[new] Odanan's Custom cards

By Odanan, in X-Wing

But I still use Photoshop for the images.

Edited by Odanan
9 minutes ago, Odanan said:

Until my HDD broke early last month (and lost everything), I used a Photoshop template that I had years to perfect. Now I use Strange Eons.

Oh no! What a tragedy!

I feel like the extra control one has over photoshop would be better for a perfectionist, but quite a bit more work if you're making a lot of cards.

1 minute ago, mkevans80 said:

I feel like the extra control one has over photoshop would be better for a perfectionist, but quite a bit more work if you're making a lot of cards.

Indeed. Photoshop is specially good for the texts in the cards. Apart from that, SE is perfect and much easier.

4 minutes ago, Odanan said:

Indeed. Photoshop is specially good for the texts in the cards. Apart from that, SE is perfect and much easier.

Could you combine the two? Do all of the symbols/art etc. in SE and leave the text blank, then put in the text w/Photoshop?

5 minutes ago, mkevans80 said:

Could you combine the two? Do all of the symbols/art etc. in SE and leave the text blank, then put in the text w/Photoshop?

I already did that. ;)

(I believe it was in the new version of the No Shields All Guts card)

Edited by Odanan

OK, I will start a "Rogue One" expansion soon ("Freedom Fighters?"), and here are some ideas:

Rebels pilots: (will choose 3 unique and 1 generic)

  • General Antoc Merrick - Blue Leader - X-Wing (possible PS 8 or 7)
  • Jaldine Gerams - Blue 3 - X-Wing (she was a computer specialist, so the ability should be inspired by that)
  • Barion Raner - Blue 4 - X-Wing
  • Farns Monsbee - Blue 5 - X-Wing (said to work well with the squadron)
  • Heff Tobber - Blue 8 - X-Wing (piloted an U-Wing in the Scarif battle, so most liked will not be chosen)

Scum pilots: (4 unique)

  • Saw Gerrera
  • Benthic ("Two Tubes")
  • Edrio (the other "Two Tubes")
  • Beezer Fortuna

Scum X-Wings will have illicit and salvaged astromech upgrade.

PS: Scum X-Wings? WTF? Well, Saw and his gang were once Rebels for sure, but I believe there is a strong case to make them Scum at the time of Rogue One. They were totally against the Empire, yes, but they were also pretty hostile to anybody outside their ranks.

The idea first was to make a X-Wing + Y-Wing expansion, but I'm intrigued to see Saw in a Scum white and black X-wing.

And this is the first upgrade card.

Something I was working on (still need to find unique images for all the "Program" upgrade cards)

x_wing_miniatures___custom_ship__vulture

Edited by Odanan

And here is something else:

x_wing_miniatures___custom_z_95_title_by

I like the vulture droids, but I do wonder about some of the costs of the upgrades. At first glance, Fine-tuned Controls is identical to the YV-666's Maneuvering Fins, as far as I can tell. Absolutely nobody ever takes M.Fins and that's 1 point. Why would anybody pay 4? Then I saw that the ship doesn't have any banks on its dial, so you need Fine-tuned controls to give them the option. This does give them a much broader dial, but they might be borderline unplayable without banks. If you're forced to spend your action to boost when you need a bank-type maneuver, you'll be a 2-hull ship with no tokens, for 2 points more than a basic Tie or Z-95. If you spend 4 points to make them playable, and now you've got a 2-hull ships that cost 18, still with no evade/focus actions unless you pay more points. Yes, I understand that 3 points will get the ship effectively another hull (with some crit resistance), but that makes it more expensive still.

18 points will by you an Alpha Squadron Interceptor. I'd much rather have that, and Interceptors that aren't named Carnor/Soontir aren't ever seen in even semi-competitive. I'd prefer to see Vulture droids as cheaper fodder with less firepower (2 attack). In the Clone Wars, vulture droids were fragile and plentiful. Maybe this design you have would be better on a beefier Confederacy droid ship platform (if any exist)? If you feel differently, then by all means follow your vision, but I'd really suggest taking a look at the "no banks w/out a 4 point upgrade" issue more carefully.

As a side note, I personally have been considering making Shield Upgrade cost 3, Hull upgrade cost 2. I think your "Modular Redundancy" card could make a great general upgrade for any ship, as it's effectively and extra hull upgrade then, but paying an extra point for the crit resistance. Not bad. Along the lines of my feelings that hull upgrade could stand to be 2 points, I might suggest making your Z-95 title 3 points... 2 for the extra hull and 1 for the access to other upgrade cards.

Random thought for you (liking the cards btw)

Space Superiority Fighter

T65 only title

0pts

When attacking you may reroll blank results

Too OP, too basic?

Edited by Spaceman91
47 minutes ago, Spaceman91 said:

Random thought for you (liking the cards btw)

Space Superiority Fighter

T65 only title

0pts

When attacking you may reroll blank results

Too OP, too basic?

