Vote for custom Imperial Expansions in the CCL!

By Babaganoosh, in X-Wing

47 minutes ago, Babaganoosh said:

I'll get a link to the stats, but it will be a little while. Probably up by this evening

Ok. Also, Congratulations to the winners!

holy **** am i the only one that doesn't see how broken the Star Courier expansion is? There's so much OP stuff in it i'm gonna need to do a full write-up on this.

38 minutes ago, Razgriz25thinf said:

holy **** am i the only one that doesn't see how broken the Star Courier expansion is? There's so much OP stuff in it i'm gonna need to do a full write-up on this.

OK; but keep it civil!

41 minutes ago, Razgriz25thinf said:

holy **** am i the only one that doesn't see how broken the Star Courier expansion is? There's so much OP stuff in it i'm gonna need to do a full write-up on this.

Probably why it won.

21 minutes ago, Babaganoosh said:

OK; but keep it civil!

Sure thing. Here's what i've got so far; Mind you, this took like, no more than 10 minutes to type up.

You can get a PS3. boost-capable, 3-2-4-5 large ship with CLOAK, 2 system slots, a crew, and a cannon, with white hard 1 turns and sloops for 34 points. Does this occur to nobody how ludicrously OP that is? Oh, and let’s not forget that this PS3 pilot can K-Turn out of a decloak to clear stress immediately after with their maneuver. Yeah, it’s just PS3, sure. But it’s the core of this expansion being overpowered, as you get a fundamentally incredible ship for very little comparative cost.

If Yansu Grjak gets a focus while cloaked(given the crew slot, not exactly hard to do at all), they’re AGI 5. Seriously? Oh, right, let’s not forget Stygium Particle Accelerator which will grant a free evade token after a cloak. Or just take Autothrusters, because NATIVE BOOST.

Valin Draco has stress mechanics built into a decloaking-triggered ability. DOES NOBODY REALIZE THAT DECLOAKING OCCURS DURING THE ACTIVATION PHASE BEFORE ANYONE HAS MOVED? You can decloak right behind or next to someone you think will K-Turn, stress them, then they go white two straight and you have a free shot on them. This is good at any pilot skill. It also happens that Valin is PS 6, VI brings him to PS 8.

Chanath Cha has rangeless, free target locks; but only on one chosen ship. The sad part is, IMO, this is the least broken thing in the pack, yet it’s still out there compared to stuff in X-Wing.

The dial is limited but still powerful. Considering boost and cloak, it doesn’t really seem all that limited at all.

Scimitar title: The only saving grace is the fact that it’s unique, meaning that for example, O-66 and Valin Draco can’t be run together. However, Valin/O-66 + another Star Courier builds are very viable, with 1 being the slippery Dash Render-like pilot and the other being a brawler. Given the point costs, that strategy is very viable, considering the sheer value of these ships for their slots, action bar, and statline.

Chanath Crew isn’t actually too bad, if i’m honest.

Inquisitor crew isn’t awful either, but considering the free stress control you could get when pairing this with Chanath Pilot… the synergy is really quite strong, especially when you realize that this could be paired with Valin Draco for even more stress synergy. Not to mention that Imperials already have 3 crew options that grant stress.

DRK-1 Probes. Ok this one is just ridiculous. Yet another option for the Star Courier to quash any strategies that could possibly combat it. How can you, in good faith, release an upgrade that prevents ships from having the ability to chase down a large ship that can cloak and boost, while simultaniously giving pilots in the pack a free way to trigger the upgrade, regardless of chosen pilots, because hey, FCS exists! And guess what, this ship has 2 system slots! Or even better, you could not take FCS, take Chanath crew(or one of the many other crews that grant TLs) instead, and instead take Advanced Sensors! Or maybe you DO take FCS, but you also take Weapons Engineer, denying TWO ships the ability to compete with your list in any way! And you can just decloak next to the third ship and deal them a stress, preventing their entire list from fighting you for an entire turn!

