[CCL] Chiss Clawcraft expansion. Feedback wanted

By VanderLegion, in X-Wing

Planning on probably submitting my Chiss Clawcraft as one of my expansions for the second season of the Custom Card League. Looking for feedback and thoughts while I work on finalizing it (Gotta fix some images of course).

I might add an EPT to the PS5 pilot. Seems to be the thing to do nowadays. Had a Lateral Thrusters upgrade designed for it originally, but now that vectored thrusters is out, it would just include that instead. The idea behind heavy clawcraft is to work similar to the Outridre title. If you equip a missile or torpedo, you get unlimited ammo for it, but are no longer allowed to perform primary weapon attacks. Makes you a lot more vulnurable to things like bumping and stress. Guidance Chips didn't exist when I designed the expansion originally, so might need to revisit the title with that in mind. If GC was decided to be too powerful with it, could possibly require you to equip a Modification with a minimum cost of 1 squad point (or just not allow you to equip a 0 cost mod).

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I love the Clawcraft. Most of your cards seem good too. Good job.

They might be undercosted relative to other Rebel fighters. T-70s, specifically. You lose 2 shields and the astromech slot, gain a hull, an agility, the evade action, a FAR superior dial, the system slot.... for a PS3 cost at the same as the T-70s PS2 cost, effectively a point less.

I know the T-70 is overcosted, but you might want to be careful, as you could invalidate other Rebel ships. Maybe increase it's cost by a point or two?

Edited by Razgriz25thinf

The cards all seem pretty cool, but that dial is probably a bit OP. 9 Greens including all the 1s along with 4K and 2 Talons is crazy good.

Get rid of 1 banks.

They might be undercosted relative to other Rebel fighters. T-70s, specifically. You lose 2 shields and the astromech slot, gain a hull, an agility, the evade action, a FAR superior dial, the system slot.... for a PS3 cost at the same as the T-70s PS2 cost, effectively a point less.

I know the T-70 is overcosted, but you might want to be careful, as you could invalidate other Rebel ships. Maybe increase it's cost by a point or two?

A lot of rebel ships already seem to be invalidated :P , but it's definitely worth keeping in mind. If you compare it to the A-wing you're paying 7 points more to get a vanguard instead of a green squadron pilot with chardaan. For that you gain 1 health (but lose a shield) and 1 attack, gain system and tech, but lose the 2 epts and missile (unless you do heavy clawcraft, which costs more). Relatively comparable dial, with this being slower than the a-wing, but keeps the 1 speed moves. Jag is 7 points more than a chardaan Tycho, 5 more if tycho doesn't have chardaan (meaning he also has prockets probably).

It's hard to compare to the generic T70s since they're pretty much all unused anyway. If you compare Jag to Poe, you get 31 points for jag vs 33 for poe. You gain 1 agility, lose 1 health (and an extra hull in place of a shield). You gain evade action and system slot, but lose astromech and torpedo (without heavy title, which is a different question). Also lose access to black one and IA (still get autothrusters, but don't get the free budget option). You do get a better dial, though mostly just the access to greens as it's designed as an arc-dodger. Given that the clawcraft doesn't have access to any of the rebel regen options, I doubt it's cheap enough to completely replace corran/poe/miranda in a list that's using said regen.

Compared to an interceptor, you pay 4 more for jag than soontir to gain 2 health (1 being a shield) and the upgrade slots, losing out on the double mod slot and trade barrel roll for TL. Personally, I'd argue the BR is a bit better on an arc-dodger than the native TL action, but either can be added for 2 points with mods (where the interceptor gets a slight advantage since they can still have autothrusters). Gains the slow moves, loses the fast ones, adds trolls.

E-wing might actually be the best rebel comparison. 4 points cheaper for Jag than Corran to gain 1 tl, trade BR for boost, trade astro for tech, lose torpedo. Same health, but less shields. Clawcraft gets a better dial. At that point, it becomes a question of how overcosted people think the e-wing is...

The cards all seem pretty cool, but that dial is probably a bit OP. 9 Greens including all the 1s along with 4K and 2 Talons is crazy good.

