Custom Card League: The Custom Upgrades Coming to Vassal!

By Babaganoosh, in X-Wing

Hi again,

I just finished grinding my way through the results for the custom upgrade cards, and I'm ready to announce the cards moving on to the next round of development!

Keep in mind that these aren't the final versions; if you see a card you think could be better, you should make your own version of that card and submit it on this thread! The second round of voting for these cards will decide the final versions that will be implemented in vassal.

Many thanks to all those who voted, and congrats to the authors who submitted the winning entries! We had a lot of entries for this category, and the competition for the top slots was really fierce.

The custom ships are up for their second vote in a couple of days! Make sure you visit the custom ship thread and discuss those ships. The second round vote will decide the final version implemented in vassal!

The custom upgrade winners, in no particular order:

Death Mark

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R4-A14

R4-A14-Front-Face_zps9ocbfa5s.png

R5-M12

R5-M12-Front-Face_zpsusuelh7b.png

Jabba the Hutt

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Torpedo Loadout

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Custom Job

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Lt. Blount

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Adrenaline Stims

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Whistler

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Aegis Flares

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Underslung blaster

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Z-95 AF4-H

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R9 Astromech

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Lock-Threat Warning system

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TIE/sa

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Biggs Crew

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TC-4

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Hutt Cartel

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Concealed weapon racks

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Jayhawk

JayHawk-Front-Face_zpsrgqiuohj.jpg

Edited by Babaganoosh

I don't remember 19 being a number in the totals mix, can you explain the break down.

"~4 Ships, ~15 unique pilots, and ~20 new upgrade cards"

So if there was 2 uniques each for the 4 custom that leaves 7 uniques for old ships.

Why round down to 19?

Might have accidentally left one result out, checking to see which

Yeah; Death Mark should also be on the list

Edited by Babaganoosh

I like a lot of these, but Lieutenant Blount strikes me as wildly overpowered on a Hera-Crewed, FCS Ghost. Quite honestly, even with things like Dutch floating around, or Shara Bey, the Rebels' ability to get target locks that they can then Blount with without worry about their stress is very troubling. Omega Ace's ability is similar, but requires both a TL AND a Focus, and is limited to 3 crits at Range 1 (or I guess 4 if you Expose and get your TLs from other sources), and even with all that can be very difficult to set up on a relatively squishy platform. The fact that a Ghost could guarantee 4 crits each and every turn, or a Falcon, or Dash, etc., if they worked with Shara Bey or Dutch, is so very, very powerful.

Might have accidentally left one result out, checking to see which

Yeah; Death Mark should also be on the list

Wow. I'm quite surprised. 8 out of the 20 is fabulous.

I'm not so disappointed about my favorites, that I was rooting for, so much in that case.

But they are no longer mine if I understand the process,

they'll get ripped apart and reworked to suit the tournament.

Disappointed my StarViper fix didn't make it :(. Makes the Talonbane Cobra viper pilot getting in slightly less helpful than it could have been otherwise (still not bad, but could be better. Might have to make a new version of him for the next round that's a couple points cheaper, since his price was based on the current overpriced viper pilots with the idea of having the title to fix that). No sorosuub titles either :(. Any chance we could see the results for votes on everything? Curious where other stuff ended up.

I like a lot of these, but Lieutenant Blount strikes me as wildly overpowered on a Hera-Crewed, FCS Ghost. Quite honestly, even with things like Dutch floating around, or Shara Bey, the Rebels' ability to get target locks that they can then Blount with without worry about their stress is very troubling. Omega Ace's ability is similar, but requires both a TL AND a Focus, and is limited to 3 crits at Range 1 (or I guess 4 if you Expose and get your TLs from other sources), and even with all that can be very difficult to set up on a relatively squishy platform. The fact that a Ghost could guarantee 4 crits each and every turn, or a Falcon, or Dash, etc., if they worked with Shara Bey or Dutch, is so very, very powerful.