No, seriously, this needs to be discussed. Exactly WHAT is capable of beating this ship? Swarms won't do it, they don't have the punch to get through the AGI and mods. Aces can't, because they rely on movement, which DRK-1 strips away. Aces wouldn't be able to catch it in arc. Turrets won't, because they don't have enough dice to punch through the AGI, once again. Bombs won't be reliable enough, as decloak eliminates any ability to corner them.

You know what will maybe beat them?

Fat PWTs.

Think about that, why don't you.

So how about Chanath with VI, DRK-1, Advanced Sensors, title, Autothrusters, Weapons Engineer(or Operations Specialist or Rebel Captive), and how about an HLC for size as well? 56 points for:

A PS 9 large ship at 4-2-4-5 with boost and cloak, gets a free, rangeless target lock every turn against a ship of your choice which denies them the ability to boost or barrel roll, and since you have cloak it’s not hard to have them in your arc at the start of every turn. You also get to either cloak, boost, or focus before you move, as well. Let’s not forget the blank to evade that Autothrusters grants. Weapons Engineer allows you to get TLs on ships other than your selected ship, meaning they can’t boost or BR either. Not feeling that? Operations Specialist gives free focus when you or someone else misses a shot. Rebel Captive stresses anyone dumb enough to shoot at you. HLC means no additional defense die at Range 3, too. Then all you need to do, is fill the remaining 44 points with something good, which is something the Empire excels at doing.

This expansion is beyond broken.

Any excitement i had for CCL S2 has just been sapped away. The entire expansion is rotten to the core; there's nothing we can do at this point.

Edited by Razgriz25thinf

Well, there's definitely still time to adjust this expansion. If it is as broken as you say, the first step would be to adjust the stats, price, or abilities on these cards in a revision, which you can advocate for as much as you want. Then, there is always the balance committee at the end of all of this, where a case can be made as well. This isn't a final product.

For Imperial Terrors, what are people's thoughts on replacing Thresher and Stinger (the punisher pilots) with my Hex and Overdrive? or even Deadshot?

24 minutes ago, Babaganoosh said:

Well, there's definitely still time to adjust this expansion. If it is as broken as you say, the first step would be to adjust the stats, price, or abilities on these cards in a revision, which you can advocate for as much as you want. Then, there is always the balance committee at the end of all of this, where a case can be made as well. This isn't a final product.

Remove boost, make it 4 hull 3 shield, remove DRK-1, remove the sloops, kill Valins ability, nerf Yansu's ability, and that might do it.

Might.

Edited by Razgriz25thinf
1 hour ago, sf1raptor said:

Ok. Also, Congratulations to the winners!

Analytics for the results can be viewed HERE

Starting to think I should've stuck with my first idea. Whelp, there's always next season and Scum.

1 hour ago, Razgriz25thinf said:

So how about Chanath with VI, DRK-1, Advanced Sensors, title, Autothrusters, Weapons Engineer(or Operations Specialist or Rebel Captive), and how about an HLC for size as well? 56 points for:

A PS 9 large ship at 4-2-4-5 with boost and cloak, gets a free, rangeless target lock every turn against a ship of your choice which denies them the ability to boost or barrel roll, and since you have cloak it’s not hard to have them in your arc at the start of every turn. You also get to either cloak, boost, or focus before you move, as well. Let’s not forget the blank to evade that Autothrusters grants. Weapons Engineer allows you to get TLs on ships other than your selected ship, meaning they can’t boost or BR either. Not feeling that? Operations Specialist gives free focus when you or someone else misses a shot. Rebel Captive stresses anyone dumb enough to shoot at you. HLC means no additional defense die at Range 3, too. Then all you need to do, is fill the remaining 44 points with something good, which is something the Empire excels at doing.

How do you think 4 TLT thugs would do against this build and the 44 extra points?

Edited by Babaganoosh
19 minutes ago, Babaganoosh said:

How do you think 4 TLT thugs would do against this build and the 44 extra points?

