Maul/Ezra ship for X-Wing

By pkreynolds, in X-Wing

17 minutes ago, Voitek said:

I hope not. Imperials have "small and large" epics. Rebels have small&large as well. Scums will get "small" epic (CROC) so they should get a proper large epic ship, like Star Jewel, with multiple hardpoints and stuff. Not just some oversized starfighter.

It's possible they might want to release more than two Scum Epics ;)

Indeed, I hope they do. I'd love to have an Epic Mando fleet with Syks, Fangs, and Aka'jor Shuttles (which would make a neat 2-crew Scum ship to complement the Lambda and U Wing) all led by Pre Vizsla in his Kom'rk.

The main reason why I don't think the Kom'rk Fighter is gonna be a Epic ship is because apart from size, it does not behave as an epic ship. In the Rebels season 3 finale, it was shown menuvering nimbly around the battle, even weaving in and out from between capital ships. It doesn't have a place for hardpoints, it can be crewed by one. If you cut the wings off, you have probably a medium sized transport.

I honestly think it would be the better part of valor on FFG's part to just go ahead and scale the Kom'rk differently than other ships and make it smaller. Solves problems, and it can still flagship a Mandalorian fleet.

1 hour ago, thespaceinvader said:

It's possible they might want to release more than two Scum Epics ;)

Indeed, I hope they do. I'd love to have an Epic Mando fleet with Syks, Fangs, and Aka'jor Shuttles (which would make a neat 2-crew Scum ship to complement the Lambda and U Wing) all led by Pre Vizsla in his Kom'rk.

3 scum epic ships... a man can dream!

My prediction is that they will give us large base, 2 crew slot ship in wave12 (for scums). Gauntlet would be a god candidate for that - no PWT hate, and they could make it quite a nimble ship unlike the shuttles.

Granted, it's larger then the ghost, but lets be honest, they could just scale it down a bit to make it similar size to ghost or lancer.They dont care about scale that much anyway.

1 minute ago, Voitek said:

3 scum epic ships... a man can dream!

My prediction is that they will give us large base, 2 crew slot ship in wave12 (for scums). Gauntlet would be a god candidate for that - no PWT hate, and they could make it quite a nimble ship unlike the shuttles.

Granted, it's larger then the ghost, but lets be honest, they could just scale it down a bit to make it similar size to ghost or lancer.They dont care about scale that much anyway.

I wish the Aka'jor had been on screen since Clone wars, it fits the scale a LOT better.

But yeah, I can see the Kom'rk coming. I just hope you're right about scale.

More than likely its going to require its own stand like the Ghost did. Hopefully they dont use the same tripod stand because that thing is obnoxious.

Wonder why the Huge ship bases give me 0 issues whatsoever but the Ghost and normal large bases are a pain in the ass...

1 minute ago, thespaceinvader said:

I wish the Aka'jor had been on screen since Clone wars, it fits the scale a LOT better.

But yeah, I can see the Kom'rk coming. I just hope you're right about scale.

True that, being on a screen, even in an animated series, gives a ship better chances of making it to the game. But totally isnt necessary.

I would be happy with either. Gauntlet wold make me more happy, obviously, the predatory-style design of Fang/Gauntlet is just so pretty.

2 hours ago, thespaceinvader said:

You know that it's roughly 5 times the length of the Fang, right?

Sure - it's still the same ship. And it looks like a 4-dice primary.

Sarcastic cheer for the power creep that the VCX and Upsilon shuttle seems to have standardized.

7 minutes ago, Rinzler in a Tie said:

Sure - it's still the same ship. And it looks like a 4-dice primary.

Sarcastic cheer for the power creep that the VCX and Upsilon shuttle seems to have standardized.

The huge difference in primary attack values is a problem with the basic rules honestly. It was fine when the max was 3, because 1 extra dice (for either player) could be the difference between a ship escaping unscathed/dying in one shot.

This could likely be fixed pretty easily if one were to add mandatory rules to a ship chassis, but that would basically force a rules reference card just for the ship and that would be weird. If they were to redesign the game one thing they could easily do is have a chassis card with all relevant rules for that ship, and then pilot cards (linked to specific ships). But like with Medium Base ships (K-Wing, IG-2000, U-Wing, etc) that ship has jumped to hyperspace.

A potential way to give a ship 4 dice primary without overpowering it despite a good dial might be to make it work similarly to a HLC, except it gives defensive bonuses at range 3

(Something like: Kom'rk - Your Kom'rk must equip this card, when attacking at Range 1, you do not add your range combat bonus),

then you could have a pilot whose ability might be to discard that card for a price :P

(Like, "at the start of the combat phase you may discard your Kom'rk card, if you do draw a faceup damage card and resolve it").

