N-1 Naboo Starfighter for X-Wing

By Odanan, in X-Wing

58 minutes ago, gabe69velasquez said:

I found them at a comic book store, but I'm pretty sure they are Star Wars Battles minis. I'd been eyeing some on E-bay for a while but didn't want to pay that much. I found these two for $5 each and laughed all the way home.

Nice! How did you fix them in the X-Wing supports?

14 hours ago, Odanan said:

Nice! How did you fix them in the X-Wing supports?

They aren't as of now, they are very loose. Once I replace my ink cartridge and can print out some cards, then I'll look at something more secure. Although I think anything like Plasticine or Crazy Glue would do.

* Star Wars Spaceship Battles Naboo Fighter

Edited by gabe69velasquez

you know what might be nice? if the N-1 was an arc dodger, and included some cards to give those types of ships more competitiveness. plus perhaps Autothrusters, so there is a 2nd option for getting those other than just the Starviper. an arc dodger with torpedoes might be interesting, honestly.

6 minutes ago, mithril2098 said:

you know what might be nice? if the N-1 was an arc dodger, and included some cards to give those types of ships more competitiveness. plus perhaps Autothrusters, so there is a 2nd option for getting those other than just the Starviper. an arc dodger with torpedoes might be interesting, honestly.

Well, we already have an arc dodger with torps in the Fang Fighters, but I do agree another avenue for Autothrusters and stuff to help arc dodgers in this dark time (at least, for them) would be welcome.

Bumping this up since we sadly didn't get it in Wave 12.

Plus with the gunboat coming it's time to make the N1 the most requested ship to add to the game!!

I've no objection to the ship. Hated the prequels but liked some of the ships. N-1 and Arc especially. It is also Canon for Galactic Civil War thanks to Shattered Empire.

But I hope it's not a release like the Arc, with only four named pilots and no generic.

Well, the next gunboat eh? I could probably support that, though it's not my favourite design ever...

Onwards for 260-something more pages!!

4 hours ago, Infinite_Maelstrom said:

Well, the next gunboat eh? I could probably support that, though it's not my favourite design ever...

Onwards for 260-something more pages!!

I believe it will come sooner. ^^

This IS a requested ship, and the most iconic design from the Prequels, after all. And it fits very well in the Rebellion Age (because of the Shattered Empire comics). Also, Leia pilot would be very nice (with a good ability this time).

The problem right now is the new movie tie-ins. Resistance A-Wing and Resistance Bomber (large ship or epic) will be given priority, for sure.

Considering the sells of the Phantom II won't be amazing (wasn't even close a request/needed ship), and the Gunboat sells to be awesome, I think the devs will start paying more attention to what [we] the people ask.

Now we can give a hand to the devs and find a niche for the nimble N-1. My take is very incomplete , and not very inspired. What do you guys think the Rebels need the most right now? (and how to make the N-1 deliver it?)

On 4/25/2017 at 2:34 AM, SabineKey said:

Well, we already have an arc dodger with torps in the Fang Fighters, but I do agree another avenue for Autothrusters and stuff to help arc dodgers in this dark time (at least, for them) would be welcome.

True, but you could easily come up with a torpedo much more suited to a single-torp-slot arc dodging knife fighter/jouster, rather than a big ordnance carrier with guidance chips and extra munitions (which would instantly make it interesting for the protectorate too, and maybe the TIE Hunter if that ever materialises - i.e. a torpedo version of proton rockets or cluster missiles.

And yes, I know Advanced Proton Torpedoes technically qualify. But at 6 points, needing 2 tokens to work properly...not really.

8 minutes ago, Magnus Grendel said:

True, but you could easily come up with a torpedo much more suited to a single-torp-slot arc dodging knife fighter/jouster, rather than a big ordnance carrier with guidance chips and extra munitions (which would instantly make it interesting for the protectorate too, and maybe the TIE Hunter if that ever materialises - i.e. a torpedo version of proton rockets or cluster missiles.

And yes, I know Advanced Proton Torpedoes technically qualify. But at 6 points, needing 2 tokens to work properly...not really.

A torp version of proton rockets or something similar would be nice.

13 minutes ago, Magnus Grendel said:

True, but you could easily come up with a torpedo much more suited to a single-torp-slot arc dodging knife fighter/jouster, rather than a big ordnance carrier with guidance chips and extra munitions (which would instantly make it interesting for the protectorate too, and maybe the TIE Hunter if that ever materialises - i.e. a torpedo version of proton rockets or cluster missiles.

And yes, I know Advanced Proton Torpedoes technically qualify. But at 6 points, needing 2 tokens to work properly...not really.