If it maximized it's efficient use of Cloak, and depending on the other 44 points, poorly. Autothrusters alone would carry it. If the other 44 points do even a decent amount of damage, they can down a Y a turn.

The optimal strategy would be come in round 1 uncloaked, drop a Y, the remaining damage output can't kill them even if every attack hits. Then cloak, let the 44 points take the hits for a round or 2 while they kill a Y, decloak, kill another Y, and just mop up from there. It does matter what the remaining points are, though. Still though, it could easily win. The only way it wouldn't is if you're not playing it well. If you need points to fit good craft into the list, axe the HLC, it's still a 3 dice primary, and now you've got 51 points to build with, which is a lot more room.

2 minutes ago, Razgriz25thinf said:

If it maximized it's efficient use of Cloak, and depending on the other 44 points, poorly. Autothrusters alone would carry it. If the other 44 points do even a decent amount of damage, they can down a Y a turn.

The optimal strategy would be come in round 1 uncloaked, drop a Y, the remaining damage output can't kill them even if every attack hits. Then cloak, let the 44 points take the hits for a round or 2 while they kill a Y, decloak, kill another Y, and just mop up from there. It does matter what the remaining points are, though. Still though, it could easily win. The only way it wouldn't is if you're not playing it well. If you need points to fit good craft into the list, axe the HLC, it's still a 3 dice primary, and now you've got 51 points to build with, which is a lot more room.

I'm not so sure; this is a match-up I plan to test in vassal. I'm betting the TLTs rip through the 2 agi+autothrusters and hurt the scimitar badly on any turn it spends decloaked. On turns it spends cloaked, that many TLTs probably do pretty well against the filler. What supplemental ships would you include with the scimitar, with this matchup in mind?

I definitely agree with some of your points above though: I think the DRK-1 probes for example could use a re-write. They should certainly be Imperial-only for fluff reasons, and they should not deny actions indefinitely. I'm thinking they would be better if they were a 1-use discard card to stop a barrel roll or boost, or maybe just to deny an action.

13 minutes ago, Babaganoosh said:

I'm not so sure; this is a match-up I plan to test in vassal. I'm betting the TLTs rip through the 2 agi+autothrusters and hurt the scimitar badly on any turn it spends decloaked. On turns it spends cloaked, that many TLTs probably do pretty well against the filler. What supplemental ships would you include with the scimitar, with this matchup in mind?

Anything capable of, all together, consistently doing 4 or more points of damage a turn. You can fit 2 PS 4 TIE Aggressors with TLTs in if you kill the HLC. 2 PS 4 Interceptors with Crack shot(or 2 PS 3 Interceptors with Autothrusters) are exactly 44 points; That will, 100% drop a Y wing in the first turn, assuming your dice don't absolutely hate you.

Edited by Razgriz25thinf

Imperial Terrors:

  • Scythe Squadron Pilot: Not really a fan of another EPT generic, seems superfluous, but that might just be me.
  • Mareek Stele: Should be Maarek Stele, and he seems even weaker in a TIE than he did in the original Advanced.
  • Major Mianda: Fun ability, but probably difficult to make it do much on a TIE. Still, with VI that's an 18-point PS arc-dodger.
  • Lieutenant Hebsly: I like that it can work on friendlies, too. Would try her with Opportunist.
  • TIE/LN: I would rather see a way to boost their offense. They can already be squirrely with 3 Agility and Focus/Evade.
  • Anvil Squadron Pilot: Again, extra generics just don't do anything for me.
  • "Thresher": That is a hell of a powerful ability, but it is on a Punisher, so it might balance out.
  • "Stinger": That's "Deathrain's" art. Also, crappy IG-88B.
  • Dual Bomb Chutes: Again, very powerful, but possibly balanced by being Punisher Only.
  • TIE Interdictor: Now this makes ordnance useful on generic pilots, while freeing them from LRS for Guidance Chimps instead.
  • Concentrate Fire: Cool thematic card, but my initial reaction is it's actually a better Swarm Leader.
  • Baradium Missile: Could possibly cost 6. Add stress to Assault Missiles (plus an extra damage on the defender with current wording). See also: Seismic Charge and Thermal Detonator.

