Raptor's Custom Cards (New N-1 Starfighter)

By sf1raptor, in X-Wing

Merry Christmas y'all! I finally finished the new cards, and am happy to introduce Iron Squadron, and Phoenix Squadron!

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(When this bomb token detonates, the ship that moved through or overlapped this token rolls 2 attack dice, and suffers all <hit> and <crit> damage results rolled.) (Token is 25mm long, and 13 mm wide.)

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Tiles here.

Well, here they are. So I'll start with Iron Squadron.

So as far as pilots and crew go, R3-A3, as both a pilot and crew, and Jonner Jin play off damage. R3, as a pilot, simply cancels critical damage, and, as a crew, gives you actions whenever you get hit by an attack. Jonner Jin on the other hand can deliver a revenge attack, allowing him to fire at a higher pilot skill, and could prove tricky late game. His crew is a simple attack boost, since he is the muscle of Iron Squadron. Gooti provides an action economy to the YT-2400 by being able to copy a focus, evade, or target lock action. Along with that, her crew allows other ships at range 1 to copy your action. Mart is a unique one that you don't see often. His pilot skill boosts his defense if he faces the attack head-to-head. His crew, in contrast, allows you to activate at either higher or lower pilot skills, and will make enemies think twice about range 1 attacks.

Their's also a new, large ship only bomb, the Explosive Cargo Container. This bomb is not only always launched, but also does damage if the token overlaps a ship after it's launched, giving it a unique mechanic. It's explosive effect isn't anything special, but there's still the issue of why is this here for a ship with no bomb slot. Well, there's Sato's Hammer . This title give you an in-arc attack boost, but also requires you to equip an Exposive Cargo Container upgrade, lke the Mist Hunter .

Now let's look at Phoenix Squadron.

So Mart and Hera keep there respective abilities, but there's also Cleat and Duke. Duke may have a low pilot skill, but his ability to boost by taking a target lock, and to boost in reverse, could give him a needed edge. Meanwhile, Cleat gives friendly ships at range 1 a small attack buff. R3-A3 also makes another appearance here as a shield regen astromech, once again based on damage.

Then, if you make custom X-wings, an X-wing buff is basically a must. So I went with S-foils, but with a different boost. When in Attack Position S-foils give X-wings an attack boost by changing blanks to crits. This should help give an X-wing the punch it needs, but that's not all S-foils does. When is Cruise position, you can BoShek your own dial to adjust your maneuver, and make your X-wing more squirrelly. This maneuverability does come at a cost, since you lose any crits you roll.

I hope y'all like these cards, and can't wait to hear what y'all think. I'd also like to wish y'all a Merry Christmas, and a Happy New Year!

Edited by sf1raptor

Well, I started working on an Imperial Zeta-class Cargo Shuttle from Rogue One, with a Bodhi cross-faction pilot and two titles. Still thinking of the details.

1 minute ago, sf1raptor said:

Well, I started working on an Imperial Zeta-class Cargo Shuttle from Rogue One, with a Bodhi cross-faction pilot and two titles. Still thinking of the details.

What a tease. Cards or didn't happen!

1 hour ago, RufusDaMan said:

What a tease. Cards or didn't happen!

No cards yet. Sorry.

Well, it's done. May I present the Zeta-class Cargo Shuttle!

BptaJPX.png e1cTyYI.png 5xfgAbt.png XDxK43L.png mIYtC9p.png HQFAVG5.png TjG1O07.png iQ2vXSj.png TFOBSaw.png 0QmbGzy.png tUvltFk.png tx4jdfC.png j7SaLT1.png RvcDm71.png (Note: Captured Shuttle is identical to Captured TIE.) Gwd3M1f.png

Tiles here.

Well, this was a fun one. So, other than SP9061, every pilot is a support pilot. JN3003 is designed to help Imperial fighters survive a little longer by giving a minor buff to their defense rolls. Bodhi also come in both a Rebel and Imperial version, and a buffed pilot skill. Why the greater pilot skill? He's a freight pilot! These are the craft he knows how to fly, and I feel that he'd at least have flying skills close to those of a spy. Also, Bodhi's Imperial version gives pilots a chance to re-roll their attack dice, but it has to be all of them.

As for the ship itself. The Zeta-class has 4 attack, 1 evade, 6 hull, and 5 shield. I went with 4 attack over a cannon slot mostly to give it some difference to the other shuttles. It can also hold 2 crew, and two cargo slots from epic! This could open up some interesting ideas for how to use this ship. Another odd trait is the dial. The Zeta absolutely hates going fast, but has something unique. The dial has a white speed 0. The idea is that, as a cargo shuttle, the Zeta-class would easily be able to fly at low speed. On top of this, Heavy Repulsors allows the shuttle to fly backwards with no ill effects (I know reverse maneuvers already exist. Strange Eons just doesn't have them and Paint failed me.)

As far as crew go, K-2SO and Chirrut make an appearance, and are made to be counterparts to there partners. And then Rebel Strike Team encourages formation flying. For the Imps, I made a two crew Death Trooper Squad card. The card also encourages formation flying, and helps attacks.

The new cargo in this pack of cards help the shuttle in... interesting ways. Kyber Crystal is basically a better Dead Man's Switch, plan and simple. Along with this, Spare Power Generators allows the Zeta to produce energy, allowing it to use other cargo upgrades.

