Custom Card League: The Custom Upgrades Coming to Vassal!

By Babaganoosh, in X-Wing

Huh?

Just use the Same format as before.

I mean I've started to lose track of the number of threads you've opened up.

Are the new versions of the modified upgrade cards moving on to the next round

going in this thread or are you starting a fresh/separate one for the next round.

Edited by gabe69velasquez

Oh; submit the modified upgrade cards here.

Neat, my two named Astromech's made it.

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.

Sorry if I should know this from somewhere but what is the deadline for the "better" alternate upgrade versions??

I'm starting to get threads and dates mixed up, and you're somehow off the chart I corrected again.

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.

Same name, similar function, different method, different cost, different slot; okay got it.

I don't mean any offense to anyone. And I don't need to win. I'm artistic and creative and enjoy making cards for their own sake, and I've been doing it for years.

Edited by gabe69velasquez

Without the Titles coming to a lot of the voted in ships I feel like ships such as the Avenger are honestly a bit stale of an expansion. The Stat line and price is nothing to really call home about in the current game and I could see myself reaching for a Defender before it.

I'll bite my tongue until we reach the final steps and move into the vassal league with them, but I am more inclined to the Scum ships to make use of Jabba and the new cool illicit. (Possibly a rebel build too because both the Xwings we voted in and these astromechs are on-point)

Without the Titles coming to a lot of the voted in ships I feel like ships such as the Avenger are honestly a bit stale of an expansion. The Stat line and price is nothing to really call home about in the current game and I could see myself reaching for a Defender before it.

I'll bite my tongue until we reach the final steps and move into the vassal league with them, but I am more inclined to the Scum ships to make use of Jabba and the new cool illicit. (Possibly a rebel build too because both the Xwings we voted in and these astromechs are on-point)

It's a pretty good criticism, to be honest. There are some cases where titles were really necessary for the ship to shine. I'll do a post-mortem after the tournament is over to talk about what worked well and what didn't so I can run a better season 2. So remember any CC and be sure to bring it up then.

Without the Titles coming to a lot of the voted in ships I feel like ships such as the Avenger are honestly a bit stale of an expansion. The Stat line and price is nothing to really call home about in the current game and I could see myself reaching for a Defender before it.

I'll bite my tongue until we reach the final steps and move into the vassal league with them, but I am more inclined to the Scum ships to make use of Jabba and the new cool illicit. (Possibly a rebel build too because both the Xwings we voted in and these astromechs are on-point)

It's a pretty good criticism, to be honest. There are some cases where titles were really necessary for the ship to shine. I'll do a post-mortem after the tournament is over to talk about what worked well and what didn't so I can run a better season 2. So remember any CC and be sure to bring it up then.

Next season might be worth looking at allowing titles to be part of the ship submission instead of separate upgrades (so ship would include generics, dial and titles as part of one submission. A different version of the ship might not include the titles. Titles could of course be tweaked in round 2 if the ship was voted in).

One thing I'd consider is tying the upgrade submissions to the ship submissions. Here's an example structure.

As the first part of the league, ships could be voted on in two categories, for each faction we could see a new ship and an "Aces" treatment for an existing ship. Once the ships had been decided on, we could vote on pilots and upgrades for each of the chosen ships.

For each ship voted in, you could accept a certain number of upgrades (5?), and then when people were submitting an upgrade it would be targeted at a specific ship.

It's not a perfect system, but it sort of makes sense to me. That way, if I was putting it upgrades I'd be really aiming them to work for specific ships already included in the league, which would encourage synergy within our submissions.

Yeah one thing that I think we should be doing differently is to have specific rationales and reasons for each card we create, rather than just a broad submission collection and going from there. Then going from that, make packaged collections of cards that work for a specific goal.

Nevermind.

Edited by mtrein

Looking through the upgrade finalists, I'm thinking about some modified versions that might improve on the designs we have so far.

BIGGS CREW:

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Right now this card is the 'Draw Their Fire' EPT, word for word, except on a crew card. While this makes sense for a Biggs-like ability, I think it's just too much of a DTF clone,so I'd like to change it.

I think it should accomplish largely the same effect though: tanking damage for nearby ships.

some rough ideas:

-spend a focus token to cancel 1-2 attacker dice and take a damage.

-Enemy ships must attack you instead of other friendly ships if you are closer and in-arc

-Spend a focus to add evade result to nearby friendly ship

TIE/sa

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I love the idea of making bombs better by opening up bomb dropping options, but I'm not sure that offering the banks as options opens things up quite enough to make a difference

Here are some alternate ideas:

-you may drop bombs with barrel roll-style deployments
-drop two bombs
-may drop bomb at R1, outside of primary arc
-may drop bomb by placing it on your movement template after you execute a white or green maneuver

Lt. Blount

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Some people have already pointed out that this card can make nasty synergistic effects on ships that have non action-dependent access to TLs, such as the Ghost with a FCS. I do think that the core ability idea is fine; roughly speaking it is to add critical hit results by spending TLs, in exchange for stress. Here's some tweaks to try and iron the exploits out:

-Spend TL to add one critical hit result. If unstressed, you may give yourself 1 stress and add another.