Star Courier:

  • O-66: Alright, compared to the generic PS3 Phantom... -1 Attack, +2 Hull, +3 Shields, add TL, trade Barrel Roll for Boost, lose Cloak, additional Sensor, add Cannon, and the dial is slightly better, trading the 4 straight for sloops. It's also unique so it has a pilot ability, and it's hampered by a large base. Alternatively, compare to IG-88. -1 Agility, +1 Shield, trade Cannon and Bomb for Sensor and Crew, -3PS, no EPT, worse dial. I think it's actually pretty spot on. At most, if you really wanted to play it safe, add 2 points to bring it to 33. Oh, and the pilot ability is great, if weird to reference an ability that it doesn't have natively.
  • Yansu Grjak: Again, follow the point-increase trend if you need to, and I'm good.
  • Valin Draco: Ability is very good (love the theme), possibly too good since it almost prohibits any ship within decloak range from dialing in a red maneuver (pair with Intel Agent for maximum brutality). One option would be making it MUST, so she'd have to stress friendlies (or herself!) if no one else is around.
  • Chanath Cha (pilot): Agent Kallus and Score to Settle say "Hello!". Not sure if this is just good, or too good.
  • Dial: Perfectly fine.
  • Scimitar: I would love to see the cloak rules simply modified to include the text beyond adding cloak to the action bar. I like it, one way or the other.
  • Chanath Cha (crew): OK.
  • The Inquisitor: OK.
  • DRK-1 Probes: Love 'em. Way too strong with Chanath Cha (pilot), though.

Inquisitor should probably have a timing windows specified (after declaring target a la r3a2, during modify attack dice step, whatever. I vote for having to choose whether to use it before you've rolled dice to know if you need the TL, but...)

24 minutes ago, ObiWonka said:

Imperial Terrors:

  • Scythe Squadron Pilot: Not really a fan of another EPT generic, seems superfluous, but that might just be me.
  • Mareek Stele: Should be Maarek Stele, and he seems even weaker in a TIE than he did in the original Advanced.
  • Major Mianda: Fun ability, but probably difficult to make it do much on a TIE. Still, with VI that's an 18-point PS arc-dodger.
  • Lieutenant Hebsly: I like that it can work on friendlies, too. Would try her with Opportunist.
  • TIE/LN: I would rather see a way to boost their offense. They can already be squirrely with 3 Agility and Focus/Evade.
  • Anvil Squadron Pilot: Again, extra generics just don't do anything for me.
  • "Thresher": That is a hell of a powerful ability, but it is on a Punisher, so it might balance out.
  • "Stinger": That's "Deathrain's" art. Also, crappy IG-88B.
  • Dual Bomb Chutes: Again, very powerful, but possibly balanced by being Punisher Only.
  • TIE Interdictor: Now this makes ordnance useful on generic pilots, while freeing them from LRS for Guidance Chimps instead.
  • Concentrate Fire: Cool thematic card, but my initial reaction is it's actually a better Swarm Leader.
  • Baradium Missile: Could possibly cost 6. Add stress to Assault Missiles (plus an extra damage on the defender with current wording). See also: Seismic Charge and Thermal Detonator.

I always get Stele's name wrong somehow :rolleyes:. He's kind of in there for completionism, rather than to be competitively useful. It might make sense to change his ability to something better.

Re: Generics - They're in there to fill out the expansion a little and give a some more latitude in squadbuilding, not much else. There's no space for an EPT on the punisher upgrade bar, and TIEs have a wide variety of generics already.

"Stinger"- It is impossible to find a variety of good punisher art! I'd be happy to get another image for this card. The ability might be a little lackluster, as you say. It could probably use a little something to spice it up.

I costed baradium missiles at 7 because the splash damage and stress effect triggers regardless of whether you hit or not, unlike assault missiles, which only splash if you hit. Baradium is one guaranteed stress and damage to all ships at R1 of the target.

