[CCL] Dr Fsticuffs workthread. (Vulture, Hyena and Punisher Aces )

By Dr Fsticuffs, in X-Wing

Having a go at the custom card buisness. Not do e this before but I've had some ideas rolling around my head for a while now.

First up my take on the Vulture droid fighters, I'll put up the Hyena and Punisher aces stuff when I get them figured out.

This is something that's probably been done before but this is my take on the Vulture.

I've gone with no focus action and low PS because the trade federation/CIS battledroids are supposed to be unadaptable compared to organic pilots.

Dial has no reds as their integrated droid brains are surely capable of dealing with any maneuvering their "body" is capable of (which is supposed to able to do things that would kill an organic pilot). Few greens for balance and to give them some distinctness from piloted craft, won't stress themselves but especially vulnerable to stress effects like tactian.

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The primary weapon buff is for the 2 extra blaster cannons they got but going up too 3 attack dice seems to much of a buff.

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This one I'm the least sure of the points cost, too cheap?

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edit: updated image links

Edited by Dr Fsticuffs

Survivor should probably say "roll 2 additional defense die."

Otherwise nice work on everything!

I misread the thread title as having something to do with Punisher Aces......my fault, woops.

I like the dials, not sure if that would prove too good on a swarmable ship in practice but its an interesting idea.

PS 1 pilot seems fine, maybe a point too cheap with the better dial and torp compared to a TIE Fighter.

PS 3 pilot, really dislike the EPT on such a low PS generic. Especially with the upgrades you could kit this guy with, (5x PS 3, Refit, Procket, Deadeye, Autothrusters).

Ambush seems like an interesting idea, but poorly worded. Maybe

"You do not take damage from obstacles.

At the end of the activation phase, if your base overlaps an obstacle, you may make an immediate primary attack. If you do, you may not attack again this turn."

DFS I like, though again you could clean up the text a little. Putting in commas will make it a lot easier to get the intent across.

"When attacking, if the defender is not in your firing arc, they receive 1 stress token."

Swam Fighter is cool, but again needs a better eye to editing. to* a*

"When defending, if there are 2 or more friendly Vulture-class Starfighters are range 1, you may change one [eye] to an [evade]."

As a general rule of thumb, it should go "[Timing], [condition], [effect]" for better clarity and readability.

The CIS refit is fine, but why change it to the missile now?

Discord Missile and Survivor all seem fine.

Overall, good start on the ship.

I misread the thread title as having something to do with Punisher Aces......my fault, woops.

There will be Punisher aces stuff, I just am still playing with that more and haven't mocked up all the cards yet.

But I did want to keep all my stuff condensed into a single thread so the thread is preemptively titled.

I like the dials, not sure if that would prove too good on a swarmable ship in practice but its an interesting idea.

PS 1 pilot seems fine, maybe a point too cheap with the better dial and torp compared to a TIE Fighter.

PS 3 pilot, really dislike the EPT on such a low PS generic. Especially with the upgrades you could kit this guy with, (5x PS 3, Refit, Procket, Deadeye, Autothrusters).

Ambush seems like an interesting idea, but poorly worded. Maybe

"You do not take damage from obstacles.

At the end of the activation phase, if your base overlaps an obstacle, you may make an immediate primary attack. If you do, you may not attack again this turn."

DFS I like, though again you could clean up the text a little. Putting in commas will make it a lot easier to get the intent across.

"When attacking, if the defender is not in your firing arc, they receive 1 stress token."

Swam Fighter is cool, but again needs a better eye to editing. to* a*

"When defending, if there are 2 or more friendly Vulture-class Starfighters are range 1, you may change one [eye] to an [evade]."

As a general rule of thumb, it should go "[Timing], [condition], [effect]" for better clarity and readability.

The CIS refit is fine, but why change it to the missile now?

Discord Missile and Survivor all seem fine.

Overall, good start on the ship.

I was hoping the less hull would offset the better dial. If its not enough I'll up the costs.

Perhaps make the title cost 1 point, to make swarms that benefit from it most more expensive?

For the PS3 EPT generic, I was going with them being equivalent to the likes of tansari point veterans or black squadron ties. but lower PS because they are battledroids in the end (even the top ace is only PS6).

the EPT Survivor was built with them in mind from a story point of view, independent droid fighters that have manged to survive from the clone wars.

I wouldn't worry about that build, without the focus action they can't use deadeye or proton rockets. Still if the EPT is too much I'll drop it if people think so.

CIS refit is like that because thats what they did. The Original Trade federation Vultures had 4 Blaster cannons and Torpedo Tubes, CIS Vultures have 6 Blaster cannons and missiles.

Well aware editing needs work, thanks for the advice.