Too auto-include... ;)

58 minutes ago, mkevans80 said:

I like the vulture droids, but I do wonder about some of the costs of the upgrades. At first glance, Fine-tuned Controls is identical to the YV-666's Maneuvering Fins, as far as I can tell. Absolutely nobody ever takes M.Fins and that's 1 point. Why would anybody pay 4? Then I saw that the ship doesn't have any banks on its dial, so you need Fine-tuned controls to give them the option. This does give them a much broader dial, but they might be borderline unplayable without banks. If you're forced to spend your action to boost when you need a bank-type maneuver, you'll be a 2-hull ship with no tokens, for 2 points more than a basic Tie or Z-95. If you spend 4 points to make them playable, and now you've got a 2-hull ships that cost 18, still with no evade/focus actions unless you pay more points. Yes, I understand that 3 points will get the ship effectively another hull (with some crit resistance), but that makes it more expensive still.

18 points will by you an Alpha Squadron Interceptor. I'd much rather have that, and Interceptors that aren't named Carnor/Soontir aren't ever seen in even semi-competitive. I'd prefer to see Vulture droids as cheaper fodder with less firepower (2 attack). In the Clone Wars, vulture droids were fragile and plentiful. Maybe this design you have would be better on a beefier Confederacy droid ship platform (if any exist)? If you feel differently, then by all means follow your vision, but I'd really suggest taking a look at the "no banks w/out a 4 point upgrade" issue more carefully.

As a side note, I personally have been considering making Shield Upgrade cost 3, Hull upgrade cost 2. I think your "Modular Redundancy" card could make a great general upgrade for any ship, as it's effectively and extra hull upgrade then, but paying an extra point for the crit resistance. Not bad. Along the lines of my feelings that hull upgrade could stand to be 2 points, I might suggest making your Z-95 title 3 points... 2 for the extra hull and 1 for the access to other upgrade cards.

Should I add 3 banks?

But the idea is a ship that flies very differently of the others in the game...

1 hour ago, mkevans80 said:

I like the vulture droids, but I do wonder about some of the costs of the upgrades. At first glance, Fine-tuned Controls is identical to the YV-666's Maneuvering Fins, as far as I can tell. Absolutely nobody ever takes M.Fins and that's 1 point.

Dang! I never had the intention to own a YV-666, so I completely forgot that card. Hmm... so i need to make a somewhat different effect. And with smaller cost.

What about?

"When you reveal a turn maneuver, you may perform instead the corresponding bank or Segnor's loop maneuver of the same speed."

Edited by Odanan

OK, changed the card. Now it's better and cheaper.

PS; that might be some shenanigans if the ship is stressed...

6 hours ago, Odanan said:

Something I was working on (still need to find unique images for all the "Program" upgrade cards)

x_wing_miniatures___custom_ship__vulture

This is really cool! I do have a few problems with them:

First, I feel like all the program upgrades should be limited, otherewise you could have, say, a ps 10 vulture droid, which, though it may be priced right, would not be very thematic.

Also, 3 attack? That seems pretty powerful, maybe 2, or even 1.

3 minutes ago, gryffindorhouse said:

This is really cool! I do have a few problems with them:

First, I feel like all the program upgrades should be limited, otherewise you could have, say, a ps 10 vulture droid, which, though it may be priced right, would not be very thematic.

Also, 3 attack? That seems pretty powerful, maybe 2, or even 1.

PS 10 Vulture for 23 points is not OP... working as intended, I guess.

Yes, 3 attack. The ship had 4 or 6 blasters in Legends.

3 minutes ago, Odanan said:

PS 10 Vulture for 23 points is not OP... working as intended, I guess.

Yes, 3 attack. The ship had 4 or 6 blasters in Legends.

But they have to be swarmy, which means cheap.

Edited by gryffindorhouse

Also, I think it might be cool, and create an interesting mechanic, if they had no strait manuevers.

16 minutes ago, gryffindorhouse said:

But they have to be swarmy, which means cheap.

How much would cost the same ship with attack 2?

3 minutes ago, Odanan said:

How much would cost the same ship with attack 2?

The card calculator I use (l'atelier du faucon) won't go that cheap, but I would guess about 9.

7 hours ago, Odanan said:

Something I was working on (still need to find unique images for all the "Program" upgrade cards)

x_wing_miniatures___custom_ship__vulture

Edited 55 minutes ago by Odanan

I like the upgrade names. I also kinda like that they all have the same circuit board picture. It fits thematically.

On 4/13/2017 at 7:08 AM, Odanan said:

Yes, but it's very thematic, right?

33435197124_4b951630cb_o.jpg

I've made many version of Thrawn, but I forgot about this one.