The number of greens could possibly be toned down. If anything, would probably drop the 2 banks to whites. Other than that, its fairly similar to the TIE adv prototype or tie/fo. Gains talon rolls over the adv and gets the 1s, but loses the 5s and the 4s isn't green (but gains green 2 banks). And loses the 3 turns. Compared to the FO, gains the 1s and banks and moves the green turns to 1 speed, loses the 5s and has trolls instead of sloops.

Edited by VanderLegion

Get rid of 1 banks.

It's not a space tug!

Not sure about Boost. Clawcraft were slower than TIE/ln, so it seems a little out of place.

Not sure about Boost. Clawcraft were slower than TIE/ln, so it seems a little out of place.

Boost is weird in x-wing. The TIE Punisher, which doesn't even have a 4 straight has it, but the TIE Fighter doesn't. I decided to reflect the slower speed with the dial, and keep the boost action as a mark of it's maneuverability (really wanted boost and BR both, but didn't want to give up evade and TL made sense for it. Especially if you go heavy clawcraft. Could always have the title add the action, but...)

The idea behind heavy clawcraft is to work similar to the Outridre title. If you equip a missile or torpedo, you get unlimited ammo for it, but are no longer allowed to perform primary weapon attacks. Makes you a lot more vulnurable to things like bumping and stress. Guidance Chips didn't exist when I designed the expansion originally, so might need to revisit the title with that in mind. If GC was decided to be too powerful with it, could possibly require you to equip a Modification with a minimum cost of 1 squad point (or just not allow you to equip a 0 cost mod).

g]

The idea behind heavy clawcraft is to work similar to the Outridre title. If you equip a missile or torpedo, you get unlimited ammo for it, but are no longer allowed to perform primary weapon attacks. Makes you a lot more vulnurable to things like bumping and stress. Guidance Chips didn't exist when I designed the expansion originally, so might need to revisit the title with that in mind. If GC was decided to be too powerful with it, could possibly require you to equip a Modification with a minimum cost of 1 squad point (or just not allow you to equip a 0 cost mod).

g]

If you make Heavy Clawcraft a modification, you block off GC much more cleanly than a specific anti-fix on the card. As a bonus, it implies the heavy Clawcraft is too heavy for autothrusters or vectored thrusters.

The main reason I made it a title was so you COULD still have autothrusters or something. I made up the "heavy" part of the title, just as something to call a variant with warhead launchers.

A green 1-turn is incredibly powerful. If you keep that, you really, really ought to make the two-banks white. I'd also cut the one forward- the Clawcraft was still signicantly faster than even the next generation T-65J. I'd also consider barrel roll over boost to tie the ship more to its predecessors, although losing Autothrusters would hurt- Perhaps you could have two titles, one of which added the boost action to your action bar? Barrel roll would suit the Heavy version better anyway, since the range restrictions of ordnance would encourage slow-rolling.

Also, I have to ask- Why does the PS 5 Generic have a focus symbol in its upgrade bar?

Edited by Squark

A green 1-turn is incredibly powerful. If you keep that, you really, really ought to make the two-banks white. I'd also cut the one forward- the Clawcraft was still signicantly faster than even the next generation T-65J. I'd also consider barrel roll over boost to tie the ship more to its predecessors, although losing Autothrusters would hurt.

Also, I have to ask- Why does the PS 5 Generic have a focus symbol in its upgrade bar?

Yah I have no problem making the 2-banks white. I'll update that when I have the chance. I really don't want to cut the 1-forward unless I add 3 turns and/or the 5 straight. At that point it's a scyk dial that traded the green on the 2 banks for green on the 1 turns and added talon rolls at the expense of 1 less kturn. I've flown the scyk plenty. It really sucks having a ship that can't go fast OR slow.

i don't really want to drop boost for barrel roll because I really want it to keep autothrusters. I REALLY want both. I am tempted to try dropping TL for it and adding the TL action to your bar if you take the title...

The focus on the PS5 generic is from a bug in a previous version of strange eons. I just need to go update the card.

Edited by VanderLegion

This looks pretty great. I remember the Clawcraft from the old EU boosk, but i don't really know any of the specific stats. Still, the cards are cool (I especially like the Heavy Clawcraft title). Good job, i look forward to seeing the changes.