Hahaha, that's totally true. Probably should be limited in some way, otherwise the hera/fcs ghost gets ridiculously good. And don't forget you can give it TLT or ion turret or something as well and get 3 crits per shot on those too. 5 points and a pile of stress you don't care about is worth that... On most ships, the stress would be enough, but...

Might have accidentally left one result out, checking to see which

Yeah; Death Mark should also be on the list

Wow. I'm quite surprised. 8 out of the 20 is fabulous.

I'm not so disappointed about my favorites, that I was rooting for, so much in that case.

But they are no longer mine if I understand the process,

they'll get ripped apart and reworked to suit the tournament.

Your versions still go in for the next round of voting, people can just submit alternatives if they want. Whichever get the most votes will be the final version.

Edited by VanderLegion

For Blount, might be enough to just say you can't use it while stressed.

Oh man, it is a good thing the TIE/SF won't be out until after this tournament... With Blaster Cannon it'd be able to make 3 2-dice attacks a turn.

Lt. Blount

These guys were inspired by the images of them in ROTJ scenes that were cut from the movie. I was rooting for General Airen Cracken more particularly because of his being "Supreme Commander of Rebel Alliance Intelligence" but I guess I made him to complicated.

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Underslung blaster

This is one that was inspired by The Force Awakens. I had the movie on while I made cards and this scene made me go looking for the actual weapon and use a screen capture from the movie.

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Z-95 AF4-H

The Z-95-AF4-H multi-role starfighter, aka the Heavy-95. It's too bad the Rebel version wasn't voted in as well, since they are the same just different factions. There was an error with Mara Jades unique title version, it didn't have the unique title dot, so it might have been mistaken for a general title card like the others and down voted for being too powerful for a generic.

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Lock-Threat Warning system

Part of a large set of System upgrades developed for use with my little loved YG-4210.

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Biggs Crew

Biggs is another one of those that I though should have gotten his own crew card a long time ago. I thought Wedge's was equally fabulous, but oh well. I was lucky to be able to find a good screen capture to work with and suitably thematic matching ability from the EPT draw their fire.

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TC-4

I originally started with TC-14 only half seriously, and then I stumbled upon Emperor Palpatine's droid TC-4 and so I had to do him as well. I guess people did their homework or he wouldn't have gotten voted in.

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Hutt Cartel

What can I say: Someone had to use the Hutt Cartel name as a title, I'm just surprised no one else did.

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Death Mark

I originally had the quote "A death mark's not an easy thing to live with." by Carlist Rieekan at the bottom of the card, but I needed the room for a later text change. For those that didn't recognize the ability, rather than make up something that might not work, I went with the proven ability from the Agent Kallus crew card.

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Edited by gabe69velasquez

For Blount, might be enough to just say you can't use it while stressed.

Blount will be silly OP on a Miranda Doni + Munitions once Arc comes out.... looking at Shara Bey

Side note any idea how R5-K6 will work with Bey...

Edited by Panic 217

Congratulations to the winners!

I really, really like several ideas, especially the TIE/sa title - simple, yet such a nice thing to use.

I like a lot of these, but Lieutenant Blount strikes me as wildly overpowered on a Hera-Crewed, FCS Ghost. Quite honestly, even with things like Dutch floating around, or Shara Bey, the Rebels' ability to get target locks that they can then Blount with without worry about their stress is very troubling. Omega Ace's ability is similar, but requires both a TL AND a Focus, and is limited to 3 crits at Range 1 (or I guess 4 if you Expose and get your TLs from other sources), and even with all that can be very difficult to set up on a relatively squishy platform. The fact that a Ghost could guarantee 4 crits each and every turn, or a Falcon, or Dash, etc., if they worked with Shara Bey or Dutch, is so very, very powerful.

You might have missed that he's going to be wildly over-stressed if he is used that often.