Thoughts on Most Wanted II :

  • Ace Azzameen: Points are right, ability rewards using a PWT's arc, I like it.
  • Aeron Azzameen: I'm a big fan of ion, but this seems like it might be a little too abusable. That's a rather large net in which to snare a ship and escort it off the board. I could see this at Range 1 instead maybe, or better yet I like assigning an (one) ion token to Aeron with each use (in addition to the weapons disabled token). Still powerful, but you have to play Aeron smartly as well.
  • MK-09: Sounds interesting. I'm sure there's some way to make him the priority target, but I haven't put too much thought into it.
  • Twin Suns Pilot: I appreciate the effort at another different-stats generic pilot. Probably underwhelming at 30+ points with 2 Attack, but I do think the points are right.
  • Zekka Thyne: Interesting ability. Seems incredibly powerful, but the Kihraxz isn't exactly the best chassis so I wouldn't call it OP just yet.
  • Dal Perhi: Scum Jess Pava? She's seeing a lot of play, so this guy would probably be pretty solid as well.
  • Eyma: Solid ability, and I like that it'll probably be tricky to use well at PS4.
  • Viraxo Racketeer: Meh. Extra generics don't usually do much for me, and I'm not sure how much I like 5 of these with 1-point upgrades pushing out 5 of the current generic.
  • Contraband: Like the idea, but not the execution as a Crew card.
  • MK-09: Great on Aeron obviously (plus Inspiring Recruit), probably way too good a combo without one of the above limitations.
  • Sabra/Selu: I can dig it. Like Sabra a lot better myself.
  • Chaff: Not terrible, but I don't see it getting used too much since it could be a dead card in a lot of matchups.
  • Fake Transponder Codes: I'm not a huge fan of Captured TIE, so I do like that you can turn this off by blocking the ship, but on the other hand that might make it too weak.
  • After-Market Kit: 10/10, would play Kihraxz all day.
  • Vaksai Fighter: Yessssssss. Yes.
  • Spy Droids: Crappy Long-Range Scanners, but it would go nicely with the 5 Racketeers.
  • Escape Pod: Meh. Requires leaving an empty Crew slot on another ship, and your Crew must be useful on that other ship, and they have to be at Range 1-2 when you die. Points for theme, though.
  • Azzameen Family: One of my favorite parts of this expansion. Very cool way to encourage thematic builds and bring Emon back!
  • Ryll: Almost seems to expensive, but then it's an improved Adrenaline Rush, so probably good.

Great stuff, thanks for sharing.

28 minutes ago, ObiWonka said:

Thoughts on Most Wanted II :

  • Ace Azzameen: Points are right, ability rewards using a PWT's arc, I like it.
  • Aeron Azzameen: I'm a big fan of ion, but this seems like it might be a little too abusable. That's a rather large net in which to snare a ship and escort it off the board. I could see this at Range 1 instead maybe, or better yet I like assigning an (one) ion token to Aeron with each use (in addition to the weapons disabled token). Still powerful, but you have to play Aeron smartly as well.
  • MK-09: Sounds interesting. I'm sure there's some way to make him the priority target, but I haven't put too much thought into it.
  • Twin Suns Pilot: I appreciate the effort at another different-stats generic pilot. Probably underwhelming at 30+ points with 2 Attack, but I do think the points are right.
  • Zekka Thyne: Interesting ability. Seems incredibly powerful, but the Kihraxz isn't exactly the best chassis so I wouldn't call it OP just yet.
  • Dal Perhi: Scum Jess Pava? She's seeing a lot of play, so this guy would probably be pretty solid as well.
  • Eyma: Solid ability, and I like that it'll probably be tricky to use well at PS4.
  • Viraxo Racketeer: Meh. Extra generics don't usually do much for me, and I'm not sure how much I like 5 of these with 1-point upgrades pushing out 5 of the current generic.
  • Contraband: Like the idea, but not the execution as a Crew card.
  • MK-09: Great on Aeron obviously (plus Inspiring Recruit), probably way too good a combo without one of the above limitations.
  • Sabra/Selu: I can dig it. Like Sabra a lot better myself.
  • Chaff: Not terrible, but I don't see it getting used too much since it could be a dead card in a lot of matchups.
  • Fake Transponder Codes: I'm not a huge fan of Captured TIE, so I do like that you can turn this off by blocking the ship, but on the other hand that might make it too weak.
  • After-Market Kit: 10/10, would play Kihraxz all day.
  • Vaksai Fighter: Yessssssss. Yes.
  • Spy Droids: Crappy Long-Range Scanners, but it would go nicely with the 5 Racketeers.
  • Escape Pod: Meh. Requires leaving an empty Crew slot on another ship, and your Crew must be useful on that other ship, and they have to be at Range 1-2 when you die. Points for theme, though.
  • Azzameen Family: One of my favorite parts of this expansion. Very cool way to encourage thematic builds and bring Emon back!
  • Ryll: Almost seems to expensive, but then it's an improved Adrenaline Rush, so probably good.

Great stuff, thanks for sharing.

Thanks for the comments. I will take a look on Aeron (maybe add a dice roll to the ability?).

BTW, what do you think about my Vulture Droid?