Finally, the pack comes with two titles. The Rogue One title give your Zeta both a Captured Shuttle card, same as Captured TIE, and boosts Rebel ships that have only two actions. For the Imperials, there's the SW-0608. This title lets the Empires generally weak attack power get a boost.

Hope y'all like this one.

Edited by sf1raptor

Only problem is that Chirrut and K2 should both be more powerful cards.

Other than that, I love it.

Fantastic! Just one little thing, to avoid making weird broken combos in Epic, I'd make Spare Power Generators small and large ship only.

All the cards are fantastic, this is very well done! I would buy at least two if this were real!

Edited by Kieransi
21 minutes ago, Kieransi said:

Fantastic! Just one little thing, to avoid making weird broken combos in Epic, I'd make Spare Power Generators small and large ship only.

All the cards are fantastic, this is very well done! I would buy at least two if this were real!

Thanks! And thanks for the input on Spare Power Generators. I don’t own any epic ships, so I didn’t quite know how balanced it was. I’ll definitely make that change soon.

Gyro stabilized cockpit should also be a protectorate starfighter modification. Perhaps make it cost 1 more, and allow 1 additional modification to be used with it?

I think S-Foils should also be usable by the B-Wing and possibly the ARC-120.

Otherwise, WOW. Great custom cards.

Edited by Yakostovian

Deathtroopers with Major Stridan give me a hard on.

21 hours ago, Yakostovian said:

Gyro stabilized cockpit should also be a protectorate starfighter modification. Perhaps make it cost 1 more, and allow 1 additional modification to be used with it?

I think S-Foils should also be usable by the B-Wing and possibly the ARC-120.

Otherwise, WOW. Great custom cards.

S-Foils actually might be a good B-wing addition, but I don’t think Fang Fighters need Gyro. They seem to still fly just fine.

1 minute ago, sf1raptor said:

S-Foils actually might be a good B-wing addition, but I don’t think Fang Fighters need Gyro. They seem to still fly just fine.

B-Wings I think need gyro and S-foils as options. However, I think gyro thematically fits the fang. They may not "need" it, but having it as option seems like the right call to me.

6 hours ago, Yakostovian said:

B-Wings I think need gyro and S-foils as options. However, I think gyro thematically fits the fang. They may not "need" it, but having it as option seems like the right call to me.

Ok. I see what you mean.

Updated some cards with some suggestions from @Kieransi and @Yakostovian . Gyro Stabilized Cockpit now includes the Fang fighter, S-Foils now include the B-wing, and Spare Power Generators are now large ship only.

Ok. With the 2nd edition coming out I decided to go ahead and start updating how some ships and cards work. So here are my current change ideas for my first three ships.

Y-TIE - Ship Ability - Junk Fighter: The first damage card you receive each round is dealt face up. Gunner added.

Khanda: Add primary firing arc restriction.

Well Engineered: Replaces lowering maneuver difficulties with ignoring Junk Fighter.

Jee: Becomes an Astromech

R3-J20: Scum only Astromech

SS-54: Ref linked Evade with Barrel Roll. Evade now red. Medium base.

Jas Emari: New ability: When a enemy ship crosses your bullseye arc, you may perform a free barrel roll. If you do, you may not perform another action this round.

Skipray: Dar-2 baked in, identical to ion cannon, 4 attack primary arc, 2 attack mobile arc, removal of cannon slot.

Homing Torpedoes: Add two charges, require charge spending.

If y’all have any suggestions for these or my other custom cards, let me know.

One quip I have is that for spare power generators, you should say "you may ignore your energy limit" as there is nothing the ship can do as "you cannot gain energy tokens above your energy limit" (some place in the epic rules)

but thats all I have to say

--YTT

One change I forgot.

Well Engineered: You have two charges you can spend instead of discarding a turret or mod.

33 minutes ago, CMDR Ytterium said:

One quip I have is that for spare power generators, you should say "you may ignore your energy limit" as there is nothing the ship can do as "you cannot gain energy tokens above your energy limit" (some place in the epic rules)

but thats all I have to say

--YTT

Thanks! I don’t play epic, so I didn’t know.

More 2nd edition changes.

Chir'Daki: Gyro Stabilized Cockpit backed into ship, focus and evade link to red barrel roll.

Stinger: Link-fire Ion Cannon baked in, works with all cannons.

Guri: Focus becomes calculate.

Torrent: Botajef Defence Force baked into ship, target lock linked to red barrel roll

Renegade: Bullseye arc requirement

YKL-37R: Limited Production baked in.

R3-A3 crew and mech: Has 3 charges that must be spent.

Sato's Hammer: Lowers attack power by one and negates Sensor Blind Spot.

Explosive Cargo Containers: Has 2 charges that must be spent.

That's all I can think of right now. Again, if y'all have any ideas or criticism, please tell me.

Ok. First a fix due to a misread.

Skipray ability-Dar-2 Ion Cannon: When attacking with your forward arc, you may cancel up to three uncanceled hits or crits. For each result canceled this way, add one ion token to the defender.

And hopefully the last new ones.

R3-A4 pilot trades focus for calculate.

R3-A4 crew, and Gooti Terez pilot have charges for convincing.

YKL-37R has a bow tie turret arc.

Ok. I think I’m finally finished with the E2 updates. As always, comments and criticism are welcome.

Well, finally got this done. My version of the N-1 Starfighter.

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As usual, I'd love to hear any comments and criticisms about this custom ship.

Edited by sf1raptor