A and their resp. dials and cost.

3 Attack is probably incompatible with 12 p[o]ints.

What do you think the minimum price of a 3/1/2/0 ship should be?

I don't think that, within the constraints of the game, there's a meaningful way to assign a price to that ship.

I think that cheap, fragile, DPS (glass cannon) ships are what ordnance was designed for. With all the constraints and balances there-in.