Concentrate Fire: From my perspective, swarm leader is a less effective version of Concentrate Fire! (also the Jedi are evil!)

9 minutes ago, Babaganoosh said:

I costed baradium missiles at 7 because the splash damage and stress effect triggers regardless of whether you hit or not, unlike assault missiles, which only splash if you hit. Baradium is one guaranteed stress and damage to all ships at R1 of the target.

Oh! Stupid me reading it wrong, then. I think I actually read it correctly when I voted. Carry on!

2 hours ago, Razgriz25thinf said:

Sure thing. Here's what i've got so far; Mind you, this took like, no more than 10 minutes to type up.

You can get a PS3. boost-capable, 3-2-4-5 large ship with CLOAK, 2 system slots, a crew, and a cannon, with white hard 1 turns and sloops for 34 points. Does this occur to nobody how ludicrously OP that is? Oh, and let’s not forget that this PS3 pilot can K-Turn out of a decloak to clear stress immediately after with their maneuver. Yeah, it’s just PS3, sure. But it’s the core of this expansion being overpowered, as you get a fundamentally incredible ship for very little comparative cost.

I disagree that it's so undercosted. Look at it compared to IG-88. 1 less agility to gain 1 health, gets cloak (on 1 ship), gains a system and ac res, loses a cannon, bomb, and illicit (and ept on the 2 lower pilots). Aggressor has a better dial. And aggressor is PS6 at 36 points compared to the PS3 here at 31 (or 34 with cloak). I'd say it's actually costed about right in comparison. It doesn't have a PWT, or really anything else in the chassis itself that says it needs to cost more. I agree that the PS3 pilot ability should be changed (rotating BEFORE you've done your maneuver? No thanks), but I think the ship itself price wise is all right. Not having a PWT or auxiliary firing arc on a large base ship makes a huge difference. And sure, it has cloak, but it doesn't have ACD like the phantom, which severely limits how useful cloaking is outside of some maneuvering he first couple rounds. After that, if you want to cloak it means you don't get to shoot.

2 hours ago, Razgriz25thinf said:

If Yansu Grjak gets a focus while cloaked(given the crew slot, not exactly hard to do at all), they’re AGI 5. Seriously? Oh, right, let’s not forget Stygium Particle Accelerator which will grant a free evade token after a cloak. Or just take Autothrusters, because NATIVE BOOST.

Agility 5, but also not shooting. Again, you can't get ACD, so it's not like you can shoot, then cloak and have a ton of agility to hide behind.

2 hours ago, Razgriz25thinf said:

Valin Draco has stress mechanics built into a decloaking-triggered ability. DOES NOBODY REALIZE THAT DECLOAKING OCCURS DURING THE ACTIVATION PHASE BEFORE ANYONE HAS MOVED? You can decloak right behind or next to someone you think will K-Turn, stress them, then they go white two straight and you have a free shot on them. This is good at any pilot skill. It also happens that Valin is PS 6, VI brings him to PS 8.

I'm all for seeing this one changed. I don't love mechanics that let you easily stress people in the activation phase, especially multiple times per game. Easiest way right now to do it is probably rigged cargo, but that's a max of twice a game, requires better positioning, and costs extra points to buy multiple rigged cargo chutes.

2 hours ago, Razgriz25thinf said:

Chanath Cha has rangeless, free target locks; but only on one chosen ship. The sad part is, IMO, this is the least broken thing in the pack, yet it’s still out there compared to stuff in X-Wing.

I'd say probably either pick a ship and get free target locks, but only in limited range, not range less, or possibly just allow you to acquire target locks on that target at any range, but doesn't give free TLs. Then you could Tl the first round to set up for later (similar to LRS) and if you flew out of the fight for whatever reason you could pick a TL back up while you were away.

2 hours ago, Razgriz25thinf said:

The dial is limited but still powerful. Considering boost and cloak, it doesn’t really seem all that limited at all.

