TF2

By mad mandolorian, in X-Wing Off-Topic

i had a strange thought last night and needed to share, TF2 characters as ships!

this required a number of additional actions

*cards marked with TF2 may only be placed on TF2 pilots

TF2 Scout: PS2, Attack 2, Evade 3, hull 2, Shield 2, actions: Focus, Boost, Barrel Roll, Evade, Bonk!; Pilot Ability: you may perform up to two Boost / Barrel Roll actions per turn (in any combination) Slots: melee, ranged

TF2 Pyro: PS4, Attack 2, Evade 2, Hull 3, Shield 2; actions: Barrel Role, Repulse, Focus; Pilot Ability: action (attack): you may perform a primary weapon attack against each enemy at range 1, in your fire arc, the defender may not roll defence dice, you may not attack again this turn. Slots: melee

TF2 Soldier: PS8, Attack 2, Evade 2, Hull 3, Shield 2; actions: Focus, Target Lock, Rocketjump; Pilot Ability: you may attack while cloaked. Slots: Missiles, melee

TF2 Heavy: PS1, Attack 3, Evade 1, Hull 6, Shield 0; actions: Focus, Reinforce; Pilot ability: action (attack): assign yourself a weapons disabled token, when you remove the token roll 1 attack die against an enemy in your fire arc, if this attack hits the target suffers one damage, if the target is at range 1 and you roll a Crit, remove target as a casualty. Slots: Ranged, Cannon

TF2 Engineer: PS3, Attack 2, Evade 2, Hull 3, Shield 2; actions: Focus, Target Lock, Build, Repair; Pilot Ability: instead of shooting you may add an upgrade token to one friendly building at range 1, a building cannot have more than 2 upgrade tokens; Slots: ranged.

TF2 Sentry: PS0, attack 2 (turret), Evade 0, Hull 3, Shield 1; may roll an additional attack die per upgrade token

TF2 Dispenser : PS0, Attack 0, Evade 0, Hull 3, Shield 1; at the beginning of the combat phase each friendly ship at range one may recover a shield or hull and an additional shield or hull per upgrade token

TF2 Mini Sentry: PS0, attack 2 (turret), Evade 0, Hull 2, Shield 0;

TF2 Demoman: PS5, Attack 3, Evade 2, Hull 3, Shield 2; actions: focus, Boost, Rocketjump; pilot ability: when a model overlaps a bomb placed by you, you may chose whether it detonates or not. Slots, Melee, Bomb

TF2 Medic: PS 6, Attack 1, Evade 2, Hull 3, Shield 2; actions: focus, Heal, evade; pilot ability: you may spend four Ubercharge tokens to make you and the healing ship invincible for the rest of the turn. slots, ranged

TF2 Sniper: PS 7, Attack 1, Evade 2, Hull 3, Shield 2; actions: focus, target lock, barrel roll; pilot ability: when attacking an enemy at range 3 you may spend a focus and/or a target lock to add 2 hits to your dice result, in addition for each focus or target lock spent this way roll one additional attack die, the defender does not receive range bonuses during this attack.

TF2 Spy: PS9, Attack 1, Evade 2, Hull 2, Shield 2; actions: focus, cloak, disguise, Sapp; pilot ability: (attack) if you bump an enemy ship and are outside it's fire arcs (except rear auxiliary arcs) you may remove that ship from play

TF2 Scattergun: scout only, Ranged, your action bar gains the repulse action

TF2 Atomizer: scout only, melee, you cannot perform Bonk! actions, you may suffer 1 damage to perform one additional action, this may be a third boost / barrel roll action.

TF2 Sandvich: Heavy only, ranged, action: you may receive one weapons disabled token and discard this card to remove all damage cards from your pilot card

TF2 -jumper: Soldier/Demoman only, bomb or torpedoe or missile, you do not suffer damage when rocketjumping

TF2 Mini sentry: engineer only, ranged, you may not place sentry tokens, you may place mini sentry tokens as free actions.

TF2 Demoknight: demoman only, melee, you may bump when boosting, if you bump when performing a Streate or boost, maneuver, roll 3 attack dice, the bumped ship suffers any hits or crits rolled.

TF2 Kritzkrieg: medic only, ranged, ignore your pilot ability, you may spend an Ubercharge token to change all the healing ship's hits to crits

TF2 Your Eternal Reward: spy only, melee, you may not perform disguise actions, after you kill an enemy receive a disguise token.

TF2 Spycicle: spy only, melee, enemies killed by your pilot ability are not removed from the board, and may be bumped but they cannot be moved or shot

Bonk!: (attack) perform a primary weapon attack, if this attack hits assign one ion token on the defender, then cancel all dice results, then you receive one weapons disabled token.

Repulse: (Attack) perform a primary weapon attack against a ship at range 1, in your primary fire arc, if this attack hits the defender MUST perform a boost or barrel roll away from you, this may overlap obsteticals or the board edge, then receive you one weapon disabled token.

Rocketjump: roll an attack die, on a crit suffer 2 damage, otherwise suffer 1 damage, then receive a cloak token, you MUST spend the decloak as soon as possible, you may bump when decloaking, if you bump the bumped ship suffers 2 red dice of damage.

Build: may place one sentry or dispenser building token on the field as per deploying ships, you may only have one of each building in play per engineer

Repair: may remove one damage card from a friendly building at range one., then you receive a weapons disabled token

Heal: ranged, target one friendly ship hat ship may remove one damage card or add two shield tokens, if the shield tokens exceed the ship's shield value discard excess shield tokens during the end phase, then you receive one Ubercharge token.

Disguise: receive one disguise token, while you have a disguise token all enemy ships treat you as a friendly ship, discard all disguise tokens when you attack or there are no other friendly ships.

Sapp: you may not perform this action while cloaked, you may assign one Sapp token to each enemy building at range one, at the start of the combat faze assign each building with a Sapp token a damage card. remove the sapp token when the building receives an upgrade token or is the recipient of a repair action.

Edited by mad mandolorian

i need to go to class, more to come