I like a lot of these, but Lieutenant Blount strikes me as wildly overpowered on a Hera-Crewed, FCS Ghost. Quite honestly, even with things like Dutch floating around, or Shara Bey, the Rebels' ability to get target locks that they can then Blount with without worry about their stress is very troubling. Omega Ace's ability is similar, but requires both a TL AND a Focus, and is limited to 3 crits at Range 1 (or I guess 4 if you Expose and get your TLs from other sources), and even with all that can be very difficult to set up on a relatively squishy platform. The fact that a Ghost could guarantee 4 crits each and every turn, or a Falcon, or Dash, etc., if they worked with Shara Bey or Dutch, is so very, very powerful.

You might have missed that he's going to be wildly over-stressed if he is used that often.

His whole point is that a hera/fcs ghost doesn't care about stress. My hera/ezra/fcs/autoblster ghost is always permastressed, and usually has a stack by the end of the game. With blount instead of ezra, that stack just goes through the roof. Hera means you can still do red maneuvers, fcs means you have TL every round to use with it (assuming you have the same target in arc). Who cares if you take 4-5 stress to make all of your dice crits if the stress doesn't affect you at all?

Might have accidentally left one result out, checking to see which

Yeah; Death Mark should also be on the list

Wow. I'm quite surprised. 8 out of the 20 is fabulous.

I'm not so disappointed about my favorites, that I was rooting for, so much in that case.

But they are no longer mine if I understand the process,

they'll get ripped apart and reworked to suit the tournament.

Your versions still go in for the next round of voting, people can just submit alternatives if they want. Whichever get the most votes will be the final version.

So I get to fix my •Jabba the Hutt, but the winner doesn't. I liked my version so much better that I don't comprehend the vote results. Really, what was wrong with this??

27342343025_26f009b274.jpg

I like a lot of these, but Lieutenant Blount strikes me as wildly overpowered on a Hera-Crewed, FCS Ghost. Quite honestly, even with things like Dutch floating around, or Shara Bey, the Rebels' ability to get target locks that they can then Blount with without worry about their stress is very troubling. Omega Ace's ability is similar, but requires both a TL AND a Focus, and is limited to 3 crits at Range 1 (or I guess 4 if you Expose and get your TLs from other sources), and even with all that can be very difficult to set up on a relatively squishy platform. The fact that a Ghost could guarantee 4 crits each and every turn, or a Falcon, or Dash, etc., if they worked with Shara Bey or Dutch, is so very, very powerful.

You might have missed that he's going to be wildly over-stressed if he is used that often.

His whole point is that a hera/fcs ghost doesn't care about stress. My hera/ezra/fcs/autoblster ghost is always permastressed, and usually has a stack by the end of the game. With blount instead of ezra, that stack just goes through the roof. Hera means you can still do red maneuvers, fcs means you have TL every round to use with it (assuming you have the same target in arc). Who cares if you take 4-5 stress to make all of your dice crits if the stress doesn't affect you at all?

Well, a line that says you can't use it if you have more stress than you have attack die would fix it. I try to keep my wording to a minimum and get to the point, but sometimes you have to clarify.

Edited by gabe69velasquez

Might have accidentally left one result out, checking to see which

Yeah; Death Mark should also be on the list

Wow. I'm quite surprised. 8 out of the 20 is fabulous.

I'm not so disappointed about my favorites, that I was rooting for, so much in that case.

But they are no longer mine if I understand the process,

they'll get ripped apart and reworked to suit the tournament.

Your versions still go in for the next round of voting, people can just submit alternatives if they want. Whichever get the most votes will be the final version.

So I get to fix my •Jabba the Hutt, but the winner doesn't. I liked my version so much better that I don't comprehend the vote results. Really, what was wrong with this??

Not sure what exactly you're saying here. The upgrades that were voted in are the actual upgrades we're getting, but can be tweaked for the next round of voting. I'm assuming that means things like cost, balance (like for blount) etc. Not sure that includes an entirely different version of the same upgrade (like your jabba, especially when the different version was another card that was submitted and didn't make it in). Personally I like mine, but they work different. Yours gives 1 ship extra illicits (and are the munitions only supposed to affect that ship or all sihps?) but each illicit only works twice. Mine only works for 1 illicit per round, but works all game.