The idea behind heavy clawcraft is to work similar to the Outridre title. If you equip a missile or torpedo, you get unlimited ammo for it, but are no longer allowed to perform primary weapon attacks. Makes you a lot more vulnurable to things like bumping and stress. Guidance Chips didn't exist when I designed the expansion originally, so might need to revisit the title with that in mind. If GC was decided to be too powerful with it, could possibly require you to equip a Modification with a minimum cost of 1 squad point (or just not allow you to equip a 0 cost mod).

g]

If you make Heavy Clawcraft a modification, you block off GC much more cleanly than a specific anti-fix on the card. As a bonus, it implies the heavy Clawcraft is too heavy for autothrusters or vectored thrusters.

The main reason I made it a title was so you COULD still have autothrusters or something. I made up the "heavy" part of the title, just as something to call a variant with warhead launchers.

I never read the Vong books- could you recap the source you're basing your "heavy clawcraft" on? That title sounds more appropriate for something like the Missileboat from Tie Fighter, than a fightercrft like I was led to believe the Clawcraft was.

The idea behind heavy clawcraft is to work similar to the Outridre title. If you equip a missile or torpedo, you get unlimited ammo for it, but are no longer allowed to perform primary weapon attacks. Makes you a lot more vulnurable to things like bumping and stress. Guidance Chips didn't exist when I designed the expansion originally, so might need to revisit the title with that in mind. If GC was decided to be too powerful with it, could possibly require you to equip a Modification with a minimum cost of 1 squad point (or just not allow you to equip a 0 cost mod).

g]

If you make Heavy Clawcraft a modification, you block off GC much more cleanly than a specific anti-fix on the card. As a bonus, it implies the heavy Clawcraft is too heavy for autothrusters or vectored thrusters.

The main reason I made it a title was so you COULD still have autothrusters or something. I made up the "heavy" part of the title, just as something to call a variant with warhead launchers.

I never read the Vong books- could you recap the source you're basing your "heavy clawcraft" on? That title sounds more appropriate for something like the Missileboat from Tie Fighter, than a fightercrft like I was led to believe the Clawcraft was.

Its not from the NJO. The only real "source" for heavy clawcraft is a line in the wookiepedia article about later models being equipped with hyperdrives and warheads. I basically wanted to do something more interesting than just adding an ordnance slot that will never get used (or maybe for prockets but nothing else).

*nods* that's a hazard with munitions in this game, one I've been struggling with for my own Xwing and Bwing fixes. And given that Tie Fighter lore holds that the Missileboat was designed by thrawn, a chiss varient isnt implausable, though it hardly would count as a Clawcraft by that point.

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My biggest concern with it currently is guidance chips. They make it a lot more powerful than when i originally designed jt, at the cost of losing vectored or autothrusters. Homing missile + chips + guidance chips sounds rather broken...

My biggest concern with it currently is guidance chips. They make it a lot more powerful than when i originally designed jt, at the cost of losing vectored or autothrusters. Homing missile + chips + guidance chips sounds rather broken...

Is Autothrusters really THAT important to the ship, that a "heavy" version has to have it too? One reason for the SLAM action is to give it a powerful arcdodge capability, so it doesnt need the same evasion the regular clawcraft needs.

My biggest concern with it currently is guidance chips. They make it a lot more powerful than when i originally designed jt, at the cost of losing vectored or autothrusters. Homing missile + chips + guidance chips sounds rather broken...

Is Autothrusters really THAT important to the ship, that a "heavy" version has to have it too? One reason for the SLAM action is to give it a powerful arcdodge capability, so it doesnt need the same evasion the regular clawcraft needs.

Not necessarily. Theyre just l used on pretty much any agility 3 ship :P . And fhey would be there mainly for turrets as opposed to range 3, so slam wouldnt do much in that regard.

My biggest concern with it currently is guidance chips. They make it a lot more powerful than when i originally designed jt, at the cost of losing vectored or autothrusters. Homing missile + chips + guidance chips sounds rather broken...

Is Autothrusters really THAT important to the ship, that a "heavy" version has to have it too? One reason for the SLAM action is to give it a powerful arcdodge capability, so it doesnt need the same evasion the regular clawcraft needs.

Not necessarily. Theyre just l used on pretty much any agility 3 ship :P . And fhey would be there mainly for turrets as opposed to range 3, so slam wouldnt do much in that regard.

On the contrary, 4 straight into a 4 straight does wonders for "arcdodging" a turret. :P

My biggest concern with it currently is guidance chips. They make it a lot more powerful than when i originally designed jt, at the cost of losing vectored or autothrusters. Homing missile + chips + guidance chips sounds rather broken...

