For my custom card league expansion, I'm going to be working on an old favorite of mine, the little-loved Scimitar Assault Bomber.
According to wookiepedia :
"The Scimitar assault bomber was an advanced starfighter/bomber based on TIE Series technology... the Scimitar assault bomber was faster than any TIE Bomber... Its weapons included two laser cannons, concussion missile launchers, and chutes for thermal detonators and proton grenades"
so, the Scimitar was a ship intended to replace the TIE bomber, but what other reason is there to develop it? I'm so glad I asked....
1: The Imperials don't have a good ordnance carrier: The TIE Bomber and TIE Punisher are both panned competitively. The TIE Punisher has the dubious honor of being the only ship that nobody took during Worlds this year. Neither has been flown as an effective ordnance carrier in a while, despite even a recent aces pack for the TIE Bomber.
2: There are no good ordnance carriers in general: With the Jumpmaster nerfed out of competition, there are no really effective ordnance carriers in the metagame that I am aware of. Some ships do carry ordnance, such as Miranda Doni in the Corran/Miranda list that made it to the top table in Worlds this year (Miranda had a homing missile), but missiles or torpedoes were not the chief weapon in that case.
3: Jumpmasters were bad ordnance carriers anyway: Many people disliked triple Jumps, but what really made them bad? I break down their infamy as being due to a combination of traits that ended up making a build that often resulted in negative play experiences. These traits are (in no particular order): Bulkiness , ability to fire torpedoes without target locks (and thus at any target in arc), ability to heavily modify their torpedo attack (via R4 agromech (at first), Overclocked astromech (later), and guidance chips), a turret weapon, and a price tag that allowed three torpedo attacks from different ships in one turn. This combination resulted in builds that could reliably deliver a powerful alpha strike, and had lots of staying power afterwards. This ended up being too much and the developers took extreme measures to destroy this build.
The Scimitar Assault Bomber expansion is an attempt to make an ordnance carrier that approaches competitiveness, and doesn't result in NPEs the way triple jumps did. I'm going for a ship that can deliver an alpha strike, but not easily. It's designed to be less forgiving than a torpedo scout, but still potent if you can pull things off right, and able to zoom out of danger using SLAM when necessary. This version of the SAB has the ability to fire heavily modded torpedoes, is bulky, and can deliver up to 4 torpedoes on the first pass (with 4 PS2 generics using plasma torps/EM/GC). but the alpha strike lacks a lot of the flexibility that triple jumps did. Generic scimitars are much more dependent on their target locks, and even though they are good at picking them up at long range, they are not so good at switching targets at the last second. Scimitars in general also have a much harder time than jumpmasters following up on the alpha strike, since they don't have turrets.
Here's the current iteration of the SAB (please excuse duplicate art for the time being):
Design notes:
Basic Ship:
The statline I'm working with right now is 2/2/4/4, which is in-between the basic statlines of the Bomber and Punisher, and I think is pretty appropriate thematically for the Scimitar. Tough, and not too dodgy, but not the flying brick that the Punisher was. The statline does not distinguish the SAB from the other two Imperial bombers.
The SLAM action reflects the high-speed language that is always swirling around the Scimitar, and starts to set the ship apart. Especially with the Scimitar's dial, which will allow dramatic 3-bank -> 3-turn maneuvers. Note that the SAB's koiogran turn is a 5-speed maneuver and there are no other 5-speed maneuvers, so the SAB cannot SLAM into a k-turn.
The upgrade bar does not differ significantly from the TIE Punisher, including numerous ordnance slots and the system slot. The system slot is pretty important for opening up the SAB's ordnance capabilities with the 'dedicated telemetry module' system upgrade.
Dial:
I'm going for a fast, but not very maneuverable ship here. Only one white turn (2-speed) and lots of green straight moves. I was a little conflicted over including a red maneuver alongside a white or green maneuver of the same speed, since you can SLAM into that maneuver (the red 3-turn). Ultimately I don't think it'll be a huge problem, and I think it gives the ship some much needed character.
Upgrades:
The free 'Integrated launcher' title is really important to define the ship. The ability to SLAM and then fire is unique and very powerful; it's the SAB's main advantage compared with other ordnance carriers. Integrated Launcher (IL) lets the SAB make hard-to-predict maneuvers, and at higher PS, allows reactive SLAMS to get into good firing positions. However, the generic Scimitars won't be able to easily adjust targets the way Contracted Scouts with deadeye were able to - they will still be relying on target locks to launch.
The bomb chute allows more aggressive bombing runs in the SAB and the K-wing, but interferes with good torpedo and missile use since it competes with GC and LRS.
Dedicated telemetry module gives ordnance carriers with the systems upgrade a powerful tool to set up ordnance attacks at the price of limiting target lock's usefulness to torpedoes and missiles. Combining this with Guidance chips and extra munitions might make the B-wing or Punisher dangerous in their own rights.
Ship Pricing:
The pricing for the scimitar is a bit tricky, since there isn't a great baseline ship to compare it with. I started from the TIE Bomber, which costs 16 points for the PS2 pilot (and should probably should cost 15 points according to majorjuggler's early mathwing analysis), and increased the cost to 20 points based on the 2 extra hit points, SLAM action, upgrade bar, and the free integrated launcher title.
The free 'Integrated launcher' title is really important to define the ship. The ability to SLAM and then fire is unique and very powerful; it's the SAB's main advantage compared with other ordnance carriers. Integrated Launcher (IL) lets the SAB make hard-to-predict maneuvers, and at higher PS, allows reactive SLAMS to get into good firing positions. However, the generic Scimitars won't be able to easily adjust targets the way Contracted Scouts with deadeye were able to - they will still be relying on target locks to launch.
I'm going to be testing these in Vassal in the coming days. What are your thoughts about this ship?
Edited by Babaganoosh