I like a lot of these, but Lieutenant Blount strikes me as wildly overpowered on a Hera-Crewed, FCS Ghost. Quite honestly, even with things like Dutch floating around, or Shara Bey, the Rebels' ability to get target locks that they can then Blount with without worry about their stress is very troubling. Omega Ace's ability is similar, but requires both a TL AND a Focus, and is limited to 3 crits at Range 1 (or I guess 4 if you Expose and get your TLs from other sources), and even with all that can be very difficult to set up on a relatively squishy platform. The fact that a Ghost could guarantee 4 crits each and every turn, or a Falcon, or Dash, etc., if they worked with Shara Bey or Dutch, is so very, very powerful.

You might have missed that he's going to be wildly over-stressed if he is used that often.

His whole point is that a hera/fcs ghost doesn't care about stress. My hera/ezra/fcs/autoblster ghost is always permastressed, and usually has a stack by the end of the game. With blount instead of ezra, that stack just goes through the roof. Hera means you can still do red maneuvers, fcs means you have TL every round to use with it (assuming you have the same target in arc). Who cares if you take 4-5 stress to make all of your dice crits if the stress doesn't affect you at all?

Well, a line that says you can't use it if you have more stress than you have attack die would fix it. I try to keep my wording to a minimum and get to the point, but sometimes you have to clarify.

Just saying it can't be used while stressed if pretty quick and easy (and matches other upgrades in game). Easier than specifying an exact number of stress tokens. Or limiting it to 1 die per round (but maybe only have to have TL, not spend it)

Edited by VanderLegion

I like a lot of these, but Lieutenant Blount strikes me as wildly overpowered on a Hera-Crewed, FCS Ghost. Quite honestly, even with things like Dutch floating around, or Shara Bey, the Rebels' ability to get target locks that they can then Blount with without worry about their stress is very troubling. Omega Ace's ability is similar, but requires both a TL AND a Focus, and is limited to 3 crits at Range 1 (or I guess 4 if you Expose and get your TLs from other sources), and even with all that can be very difficult to set up on a relatively squishy platform. The fact that a Ghost could guarantee 4 crits each and every turn, or a Falcon, or Dash, etc., if they worked with Shara Bey or Dutch, is so very, very powerful.

You might have missed that he's going to be wildly over-stressed if he is used that often.

His whole point is that a hera/fcs ghost doesn't care about stress. My hera/ezra/fcs/autoblster ghost is always permastressed, and usually has a stack by the end of the game. With blount instead of ezra, that stack just goes through the roof. Hera means you can still do red maneuvers, fcs means you have TL every round to use with it (assuming you have the same target in arc). Who cares if you take 4-5 stress to make all of your dice crits if the stress doesn't affect you at all?

Well, a line that says you can't use it if you have more stress than you have attack die would fix it. I try to keep my wording to a minimum and get to the point, but sometimes you have to clarify.

You could probably accomplish what you want by leading off with something like "If you do not have more than two stress tokens, you may...."

The Z-95 title excites me the most as i will undoubtedly be playing Scum because V-Wiiiiiiiiiiing

Cause i mean you can throw an Unhinged on a Z and get a green k-turn. If you have a Z named pilot you can get that Deadeye-R4-Chimps action going, use torpedo loadout for an EM, and pick a missile of your choice. The balance comes from the fact that it's a Z-95 and the generics can't make that combo work because the generics dont have EPTs as they **** well shouldnt.

however i'm incredibly disappointed yet not at all surprised that no salvaged astromechs made the cut. Salvaged Astros have the fewest options, and really could have used some more upgrades for them.

Might have accidentally left one result out, checking to see which

Yeah; Death Mark should also be on the list

Wow. I'm quite surprised. 8 out of the 20 is fabulous.

I'm not so disappointed about my favorites, that I was rooting for, so much in that case.

But they are no longer mine if I understand the process,

they'll get ripped apart and reworked to suit the tournament.

Your versions still go in for the next round of voting, people can just submit alternatives if they want. Whichever get the most votes will be the final version.