Is Autothrusters really THAT important to the ship, that a "heavy" version has to have it too? One reason for the SLAM action is to give it a powerful arcdodge capability, so it doesnt need the same evasion the regular clawcraft needs.

Not necessarily. Theyre just l used on pretty much any agility 3 ship :P . And fhey would be there mainly for turrets as opposed to range 3, so slam wouldnt do much in that regard.

On the contrary, 4 straight into a 4 straight does wonders for "arcdodging" a turret. :P
Edited by VanderLegion

My biggest concern with it currently is guidance chips. They make it a lot more powerful than when i originally designed jt, at the cost of losing vectored or autothrusters. Homing missile + chips + guidance chips sounds rather broken...

Is Autothrusters really THAT important to the ship, that a "heavy" version has to have it too? One reason for the SLAM action is to give it a powerful arcdodge capability, so it doesnt need the same evasion the regular clawcraft needs.

Not necessarily. Theyre just l used on pretty much any agility 3 ship :P . And fhey would be there mainly for turrets as opposed to range 3, so slam wouldnt do much in that regard.
On the contrary, 4 straight into a 4 straight does wonders for "arcdodging" a turret. :P
Except if youre doing that to avoid getting shot by the turret you never fet to shoot AT the turret either

If SLAMming is ALL you're doing, the weapon disabled token agrees with you.

SLAMming out to recharge your Sensor Cluster before coming in with another missile pass, however, makes you as durable as one of those x7 defenders tearing up the meta.

Jagged Fel : Like his ability. Should probably read " another friendly ship" so he can't double Evade. Costs 4 more than Soontir Fel but gets +1 Hull, +1 Shield, Tech, Sensor, TL over Barrel Roll, and an arguably better dial. I'd put that at 4-6 points over Fel, so Jag could probably stand to cost 32-33.

Shawnkyr Nuruodo : Another good ability. It really only gives you 7 options on that dial (4K to straight, 3 straight to either bank, and 2 troll or 2 bank to 2 turn). Compared to Xizor (who is admittedly in a slightly lacking frame), he trades Barrel Roll for Evade, has a better dial, and Sensors and Tech instead of Torpedoes. I'd call that 1-2 points more, easy, instead of 1 point less. Probably 31, given Jag at 32-33 and the lagging StarViper.

Twin Suns Squadron Pilot : I'm guessing the eye on the upgrade bar is supposed to be an Elite talent. In which case, I'd put her points at 2-3 more than she is now, with 29 lining her up nicely with Shawn's 31 and Jag's 33.

Vanguard Squadron Pilot : Following suit, she should land at 27 points. With the above comparison to the StarViper, Black Sun Vigo in this case, again her better dial and upgrades are worth 1-2 points, IMO, but given the inferior chassis of the Vigo I think matching it at 27 is fine.

Moment of Clarity : Looks like a fun, tricky, one-off upgrade like Lightning Reflexes. It doesn't seem highly competitive, and that's OK.

Heavy Clawcraft : Interesting given the range limitations of most munitions. Obvious synergy with Fire-Control System, but even with Guidance Chimps, buying a decent Torp or Missile for this is tacking a minimum 8 points onto a ship. This would probably work at 1-2 points.

Combat Sensors : The real dud of the set. Tracking who scored what damage for the whole round and then figuring out order of resolution if everyone happens to be sporting one of these seems like an absolute nightmare. Make it immediately after the attack (like Turr Phennir's ability) and it might work.

Dial : Nicely representative of the "clutch". Very strong, but can't complain.

Overall, a great effort!

Get rid of 1 banks.

I think this is an interesting suggestion for tweaking the dial without harming its strength or theme too much.

Not sure about Boost. Clawcraft were slower than TIE/ln, so it seems a little out of place

i don't really want to drop boost for barrel roll because I really want it to keep autothrusters. I REALLY want both. I am tempted to try dropping TL for it and adding the TL action to your bar if you take the title...

I could see swapping Boost for Barrel Roll on the ship (though that does lock it out of Autothrusters). Dropping TL for BR and adding TL to the Title sounds good as well, though then you have exactly the same native actions as the Interceptor (not necessarily a bad thing given the ship's other differences, just an observation).