More limited than Brobots (no 1s or banks, less greens). And a primary-arc only large base ship will never get shots if it's TOO limited.

2 hours ago, Razgriz25thinf said:

Scimitar title: The only saving grace is the fact that it’s unique, meaning that for example, O-66 and Valin Draco can’t be run together. However, Valin/O-66 + another Star Courier builds are very viable, with 1 being the slippery Dash Render-like pilot and the other being a brawler. Given the point costs, that strategy is very viable, considering the sheer value of these ships for their slots, action bar, and statline.

I don't really have an issue with the title since it IS limited to one ship. And the 1s decloak means you move the same total distance as a small-base ship would when decloaking (1+2 instead of 2+1). I honestly don't see it being as good a "brawler" as you seem to think with 9 health behind 2 agility and only 3 attack primary. I'll take IG-88 against one of these any day.

2 hours ago, Razgriz25thinf said:

Chanath Crew isn’t actually too bad, if i’m honest.

Agreed.

2 hours ago, Razgriz25thinf said:

Inquisitor crew isn’t awful either, but considering the free stress control you could get when pairing this with Chanath Pilot… the synergy is really quite strong, especially when you realize that this could be paired with Valin Draco for even more stress synergy. Not to mention that Imperials already have 3 crew options that grant stress.

I don't mind the inquisitor since you have to spend your Tl to trigger him, which means you can't use it to reroll. As I said above, he does need a timing window, preferably before you roll dice IMO so you can't just roll out, decide if you need the preroll then stress them if you don't.

2 hours ago, Razgriz25thinf said:

DRK-1 Probes. Ok this one is just ridiculous. Yet another option for the Star Courier to quash any strategies that could possibly combat it. How can you, in good faith, release an upgrade that prevents ships from having the ability to chase down a large ship that can cloak and boost, while simultaniously giving pilots in the pack a free way to trigger the upgrade, regardless of chosen pilots, because hey, FCS exists! And guess what, this ship has 2 system slots! Or even better, you could not take FCS, take Chanath crew(or one of the many other crews that grant TLs) instead, and instead take Advanced Sensors! Or maybe you DO take FCS, but you also take Weapons Engineer, denying TWO ships the ability to compete with your list in any way! And you can just decloak next to the third ship and deal them a stress, preventing their entire list from fighting you for an entire turn!

I don't love it, but I don't hate it either. It doesn't stop other actions, just repositioning, and I hardly think repositioning aces are the only strategy that could possibly combat the SC. Maybe limit it to targets you have locked at range 1-2 or something, so you could still boost from range 3 into range 2 for a better shot, or from range 3 to out of range if you want to avoid a shot, etc. Or from range 3 in arc reposition to be out of arc but still have a shot.

An argument could be made to move Chanaths' ability to the start of the combat phase instead of the start of the round, so it wouldn't combo with DRK-1 as well, you'd have to have the TL from a previous round instead of using her free one every round for it.

2 hours ago, Razgriz25thinf said:

No, seriously, this needs to be discussed. Exactly WHAT is capable of beating this ship? Swarms won't do it, they don't have the punch to get through the AGI and mods. Aces can't, because they rely on movement, which DRK-1 strips away. Aces wouldn't be able to catch it in arc. Turrets won't, because they don't have enough dice to punch through the AGI, once again. Bombs won't be reliable enough, as decloak eliminates any ability to corner them.

2 agility and....1 token? 2 if you have PTL? A swarm can chew through that easily. Aces these days don't rely on repositioning nearly as much as in the past. Mindlink Fenn can function just fine without it. So can quickdraw. Miranda doesn't HAVE repositioning, and it doesn't block SLAM. Also, DRK-1 means you have to use one of your system slots for that, meaning you don't have adv sensor, fcs, or sensor jammer there. The more defensive upgrades you take, the less damage you're going to deal out. Turrets can punch through 2 agility just fine. Mindlinked u-boats would wreck this ship. With decent rolls you could probably kill one in a single round if you have 2 target locks on it and it's not cloaked. And if it cloaked, it probably has no tokens unless the rest of your list is providing them, so you're still going to do a lot of damage to it. And it has 5 shields, so plasma torpedoes are guaranteed to trigger an extra damage on the first shot, even if they roll 0 evades. And even after torpedoes are spent, 2 attack turrets will chew through 2 agility just fine, especially when the turrets always can shoot if they're in range while the SC has to get arc. And is vulnerable to being blocked when it tries to k-turn or sloop.