So I get to fix my •Jabba the Hutt, but the winner doesn't. I liked my version so much better that I don't comprehend the vote results. Really, what was wrong with this??

Not sure what exactly you're saying here. The upgrades that were voted in are the actual upgrades we're getting, but can be tweaked for the next round of voting. I'm assuming that means things like cost, balance (like for blount) etc. Not sure that includes an entirely different version of the same upgrade (like your jabba, especially when the different version was another card that was submitted and didn't make it in). Personally I like mine, but they work different. Yours gives 1 ship extra illicits (and are the munitions only supposed to affect that ship or all sihps?) but each illicit only works twice. Mine only works for 1 illicit per round, but works all game.

If I took your card and added munition tokens, isn't that an "alternative."

The Z-95 title excites me the most as i will undoubtedly be playing Scum because V-Wiiiiiiiiiiing

Cause i mean you can throw an Unhinged on a Z and get a green k-turn. If you have a Z named pilot you can get that Deadeye-R4-Chimps action going, use torpedo loadout for an EM, and pick a missile of your choice. The balance comes from the fact that it's a Z-95 and the generics can't make that combo work because the generics dont have EPTs as they **** well shouldnt.

however i'm incredibly disappointed yet not at all surprised that no salvaged astromechs made the cut. Salvaged Astros have the fewest options, and really could have used some more upgrades for them.

Sounds like a cool combo; should be checked to see if it would be overpowered. My guess is no, but we should look into it.

Not sure what exactly you're saying here. The upgrades that were voted in are the actual upgrades we're getting, but can be tweaked for the next round of voting. I'm assuming that means things like cost, balance (like for blount) etc. Not sure that includes an entirely different version of the same upgrade (like your jabba, especially when the different version was another card that was submitted and didn't make it in). Personally I like mine, but they work different. Yours gives 1 ship extra illicits (and are the munitions only supposed to affect that ship or all sihps?) but each illicit only works twice. Mine only works for 1 illicit per round, but works all game.

I think that depends on how different "Alternatives" are allowed to be.

If I took your card and added munition tokens, isn't that an "alternative."

There's no strict definition of how much you can tweak a card in the xecond round of voting. The name should be the same, and the card's role in the game should be the same or very similar to the original. The mechanics of how it fills that role, its cost, its slot, etc. is definitely fair game.

Edited by Babaganoosh

however i'm incredibly disappointed yet not at all surprised that no salvaged astromechs made the cut.

Salvaged Astros have the fewest options, and really could have used some more upgrades for them.

In the time that we had my efforts were focused elsewhere,

otherwise I would have like to have made some myself.

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Oh-oh, I may have had too much sugar -

someone take strange eons away from me before I hurt myself:

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Edited by gabe69velasquez

I think that depends on how different "Alternatives" are allowed to be.

If I took your card and added munition tokens, isn't that an "alternative."

There's no strict definition of how much you can tweak a card in the xecond round of voting. The name should be the same, and the card's role in the game should be the same or very similar to the original. The mechanics of how it fills that role, its cost, its slot, etc. is definitely fair game.

I think that depends on how different "Alternatives" are allowed to be.

If I took your card and added munition tokens, isn't that an "alternative."

There's no strict definition of how much you can tweak a card in the xecond round of voting. The name should be the same, and the card's role in the game should be the same or very similar to the original. The mechanics of how it fills that role, its cost, its slot, etc. is definitely fair game.

So just to be perfectly clear, you're saying I could change the wording on my Jabba card to make it more like the winning Jabba and resubmit it?

Sort of. Meet the conditions laid out above and its a legal tweak submission. The role has to be basically the same, but the mechanism of action can be different. Just like how someone can legally submit a Biggs crew that is different from your original.

@Babaganoosh

(...don't you hate it when other people answer for you wrong and you have to respond anyway.)

Incidentally, is this going to double as the submission form

for the new versions of the upgrade cards moving on to the next round?

Huh?

Just use the Same format as before.