Got the Hyena bomber cards mocked up.
Much of them is based on the Vulture droid, but slower and heavier. Analogous to the relationship between *** Fighter and Tie Bomber.
So first the dial.
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Two generics.
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Uniques
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Upgrades
First off something of a bombs fix idea to help their usefulness.
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Magpulse bomb Reference: When this bomb token detonates, each ship at Range 1 of the token receives 1 Weapons Disabled token. Then discard this token.

This last one I'm iffy about (especially the dual card thats different types on different sides.) But I liked the idea of scum having more a jury rigged and customised ship option.
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Still got to figure out more for the Punisher aces, but I'll start mocking up what I have so far to get feedback.

edit: updated image links

Edited by Dr Fsticuffs

Great work again!

The sloops might be a bit much on the ship, as that's pretty agile for a bomber. No 1 forward might be tough as well.

Really like the named pilots. Short fuse is a great idea.

The Torpedo seems like it might be a bit weak. Maybe 1 point too expensive.

Magpulse might be too good for its cost, depending on the size of the template plus range 1 all around it could cover a very large area for such a strong effect.

Custom job looks good to me.

There is so much I like in this post.

None of the droids have Focus actions, something that I agree with for droid pilots.

Survivor is a cool upgrade, not very good on an Ace but great on low PS ships with EPT's.

Energy torpedo is a great idea, a cheap torpedo that does not cost you your TL to fire, cheap fully modifiable attack's is what torpedoes need right now, or at least something on the lines of Homing missiles. I think Energy torp´s should require a TL to fire though, just without spending the TL.

Custom job also seems great.

Ambush's ability should probably read, "If your maneuver template overlapped an obstacle..." since ships technically don't move over obstacles.

Really like these overall, although I've still got some little niggles.

First off, I really like the buzz droids. I think they're reasonably costed; if you can deal a bunch of stress, they'll be good; but otherwise, anything with really low health will be able to dodge the missiles and anything they hit will be able to shrug off a bit of damage. Definitely not broken.

First off, the vulture pack needs something to help swarms. It's well-priced (maybe overpowered with title and refit) in comparison to a TIE fighter, but two-attack ships just aren't that great anymore. Even with Crackshot, they just can't deal with Defenders. It's a balanced ship, but I wouldn't take it in this broken-ass meta :P .

In my opinion, Energy Torpedo doesn't need to give the defender a bonus die at Range 2. It's a one-shot torpedo, even if it is action-free.

Proofread the fluff text and abilities. There are a few commas missing.

Aside from that, I've just got a bunch of pedantic wording fixes. This is how I'd phrase them:

"Ambush"

You may ignore damage and critical damage suffered as a result of overlapping an obstacle.

At the end of the Activation phase, if your base or maneuver template overlapped an obstacle, you may perform an attack against an enemy ship at Range 1-2 that is inside your firing arc. If you do, you may not attack again this turn.

Buzz Droids

...and suffer any damage (<hit>) and critical damage (<crit>) rolled.

Survivor

When defending, if you have no shields and have one fewer damage cards than your hull value, you may reroll up to two defense dice.

(That's really wordy, but important -- taking damage cards doesn't actually decrease your Hull value. As written, no ship can ever use this card because no ship has a Hull value of one).

"Deathroll"

Before you drop a bomb token, you may perform a free barrel roll action.

Short Fuse

When you drop a bomb token that does not require an action to drop, you may roll one attack die. On a blank, <focus>, or <crit> result, the token detonates after you execute your maneuver. On a <hit> result, the token detonates immediately.

I like this expansion.

I like the fact that the droids don't have focus.

Also, maybe instead of EPT, could it be possible to have whole other category of card? Like a programming upgrade, which only droids can take. Maybe you could put it under a title.

I misread the thread title as having something to do with Punisher Aces......my fault, woops.

There will be Punisher aces stuff, I just am still playing with that more and haven't mocked up all the cards yet.

But I did want to keep all my stuff condensed into a single thread so the thread is preemptively titled.

I like the dials, not sure if that would prove too good on a swarmable ship in practice but its an interesting idea.

PS 1 pilot seems fine, maybe a point too cheap with the better dial and torp compared to a TIE Fighter.

PS 3 pilot, really dislike the EPT on such a low PS generic. Especially with the upgrades you could kit this guy with, (5x PS 3, Refit, Procket, Deadeye, Autothrusters).

Ambush seems like an interesting idea, but poorly worded. Maybe

"You do not take damage from obstacles.

At the end of the activation phase, if your base overlaps an obstacle, you may make an immediate primary attack. If you do, you may not attack again this turn."

DFS I like, though again you could clean up the text a little. Putting in commas will make it a lot easier to get the intent across.

"When attacking, if the defender is not in your firing arc, they receive 1 stress token."