2 hours ago, Razgriz25thinf said:

You know what will maybe beat them?

Fat PWTs.

Think about that, why don't you.

Okay. Is that really a problem? It's not like Fat Turrets have really been a big part of the meta for a long time now. Seeing them as the counter to a single ship (even if it WAS the only counter, which, as I said above, I disagree with) doesn't bother me.

2 hours ago, Razgriz25thinf said:

So how about Chanath with VI, DRK-1, Advanced Sensors, title, Autothrusters, Weapons Engineer(or Operations Specialist or Rebel Captive), and how about an HLC for size as well? 56 points for:

So you're spending 56 points for a ship with 4 attack, 2 agility, and 9 health. You stop 2 ships from repositioning, and get free TLs on one target for 56 points. For 6 points less I can have an IG with FCS, hlc, auto thrusters and glitterstim. Same attack, 1 less health, but 1 more agility (which also makes auto thrusters better), still get TLs (and on whoever I shoot instead of only 1 target like Chanath). Oh, and infinite focus for a round. And if I miss a shot, I get to shoot again (because, lets be honest, everyone takes IG-B).

Honestly this build doesn't scare most of the lists I play. U-boats shouldn't have a big problem. Brobots should be fine. My double TIE/SF + pure sabacc doesn't care about not repositioning, tie swarm can burn through 2 agility and can block the flips to keep it from even shooting. Paratanni (which I haven't played personally, but is still in the meta) just stresses you with asajj and now you can't turn around OR cloak (until cleared it at least).

2 hours ago, Razgriz25thinf said:

A PS 9 large ship at 4-2-4-5 with boost and cloak, gets a free, rangeless target lock every turn against a ship of your choice which denies them the ability to boost or barrel roll, and since you have cloak it’s not hard to have them in your arc at the start of every turn. You also get to either cloak, boost, or focus before you move, as well. Let’s not forget the blank to evade that Autothrusters grants. Weapons Engineer allows you to get TLs on ships other than your selected ship, meaning they can’t boost or BR either. Not feeling that? Operations Specialist gives free focus when you or someone else misses a shot. Rebel Captive stresses anyone dumb enough to shoot at you. HLC means no additional defense die at Range 3, too. Then all you need to do, is fill the remaining 44 points with something good, which is something the Empire excels at doing.

You aren't cloaking every turn. After you get into combat, cloak is doing nothing to help you get shots unless you're giving up shots on other rounds.

2 hours ago, Razgriz25thinf said:

This expansion is beyond broken.

Any excitement i had for CCL S2 has just been sapped away. The entire expansion is rotten to the core; there's nothing we can do at this point.

I have to disagree here. Pieces of it need to be scaled back, but I don't think it's nearly as broken as you seem to think. If it had access to ACD that might be a different story. Or 3 agility. Or a PWT. Or a 4 attack primary. But it has none of those.

46 minutes ago, Razgriz25thinf said:

Anything capable of, all together, consistently doing 4 or more points of damage a turn. You can fit 2 PS 4 TIE Aggressors with TLTs in if you kill the HLC. 2 PS 4 Interceptors with Crack shot(or 2 PS 3 Interceptors with Autothrusters) are exactly 44 points; That will, 100% drop a Y wing in the first turn, assuming your dice don't absolutely hate you.

How is 4 damage from TLT + this thing auto-killing a y-wing the first round? 4 damage + 3 attack primary is 7 damage. If you get range 1 (or have hlc) you get 4 dice, but you need all 4 of them to hit to kill. a y-wing in one round. That's far from a 100% chance.