-Spend TL to change up to two dice to critical hit results; give self stress for each dice changed. May not use ability if stressed.

TC-4

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Cool ability, but the problem is that it is a clone of Yorr's ability. It should be changed to be unique, but similar to the original intent of the card.

Some rough ideas:

-When a friendly ship receives a stress token, if you have no stress tokens you may assign it to yourself. (works once but at any range)

-When you perform a green maneuver, you may remove a stress token from a friendly ship at range 1-2.

-When a friendly ship is assigned a stress token, you may assign it to an enemy ship at range 1-2 that has already activated and performed its maneuver.

Edited by Babaganoosh

I'm also thinking that Death Mark should get a change, since it is also a clone of another card, Agent Kallus.

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Death mark is actually a really cool idea. I think it has some cool potential as a card idea, and Kallus has an ability very much like what death mark should be like, but we shouldn't be cloning abilities. So here's some options. Some of them go a little radical; I'm interpreting the core card concept to be a card that singles out an enemy and modifies your attack and/or defense against that one target.

-Pick enemy unique at start of first round. All friendly ships may acquire a target lock on that ship. (only once in first round)

-Pick enemy unique at start of first round, then assign that ship two stress tokens.

-Pick enemy unique at start of first round. At the start of the combat phase, if that ship is at range 1 of you, you may assign it one stress token.

Here here Baba! I agree, lets make these upgrades be a bit more flavourful:

BIGGS CREW:
"When you obstruct an enemy's attack, that enemy must declare you as the target."

It's like a hyper Tactical Jammer, Biggs is just in the way and you have to shoot him down to get to the enemy you want to, I think this promotes some pretty formation flying in large ships.

TIE/sa
"After executing a [TURN] or [bANK] maneuver, you may drop a bomb token from the template of the same speed but bearing of the opposite direction in your rear arc"

A bit confusing, but the idea is you dropped the bomb while turning an to mimic inertia, the bomb continues it's movement to the opposite side that you just move from. So you do a 3 right back, the bomb comes out your butt at a 3 left back.

Death Mark

I actually like your range 1 stress. Scum needs tricks, scum needs to be a headache to play against and have ships that make your groan slightly to see across you because they're just dicks. Zuckuss crew, Palob, and Dengar are great examples of this, I think.

I like the inertia-based idea for the TIE/sa title; seems like a cool ability and it makes some sense.

One thing we should worry about with the BIggs designs is how they would work on big, tanky ships. Biggs-style abilities are really good and we need to be careful about proliferation. I think that having the trigger be related to you having a better shot on Biggs' ship, such as cases where Biggs' ship is closer to the origin of fire, is a good start to reducing the power of this kind of ability.

Having biggs be closer could be interesting. Makes it similar to his pilot ability, but not different enough to be a clone. Works at longer range thancthr pilot (since you could be range 1 and the other ship range 3, or on opposite sides of a turret ship), but requires different positioning. And it means you cant leave biggs' ship at range 3 while the others get closer like the pilot can.

Are you happy with N'dru throwing 6 die, u-boat-level modified PTorps at PS7 for 6 points cheaper?

Because that's the first thing I'd run the heavy z-95 with. Just saying. ;)

Are you happy with N'dru throwing 6 die, u-boat-level modified PTorps at PS7 for 6 points cheaper?

Because that's the first thing I'd run the heavy z-95 with. Just saying. ;)

Wheres the 6th die come from? I get 5 from 4 base + n'drus ability. And i dont think its really that overpowered. Its only 1 ship (2 if you do kaato as well) since generics cant get deadeye. You have to use torpedo loadout if you want ptorps, which means only 1 shot becUse its limited so you camt get extra munitions. Youd probably be better off just doing concussion with em. Youre higher pilot skill, but way shishier. Palp aces or any ps8+ list has a decent shot at killing ndru before she can ever fire that missile, which they likely cant against a scout.

One other thing to consider in these upgrades is the fact that there are two cards trying to fix the kihraxz fighter.

We should probably take steps to make these mutually exclusive or price them with the expectation that they will both always be taken on kihraxz fighters.

(deleted)

Edited by gabe69velasquez

This change, along with a unique victory condition plus a change to the way both the Rebel and Imperial player get to "fling" bombs along a maneuver template, ensures the mission provides a play experience completely distinct from standard tournament play.

imperialveteransmissiondiagram.png

Each round in Disable the Relays , you and your opponent each gain the opportunity to "fling" one bomb along a straight speed "5" maneuver template. You will want to master this "shot" quickly in order to fling your bombs at your opponent's relays and disable them. In the diagram above, we show how tricky this technique can be as the Empire's TIE bomber narrowly misses a Rebel relay.

Inspired by the above, I think it's too cool not to add.

Alternate TIE Bomber version submission 1 of 2.

Version 2.0-A

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I personally dislike completely made up unique Star Wars characters, but whatever. I only found one Jayhawk anywhere so I know this is not a ship name, it's the name of a pirate captain of a YT-1300 named Martinette. But that doesn't mean the intention of the card isn't good. I would expand on the the idea to improve the HWK-290 with all the modifications the Martinette had:

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This is not a submission, just a text clean up.