Swam Fighter is cool, but again needs a better eye to editing. to* a*

"When defending, if there are 2 or more friendly Vulture-class Starfighters are range 1, you may change one [eye] to an [evade]."

As a general rule of thumb, it should go "[Timing], [condition], [effect]" for better clarity and readability.

The CIS refit is fine, but why change it to the missile now?

Discord Missile and Survivor all seem fine.

Overall, good start on the ship.

I was hoping the less hull would offset the better dial. If its not enough I'll up the costs.

Perhaps make the title cost 1 point, to make swarms that benefit from it most more expensive?

For the PS3 EPT generic, I was going with them being equivalent to the likes of tansari point veterans or black squadron ties. but lower PS because they are battledroids in the end (even the top ace is only PS6).

the EPT Survivor was built with them in mind from a story point of view, independent droid fighters that have manged to survive from the clone wars.

I wouldn't worry about that build, without the focus action they can't use deadeye or proton rockets. Still if the EPT is too much I'll drop it if people think so.

CIS refit is like that because thats what they did. The Original Trade federation Vultures had 4 Blaster cannons and Torpedo Tubes, CIS Vultures have 6 Blaster cannons and missiles.

Well aware editing needs work, thanks for the advice.

They can't take a focus action, they also don't need Deadeye since Proton Rockets are focus to use. They could take Rage instead, same cost and it gives them the focus token they need.

The EPT slot is interesting at that PS (like it is on most low PS ships) I realise that they would have to spend 2 rounds clearing their stress but their entire dial would be open to them (as they have no reds) which is the risk/reward of flying a 2 hull point ship.

Thanks for the feedback everyone, I've updated the wording on some card images in the vulture and hyena posts following your suggestions.

The sloops might be a bit much on the ship, as that's pretty agile for a bomber. No 1 forward might be tough as well.

Magpulse might be too good for its cost, depending on the size of the template plus range 1 all around it could cover a very large area for such a strong effect.

Wookipedia describes the hyena as being intended as a more manoeuvrable bomber, plus its mentioned to have done double duty as a fighter. I was deliberately going for very agile for a bomber (but still less than a vulture.

Magpuls is meant to have the same token size and shape as the Seismic charge/proton bomb/ ion bomb.
It probably is a little to good for 2 points, make it 3 or 4?

The Torpedo seems like it might be a bit weak. Maybe 1 point too expensive.

Energy torpedo is a great idea, a cheap torpedo that does not cost you your TL to fire, cheap fully modifiable attack's is what torpedoes need right now, or at least something on the lines of Homing missiles. I think Energy torp´s should require a TL to fire though, just without spending the TL.

In my opinion, Energy Torpedo doesn't need to give the defender a bonus die at Range 2. It's a one-shot torpedo, even if it is action-free.

The energy torpedoes are said to be dumb fire only, so i'd rather not have them require a target lock. IF general consensus is they would't be OP i'll drop the R2 extra defense dice.

This is what I have so far for Punisher aces that I'd like opinions on.
Just aces for the new pilots, only generic that would be worth adding would be an EPT one. But with no room on the upgrade bar I'm not sure.

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The idea with this is to give the Punisher and other bombers a defensive boost that doesn't use up the already contested modification slot.
Basically a bomb sized flare that gets dropped to temporarily shroud the bomber.

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This is something that still needs work, was going to be a punisher only fix but become more general use and changed with some feedback from the CCL S2 announcement thread.

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This was my original idea for a Punisher fix, get the massive ordnance load onto the table.
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Thinking about it more recently though I'm not sure about going in this direction. While its probably fine on 1 punisher, 3 with this would probably be OP. letting you alpha strike 2 ships with say 3 homing missiles each on the first engagement. But i'll still put it up for consideration.

edit: corrected some image links

Edited by Dr Fsticuffs
On 09/01/2017 at 9:20 PM, Dr Fsticuffs said:

This was my original idea for a Punisher fix, get the massive ordnance load onto the table.
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Thinking about it more recently though I'm not sure about going in this direction. While its probably fine on 1 punisher, 3 with this would probably be OP. letting you alpha strike 2 ships with say 3 homing missiles each on the first engagement. But i'll still put it up for consideration.

On review and playing around with probability calculators this is completely broken, 3 punishers with this and homing missiles can reliably kill 2 x7 Defenders a turn. So this is out.

Alternative title takes the assumed simultaneous launching of multiple warheads to make the attack harder to dodge.

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Also added another bomb focused upgrade, just TIE only so regular bombers can take it or the Scimitar or heavy bomber if people are working on them for the league.