Quad shot tlt ghost should also have no priblem putting damage through on this

and it'll hate stress control. Stress hog or stress Braylen? Oh look, you can't cloak OR turn around to get shots.

Edited by VanderLegion
1 hour ago, ObiWonka said:

Imperial Terrors:

  • TIE/LN: I would rather see a way to boost their offense. They can already be squirrely with 3 Agility and Focus/Evade.

I'm actually quite happy with this. Throw this on all the ships in a TIE swarm and you get a pretty big defense boost. You probably already have howl runner for offensive rerolls.

1 hour ago, ObiWonka said:
  • "Thresher": That is a hell of a powerful ability, but it is on a Punisher, so it might balance out.

Personally I'd rather it change a blank to a crit instead of adding a crit. Basically makes it a better built-in guidance chips (and lets you take LRS instead and still get the GC effect). Or possibly add a hit instead. Adding a crit seems like a bit too much.

1 hour ago, ObiWonka said:
  • "Stinger": That's "Deathrain's" art. Also, crappy IG-88B.

This is actually an interesting ability. Give him FCS and you can set up a fully modified homing missile for the first round of combat without needing to TL someone ahead of time. Focus for your action, pick your target, shoot your 2 attack primary at em, then if it misses, get TL from FCS and firing a homing missile instead.

1 hour ago, ObiWonka said:
  • Dual Bomb Chutes: Again, very powerful, but possibly balanced by being Punisher Only.

this one doesn't bother me since you'd have to do one before maneuver drop then 1 action drop. You probably won't have 2 targets to actually hit that way very often.

1 hour ago, ObiWonka said:
  • Concentrate Fire: Cool thematic card, but my initial reaction is it's actually a better Swarm Leader.

Agreed, 3 extra dice instead of 2, and the only limitation to trigger it is them being lower PS and having the target in arc, instead of needing an evade and target in arc. Weapons disabled on those ships helps at least, but a 5-8 die attack against a 3 agility target at the cost of losing some 2-die attacks is a big difference.

1 hour ago, ObiWonka said:
  • Baradium Missile: Could possibly cost 6. Add stress to Assault Missiles (plus an extra damage on the defender with current wording). See also: Seismic Charge and Thermal Detonator.

Agreed I'd probably only make it 1 more than assault missiles. You pretty much never see assault missiles at 5 points as it is.

1 hour ago, Babaganoosh said:

I costed baradium missiles at 7 because the splash damage and stress effect triggers regardless of whether you hit or not, unlike assault missiles, which only splash if you hit. Baradium is one guaranteed stress and damage to all ships at R1 of the target.

Hmm... 7 is really, really hard to swallow when you consider a lot of lists you don't even have more than maybe 1 or 2 other ship to tack on the damage and stress. 6 should be fine. Otherwise I'm not sure it will get used at all.

So, in the revision phase for these expansions, I'm planning to split up the cards in each pack during the revision voting, instead of having whole-expansion revision entries.

Cards and elements that directly affect the power level (fix cards that are not mutually exclusive, core elements of a custom ship) of each other are going to be grouped together. Cards that are more independent will be individually revised. If you want to revise a card that is part of a group, your revision entry needs a version of each card in the group, even if you did not make a revision on that card. Here's my current plan on how to split the cards:

IMPERIAL TERRORS:

TIE/Interdictor title + Dual Bomb Chutes

All other cards up for individual revision

STAR COURIER:

Pilots + Dial + Scimitar Title

All other cards up for individual revision

So for example if I wanted to propose a revision to the Interdictor title, I would also need to include a revised version or the original version of Dual Bomb Chutes. For other cards, such as Major Mianda, I can make a revision entry just for Mianda that would be voted on independently of other revision entries I made.

any thoughts or comments?

Edited by Babaganoosh
12 hours ago, Babaganoosh said:

I'll get a link to the stats, but it will be a little while. Probably up by this evening

Hows this coming?