[CCL] I-7 Howlrunner: Swarm Management

By Revanchist, in X-Wing

Well I wasn't too happy with the A-9 Vigilance from before, so I decided to try something else. The I-7 Howlrunner was an Incom design, made to compete with the Seinar-dominated market. The X-wing fiasco tainted Imperial relations with Incom, and thus it wouldn't see much use for many years. However, it was a fairly popular ship in those locations it was stationed. Basically my ideas for the ship came from two things in the article. First, the lasers were quite accurate, though the rudimentary targeting systems limited its effectiveness. The second was a quote by Kam Solusar in regard to the ship, indicating they had full robotic control. So, without further ado, here is the ship and upgrades. Feedback is appreciated as always.

Dial:

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The Howlrunner was supposed to outmaneuver the TIE/ln, was faster than the X-wing, but didn't meet the capabilities of the E-wing. The dial is still in flux, especially the positioning of the greens.

Generics:

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Following a similar scheme to the TAP. Trades a missile for a Tech slot, but with an inferior dial and action bar. Debating on whether to give the PS 4 an EPT.

Kam Solusar:

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Kam Solusar was a Dark Side Elite until Luke converted him, and he was known to fly a Howlrunner. I went with a T-roll ability similar to Ryad and her K-turn ability (though if we don't like this ability I have another in mind for him that could be interesting). However, in Kam's case only the 2-turn is green, so not quite as powerful in the de-stressing field. PS 5, might bump him up to 6 depending on feedback

Shea Hublin:

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An ace pilot who valued his squadmates and was at the forefront of arguments for better, more protected fighters. I wanted to make a new option for the ace at the center of a swarm. I think he does well, though as always I'm interested in opinions.

Unique Modification:

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So this simulates the accuracy of the Howlrunner's lasers. The rudimentary targeting system and weak lasers are indicated by the fact that you need it to hit and the tradeoff (damage or control). Pricing once again I'm not sure about.

Slave Circuitry:

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This is the basic framework for my Slave rigging system. Not sure if the prices are right, might drop Control by 1 and increase Rigged to 0. Now, AFAIK Strange Eons has not yet gained the ability to add Condition cards, so I typed up the card text for it as contained below:

While this card is assigned, ignore all <EPT> on this ship. You must perform maneuvers of the same bearing as the ship with the "Slave Circuit Control" upgrade equipped. If you do not have a maneuver of the same bearing, perform the maneuver as listed on the "Slave Circuit Control" ship, then assign 2 Stress Tokens to your ship.

During the Perform Action step, you may perform an action available to the ship equipped with the "Slave Circuit Control" upgrade.

When the ship equipped with the "Slave Circuit Control" upgrade is destroyed, receive 1 Ion Token. Then remove this card.

There's negatives and positives associated with the condition. On the one hand it limits your movement. On the other hand, it expands the range of actions for the ships. 2 Stress Tokens to perform a maneuver not on your dial sounds reasonable, or too much?

Final Sacrifice:

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Crash your ship into the enemy. We've seen this done in Star Wars before. 5 dice too much? Price too low?

Alright, there it is. Feel free to pick it apart, destroy it, etc.

A 5 dice attack from a 15 point PS 4 TIE, before ps5+ movement and actions?! Sign me up!

Also; that's a funny looking GUNBOAT.

Final Sacrifice is nice as an idea.

5 unmodified dice is not all that much better than 3 modified dice - so it's not too many dice. The problem is delivering it against an opponent who's not had a chance to act - as noted, the 15 point Kamikaze Black Squadron - especially since, as an attack. it'd take out a stealth device.

Edit-wrong topic

Edited by MPG