Has anyone tried APT with Expertise? It seems like a possible combo, considering that Expertise is an excellent card in its own right.

E: procket torps should totally have their dice value be based on the target's agility, i.e. 5 dice minus the target's agility value. Makes them do what torps are supposed to do - huge amounts of damage to large slow beasts, not able to tag nimble fighters.

Edited by thespaceinvader
4 minutes ago, Odanan said:

Now we can give a hand to the devs and find a niche for the nimble N-1. My take is very incomplete , and not very inspired. What do you guys think the Rebels need the most right now? (and how to make the N-1 deliver it?)

If I have to choose between the N-1 being true to form, and filling a need in the faction, then I would choose true-to-form. I don't want the expansion if the only semblance of the N-1 is the name and the model. However, I think the N-1 can be thematic and fill a need for the faction.

In my opinion, the Rebel faction is most lacking pocket aces. Jake and Tycho (as much as I love them) both cost over 30 points with full kit, and they're not exactly closers. Rebels need a low-cost ace that can close a game in the same fashion as Duchess or Omega Leader, in a ship that doesn't need or want Biggs.

Shara Bey should be that pilot. Her appearance on the ARC-170 is a bad joke, and her pilot ability doesn't make any sense compared to the source material. She should have an action efficiency or dice modification ability paired with a fast, nimble ship.

Shara Bey - PS7 or 8 - "After you perform a focus action, you may acquire a target lock on an enemy ship in your firing arc at range 1-3." OR "When attacking, you may spend a Target Lock you have on the defender to add 1 hit result to your roll."

What about this?

x_wing_miniatures___custom_torpedo_by_od

One way to sell expansions is giving good cards, right? It's thematic , at least..

Or maybe have the missiles shoot at two different targets as long as one is in arc? I want the N-1 in this game!

pic3709267.jpg

4 hours ago, thespaceinvader said:

Has anyone tried APT with Expertise? It seems like a possible combo, considering that Expertise is an excellent card in its own right.

E: procket torps should totally have their dice value be based on the target's agility, i.e. 5 dice minus the target's agility value. Makes them do what torps are supposed to do - huge amounts of damage to large slow beasts, not able to tag nimble fighters.

It is, but then you're spending a combined 10 points.... thats the problem: without extra munitions, scavenger crane or reload, theyre just too expensive.

I like the idea of "unwieldy-but-lethal" - thats what plasmas are supposed to be - but I think that if we're talking about a 2-dice attack primary, these torps need to be useable as a dogfighting weapon.

1 hour ago, Odanan said:

What about this?

One way to sell expansions is giving good cards, right? It's thematic , at least..

Well, attack:focus is definitely the way to go. That way its easier for generics to fire, and it can be launched by a ship with intensity or cool hand.

I'd probably say 4 dice base if it's range 2 - that way it's on a par with other torps (4 dice, 2 range bands, 4 points), and has a range edge but power loss over proton rockets.

3 dice is only equal to a normal primary at range 1 (admittedly with possible guidance chips), and not a lot better (still no better for an ewing or xwing) at range 2. Hitting big ships harder is nice but I'd either rather make it proton rocket money or make it a base 4-dice attack.

A 3 point torp might be nice, too, in that a 17 point ship can field one and chips and you can get 5 in a squad...

I would agree on making the n1 a pocket ace ship. In fact it'd be nice if the three named pilots worked together as a squad, too (albeit with space for torpedoes or a cheap support ship)

Edited by Magnus Grendel
1 hour ago, patox said:

pic3709267.jpg

I love that colors! Where did you get that? Is this the "official" Rebel painting scheme?

12 hours ago, jmswood said:

In my opinion, the Rebel faction is most lacking pocket aces. Jake and Tycho (as much as I love them) both cost over 30 points with full kit, and they're not exactly closers. Rebels need a low-cost ace that can close a game in the same fashion as Duchess or Omega Leader, in a ship that doesn't need or want Biggs.

Also rebels don't have any ships/pilots (except Jake) who can both barrel roll AND boost when using PTL, unless you add engine or vectored thrusters as well.

N1 could be a good spot for that. Focus and TL are guaranteed, and barrel seems like a given ("let's try spinning!". Just a question of if it gets a 4th action, and if so if it's evade or boost. Of course if it gets barrel and boost but has no green hard turns then it's not as great.

As for it's role overall: Well I've brought it up many times before. It would probably be in the a-wing price range, but be very different. It would have torpedo instead of missile, barrel instead of boost (likely), and would also have an astromech slot. Dial is likely worse though since a-wing is one of the best in the game. If it only has 3 hit points and/or agility 2, would be cheaper than an a-wing but more expensive than a Z-95. Also since it had a large torpedo capacity (somehow), might get two torp slots which means can take extra munitions and make it a great cheap torpedo carrier.