Or another way (that might be OP if you can fly it well enough, but pretty interesting) is to invert the range bonuses for the ship, so it rolls an extra attack dice at range 3 and you get an extra dice at range 1 when defending against it, maybe even make it lose firepower at range 1 because the ship "isn't accurate enough" at "point blank" range.

Just brainstorming... I don't really care if they scale down the ship or what, I freakin love the design of it and want it in my list :P

Phantom had 4die attack long before the Ghost/Upsilon, just saying.

4die attacks isnt a problem if theres a hefty price for it. Phantoms are a glass cannon, usually if they get caught at all theyre done for. Ghosts and Upsilons are insanely fat and have a lot of red on their dial so they cant abuse their 4die attack very well unless built in a very specific, expensive way. Yes the Ghost can simply add Hera, but if you only add Hera he wont have ANY perks to help his attack, which greatly jump the price quite a bit. Also, 0/1 agility despite how fat they are can be taken down pretty fast.

The moment they give us a 4die primary that is NOT a glass cannon and CAN maneuver around with the utmost finesse, we have a problem. I'd be surprised to see a dial as limited as the UPS (which is largely only saved by the sensor/tech combo) but even if it was the same exact dial with a *insert flippy maneuver here* slapped on it would be just as limiting as the Ghost, where its deadly if flown right but easily messed up and pays heavily for each mistake.

20 minutes ago, RejjeN said:

[Snip]

You're working backwards. Easier to start the ship at 3 attack, and give it an autoinclude upgrade that buffs the primary attack but gives it restrictions than to try and force a ship to take an upgrade.

  • Linked Laser Cannons - Kom'rk only - Increase your primary weapon value by 1. When attacking with your primary weapon at Range 1-2, treat the range of the attack as Range 3.

That gives you powerful but innacurate heavy laser cannons for your primary attack.

Just now, Mangipan said:

You're working backwards. Easier to start the ship at 3 attack, and give it an autoinclude upgrade that buffs the primary attack but gives it restrictions than to try and force a ship to take an upgrade.

  • Linked Laser Cannons - Kom'rk only - Increase your primary weapon value by 1. When attacking with your primary weapon at Range 1-2, treat the range of the attack as Range 3.

That gives you powerful but innacurate heavy laser cannons for your primary attack.

I had a similar thought while writing my previous post, but I felt it would be thematically strange to have something that ups it's primary attack as a semi-"auto-include" for what should be the basic variant (unlike say, the Punishing One which is a heavily customized Jumpmaster). Perhaps it could be solved by simply having the ship ship have no primary attack value but a 0 cost upgrade (with a clause that it can't be discarded >>; ) and then the card describing how it's attack works... I dunno, many ways to solve red dice creep. Best way would be to redesign the game, but that's far from the easiest and we all know what way FFG prefers...

36 minutes ago, RejjeN said:

I had a similar thought while writing my previous post, but I felt it would be thematically strange to have something that ups it's primary attack as a semi-"auto-include" for what should be the basic variant

You mean like the Alliance Overhaul and Special Ops Training titles?

Edited by VanderLegion
2 minutes ago, VanderLegion said:

You mean like the Alliance Overhaul and Special Ops Training titles?

In a sense I suppose, but they both represent something inherent in the ship (Alliance Overhaul being that the ship has been upgraded by the Rebels since it's 20-30 years out of date, and Special Ops Training being there to represent the tailgunner that takes up the "crew slot" people keep complaining should be there). Thing is those two titles have no negatives to them and they do more than just up the primary attack, so while you definitely could design the Kom'rk around a title that does something similar, I think it's a clunky way to go about it.

Just now, RejjeN said:

In a sense I suppose, but they both represent something inherent in the ship (Alliance Overhaul being that the ship has been upgraded by the Rebels since it's 20-30 years out of date, and Special Ops Training being there to represent the tailgunner that takes up the "crew slot" people keep complaining should be there). Thing is those two titles have no negatives to them and they do more than just up the primary attack, so while you definitely could design the Kom'rk around a title that does something similar, I think it's a clunky way to go about it.

More clunky than trying to "require" you take an upgrade? Which is far more unprecedented to the game than an auto include upgrade.

7 minutes ago, VanderLegion said:

More clunky than trying to "require" you take an upgrade? Which is far more unprecedented to the game than an auto include upgrade.

I did say it would be a bit weird, but fair enough. My intention was to keep it thematic while also working in a rules sense, but I can see how that would cause issues in other ways.