Unless someone wants to contest it, I leave it up to you.

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Also not a submission, it's mainly cosmetic changes.

But if someone disagrees feel free to consider it a submission.

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Comparison:

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Edited by gabe69velasquez

Cosmetic changes only. If you feel it should be voted in

then by all means add it to the submissions.

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(working on a few other versions)

Edited by gabe69velasquez

To clear up any doubt, I can confirm that the JayHawk title is completely made-up; you can actually hear the moment when the idea for the title is born during one of the episodes of the shuttle tydirium podcast. I think on episode 8. The titles you propose for it look interesting, although they may be a little much. I think hawks are actually in fairly decent shape these days- definitely behind the power curve but not super far behind. Giving them boost and a shield and sensor slot for 4 points seems like too good of a deal for me, for what that's worth.

I like the TIE/sa variant! I think you should change it slightly so that the speed of the template you use to deploy the bomb is the same speed as your bank or turn maneuver.

To clear up any doubt, I can confirm that the JayHawk title is completely made-up; you can actually hear the moment when the idea for the title is born during one of the episodes of the shuttle tydirium podcast. I think on episode 8. The titles you propose for it look interesting, although they may be a little much. I think hawks are actually in fairly decent shape these days- definitely behind the power curve but not super far behind. Giving them boost and a shield and sensor slot for 4 points seems like too good of a deal for me, for what that's worth.

I like the TIE/sa variant! I think you should change it slightly so that the speed of the template you use to deploy the bomb is the same speed as your bank or turn maneuver.

Given that palob (and scyks!) were in the second place apot at lothal open, clearly at least one is all righgt. Palobs been showing up more lately with uboats running around

...

I like the TIE/sa variant! I think you should change it slightly so that the speed of the template you use to deploy the bomb is the same speed as your bank or turn maneuver.

(1) The slower the maneuver chosen the closer the bomb would be to the dropping ship.

(2) If you look at the article scenario example, the ship speed is 3 and the bomb (speed) template is 5.

But I see the template starts 2 back so it amounts to the same for speed 3.

If on the other hand if it's any other turn/bank speed it would still be 3 for the bomb.

I personally don't care, so I'll make another one and you can submit them both.

Alternate TIE Bomber version submission 2 of 2.

Version 2.0-B

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I don't know maybe I should just leave it alone,

I'm for the stealthy spy version of the HWK,

so a single slot seems to me too rudimentary.

Just add this one only then and see if it gets any votes.

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Edited by gabe69velasquez

Eg.

Push the Limit is Darth Vader's pilot ability with a stress taken.

Mangler Cannon and Mercenary Co-pilot share the change one die to critical idea, with the crew being range 3 only.

Consider when you have something that works as intended and voted in that way,

I'm for the change but I would recommend in the spirit of the "clone original" that it equally be minor.

Those are *similar* abilities but not identical like some of the cards that were voted in. Vader lets you take 2 actions during your perform action step. Doesn't work any other time. If you advanced sensor for instance, you only get 1 action, and lose his ability for the round since you skip the perform action step. PTL gives a stress as you pointed out, and works ANYTIME you take an action. Mercenary copilot lets you change a hit to a crit with any range 3 attack, regardless of the weapon. Mangler cannon is a specific secondary weapon that happens toa lso let you change a hit to a crit at any range. The only difference (between upgrade type) between kallus and death mark is that death mark is limited to uniques. Biggs is literally the same text as Draw Their Fire. TC4 is identical to Yorr.

I'm all for similar abilities, but in keeping with the spirit of the game, I would argue they should be changed enough to be a unique effect while filling a similar role.

DEATH MARK 2.0 Generic & DEATH MARK 2.0 Unique

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Could be interesting to turn it into a dual upgrade maybe. One side targets uniques, the other targets generics, with some variation on the effect depending which you're targeting. I do like the flavor of it working on uniques only (since you're probably less likely to get a deathmark without a name), but could be fun.

Biggs Darklighter 2.0

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The current wording of letting the attacker decide how many means the attacker will always just pick 0 (unless they want the damage on biggs for whatever reason).

TC-4 version 2.0

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These are my own 2.0 FINAL SUBMISSIONS for now.

I'll be taking second looks at the others as well.

I like that it keeps some similarities (save stress from an allied ship), but needs to either cost more or else be more limited. It doesn't have a max stress limit like Yorr does, AND it's passing sterss to an enemy. So you could k-turn 4 ships and drop 4 stress on 1 enemy ship in range.

Also, as written, it steps on the toes of "Being able to give stress to enemy ships in the activation phase before they move is too OP". Maybe something that makes it so when your opponent causes you to receive a stress token you can pass it to an enemy ship? Or could be another dual upgrade option, one side lets you pass stress to enemy ships if they cause you to take it (so a stresshog shoots you and uses ability, or 4lom passes off a stress token), the other side lets you pass stress to friendly ships if you caused it (k-turn, PTL, etc).

I like the reworded custom job and concealed warheads.

I'm hoping to go through and try to come up with some of my own ideas for modified versions, but we just had a new baby friday, so we'll see if I get around to it in time...