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Edited by Dr Fsticuffs
updated image files

Continuing my Multipost spree.
Decided to have a hand at the TIE Aggressor as as another entry.
Just got the basics for now and still need to come up with more pilots and upgrades.
But feedback on this would be good.
First off the dial, its described as similarly manoeuvrable to a Ywing so I've stuck with the same manoeuvres just with more whites and greens and faster "cruising" speed because its still a TIE and to hopefully discourage knifefighting since it wasn't really flown that way according to wookiepedia.

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Basic generic, not sure about the cost. Started off at 18 like the ywing, thinking the extra agility, better dial and PWT compensate for greater fragility.

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Soontir is mentioned as a test pilot for it so he's a good ace for it.

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Obligatory 0 point ability title, deliberately to cheap (but base ship is more expensive) so people want to take this and have to use the limited turret arc.

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Some other unique pilot ideas I've been thinking of.

PS7 Quinllan Yorr 23 points

EPT

At the start of the combat phase you may chose to treat your PS as 0.

If you do, after you perform an attack against a ship in your firing arc you may make an additional attack against a ship outside your firing arc.

PS5 "insert name here" 21 points

At the start of the combat phase, you may perform a free targetlock action.

as well as an epic pilot talent to redlecr the tactic of having the agressor flee pursuers as bait while wingmates line them up.

Bait 3 points?

At the start of the combat phase nominate an enemy ship at range that has you in its firing arc.

When that ship is defending against an attack at by another friendly ship it cannot spend focus tokens.


When defending against attacks from the nominated enemy ship you cannot spend focus tokens.

Edited by Dr Fsticuffs
added new card ideas

So one design question I have about the Aggressor is, why does it have a turret, and a turret upgrade option? My understanding was always that the ship had one turret.

I recommend changing the primary weapon to a conventional forward arc, and keeping the turret upgrade slot.

On 1/1/2017 at 1:24 AM, Dr Fsticuffs said:

This last one I'm iffy about (especially the dual card thats different types on different sides.) But I liked the idea of scum having more a jury rigged and customised ship option.
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I believe I said this last season as well, but I don't like upgrades that can work on any (or a large number of) ship that adds extra slots or trade one slot for another (like trading missile for torpedo last season, adding extra illicits, etc). As far as i can recall in game the only upgrades that allow extra slots (or trade them for different ones, like tie shuttle) are all restricted to a single ship type.

3 hours ago, Babaganoosh said:

So one design question I have about the Aggressor is, why does it have a turret, and a turret upgrade option? My understanding was always that the ship had one turret.

I recommend changing the primary weapon to a conventional forward arc, and keeping the turret upgrade slot.

I went with a PWT because its default turret is just the same to laser cannons it has in the front. Still has the slots to leave it open to other turrwt types for gameplay.

Though I suppose that's also what the twin Laser turret is.

Probably is simpler just to drop it to front arc and drop the price a little with the expectation of getting a turret upgrade.

Unless you intend to the two sides of the "Custom Job" card work together, you need to change their names to get rid of the words in parentheses.

Otherwise, I can take Fen Rau, slap "Custom Job (contraband)" on him, gain illicit slot, and fill it with the "Custom Job (hardware)" card. BAM! Fen Rau can now equip Autothrusters and Stealth Device.

I mean, in order to exploit this, someone would need to buy 2 copies of the ship pack. But I don't think that will be a problem. ;)

4 minutes ago, Punning Pundit said:

Unless you intend to the two sides of the "Custom Job" card work together, you need to change their names to get rid of the words in parentheses.

Otherwise, I can take Fen Rau, slap "Custom Job (contraband)" on him, gain illicit slot, and fill it with the "Custom Job (hardware)" card. BAM! Fen Rau can now equip Autothrusters and Stealth Device.

I mean, in order to exploit this, someone would need to buy 2 copies of the ship pack. But I don't think that will be a problem. ;)

Not quite. Even if you could equip both, one of your mod slots is still filled with Custom Job (contraband), so adding custom job (hardware) would just...let you equip autothrusters OR stealth

17 minutes ago, VanderLegion said:

Not quite. Even if you could equip both, one of your mod slots is still filled with Custom Job (contraband), so adding custom job (hardware) would just...let you equip autothrusters OR stealth

Ha! OK, good catch. And that does nullify the need for a name change.

Have scum season started yet? I thought we were still on Imperial.

I like how the Droid Fighters don't have the focus action. However since IG-88 has focus and is a droid it still breaks theme.

It's also Unique, which while unprecedented, I would think would apply to both halves of the card (ignoring the parenthetical text in regards to uniqueness).

2 minutes ago, Marinealver said:

Have scum season started yet? I thought we were still on Imperial.

I like how the Droid Fighters don't have the focus action. However since IG-88 has focus and is a droid it still breaks theme.

Leebo and guri are as well and they have focus actions, heck guri is the most focused pilot in the game at range one