3 hours ago, markcsoul said:

Of course if it gets barrel and boost but has no green hard turns then it's not as great.

That at least is not a problem - even if it only has white hard turns it can be turned into a 'baby ace' if it can take R2 Astromech.

I would agree that a boost/barrel roll capable ship is currently unique to rebels and would be quite interesting. For that matter, the thing that makes the TIE striker awesome for a pocket ace and heavy swarm ship is not that it has barrel roll, or that it has 'boost' (in the form of ailerons) - it's the fact that it gets its 'boost' without needing actions - meaning a generic ship can pull off the kind of moves normally associated with push the limit aces and still have focus tokens, where non-elite TIE interceptor pilots generally don't dare boost except when safely out of range of the enemy.

If you wanted a rebel counterpart to the Striker, I'd almost be tempted to give it a free barrel roll under certain triggers.

That, ultimately, is I think key to 'pocket aces' - they have weak chassis but awesome abilities to make up for it, but generally only one "type" of ability:

  • Omega Leader posesses Whisper's unhitabiliy
  • Duchess has his mobility/pilot skill
  • Pure Sabbac has his firepower
  • BUT - the three don't have one another's fields of ability - Omega Leader is just a TIE/fo, and one with an urgent need to maintain relevant target locks (meaning no actions to barrel roll) whilst duchess tends to go down like a sack of proverbial to turret fire or anyone who does catch her in arc, since she often doesn't even get a range defence bonus, and Pure Sabbac is stuck with compulsory ailerons moves and a mediocre pilot skill, even when given veteran instincts.

Whether or not the N1 has native boost will also be important for equipping autothrusters - which will be an interesting choice if it's also a decent torpedo-boat, as guidance chips then become tempting.

I wasn't saying I want the mechanics or stats to be similar to the TIE/fo or the Striker. I was saying I want the performance/price to be similar. I used Duchess and Omega Leader as examples because they are both low budget aces that have won matchups for me. Rebels don't have that.

Native boost/barrel roll on the N-1 would be great, but it would likely drive up the cost of the ship. Tying one of those actions to a title would give the ship more build options. How about Barrel Roll in the action bar with the following title:

Nubian Thrusters (2 Points, N-1 Only) "After you execute a White Maneuver, you must perform a free Boost, if able."

The Boost is not an action, so you can't PtL and Stress doesn't affect it. This would eliminate the need for a green-heavy dial, and the ship would be highly unpredictable. Am I going to dial in a green and not boost? Or dial in a white and boost? It interacts in interesting ways with R2 Astromech. Let's say the ship has a white 1-turn, and R2 equipped. Your dial in the turn and you have a choice between treating the move as green, or treating it as white and being forced to boost after. Thoughts?

9 minutes ago, jmswood said:

I wasn't saying I want the mechanics or stats to be similar to the TIE/fo or the Striker. I was saying I want the performance/price to be similar. I used Duchess and Omega Leader as examples because they are both low budget aces that have won matchups for me. Rebels don't have that.

Native boost/barrel roll on the N-1 would be great, but it would likely drive up the cost of the ship. Tying one of those actions to a title would give the ship more build options. How about Barrel Roll in the action bar with the following title:

Nubian Thrusters (2 Points, N-1 Only) "After you execute a White Maneuver, you must perform a free Boost, if able."

The Boost is not an action, so you can't PtL and Stress doesn't affect it. This would eliminate the need for a green-heavy dial, and the ship would be highly unpredictable. Am I going to dial in a green and not boost? Or dial in a white and boost? It interacts in interesting ways with R2 Astromech. Let's say the ship has a white 1-turn, and R2 equipped. Your dial in the turn and you have a choice between treating the move as green, or treating it as white and being forced to boost after. Thoughts?

That is very interesting. R2 is a may, so you could "switch it off" for the free boost when necessary.

On the subject of torpedoes for the N-1, I don't think that should be the focus of the ship. Let's be honest: torps suck unless you support them with other upgrades. A new torpedo might remedy that, but it helps other heavy munition carriers more than it does small fighters with only one torpedo slot.

2 minutes ago, jmswood said:

On the subject of torpedoes for the N-1, I don't think that should be the focus of the ship. Let's be honest: torps suck unless you support them with other upgrades. A new torpedo might remedy that, but it helps other heavy munition carriers more than it does small fighters with only one torpedo slot.

Not the focus, agreed.

<3
2WtycXel.jpg

Image (and other things) found here . I don't agree with much of the stats/abilities in that post, but adding the bullseye mechanic to this ship will certainly fit.