what would a Thrawn crew look like?

By kyten44, in X-Wing

My crazy idea....

Grand Admiral Thrawn 6

When this ship preforms an action, every friendly ship within range 2 may preform the same action

EDIT: add once per round?

Amazing!!!! since it give the same action stress stops it and you still wouldn't be able to do the same action twice.

Edited by kyten44

White Coat.

Blue skin.

Red eyes.

I would want an EPT called "Thrawns guidance" or his pilot card to affect everyone more like Palp.

Thrawn is a tactician and not a straight up damage dealer, due to this I've seen people say that his ability should have to do with looking at dials. I disagree, Thrawn would want to play ten game, not break the rules stupidly. Thrawn has incredible skill and as such he should punish those who lack skill (the closest we get to this in the game/canon is ships that use turrets or turreted ships)

onto the ability:

"Thrawn Guidance" or "Thrawn Training" EPT 2-4 points

this ship cannot be targeted for an attack unless it is inside the attacking ships primary firing arc

"Thrawn" Crew 5 points

once per turn you may choose one friendly ship, that ship cannot be targeted for an attack unless it is within range 1-2 and inside the attackers primary firing arc.

thoughts? I didn't want anything like Han Solo's ability so it comes from somewhere else on the field or mess with dials. Also imperials need a buff to hell their aces and with Autothrusters out of arc shooting becomes seriously weak, maybe to weak...

When a ship with Thrawn crew is inside range one of an enemy ship, the enemy ship is immediately destroyed. In other words, if Thrawn is coming after you... run.

3 hours ago, Quadjumper King said:

I would want an EPT called "Thrawns guidance" or his pilot card to affect everyone more like Palp.

Thrawn is a tactician and not a straight up damage dealer, due to this I've seen people say that his ability should have to do with looking at dials. I disagree, Thrawn would want to play ten game, not break the rules stupidly. Thrawn has incredible skill and as such he should punish those who lack skill (the closest we get to this in the game/canon is ships that use turrets or turreted ships)

onto the ability:

"Thrawn Guidance" or "Thrawn Training" EPT 2-4 points

this ship cannot be targeted for an attack unless it is inside the attacking ships primary firing arc

"Thrawn" Crew 5 points

once per turn you may choose one friendly ship, that ship cannot be targeted for an attack unless it is within range 1-2 and inside the attackers primary firing arc.

thoughts? I didn't want anything like Han Solo's ability so it comes from somewhere else on the field or mess with dials. Also imperials need a buff to hell their aces and with Autothrusters out of arc shooting becomes seriously weak, maybe to weak...

You think this is less powerful than re-rolling one die to get or add a single damage? This completely shuts down attacks, so it basically acts as an infinite number of evasion tokens. Maybe evenly costed at 50 points.

Grand Admiral Thrawn - 8 points - two slots
Increase the pilot skill of all friendly pilots by 1.

Action: Assign the Ruthless Efficiency Condition card to an enemy ship within range 1 - 3 of you.

Ruthless Efficiency Condition:
All ships attacking a ship with this condition card roll an additional attack dice.

Imperial Power Creep yo.

Makes Deci + TIE Swarm LEGIT

I think Thrawn should be something like Dengar's pilots ability. "Once per round, After an enemy ship inside your firing arc at range 1-3 performs an attack, a friendly ship at range 1 may perform an attack against that ship." Two crew 7 points

If Thrawn is the master tactician, he should give stress at ranges 1 and 3 as well

I was thinking also something that have to do with dials and stress.

Something like:

"Thrawn (two crew; 8pts)

At the start of the activation face, choose up to 2 ships withing range 1-3 of your ship and assing the Thrawn's Tactics condition card corresponding to the enemy or friendly ship side."

Condition Card

"Thrawn's Tactics (Enemy ship side)

Before you reveal your manouver, the player controling the ship with the upgrade card "Thrawn"must guess your speed and bearing. If guessed correctly, after executing your manouver, receive a stress token. Remove this condition token/card at the end of the activation face."

"Thawn's Tactics (Friendly ship side)

After you receive this condition card, choose an enemy ship inside your firing arc within range 1-3. Then, before that ship reveals its dial, the player controling the ship with the upgrade card "Thrawn" must guess that ship's speed and bearing. If guessed correctly, assing a focus token to your ship or acquire target lock on that enemy ship. Remove this condition token/card at the end of the activation face. "

With this you have to guess the manouver of the ships without looking at them, and rewards skilled players by reading their opponents manouvers, something similar to Cassian Andor. The reward is too big (a stress in order to control them, or a focus or TL to boost your allies) but the chance of failing is high if you are not skilled reading your opponents manouvers. I think with 2 ships (conditions) is ok because it costs 8 and two crew, and has a range limitation. Lastly, as the condition is assigned by being there, it will draw fire from the other ships, or at least won't be ignored for too long.

Edited by Volkren
changed a few things

"Once per round, you may choose to ignore the 'once per round' text of another ability or upgrade card in play."

I would have him provide a large one time benefit.

Thrawn

After you destroy an enemy ship you may choose another enemy ship and assign it "Thrawn's Plan" condition and flip this card.

Thrawn - reverse

Enemy ships may change a focus to a hit when attacking this ship

7 pts

Thrawn's Plan - This ship must flip it's dial face up after all dials are placed, if this ship is stressed it may only assign white maneuvers. Discard if Thrawn is destroyed.

This allows Thrawn to basically setup a trap, baiting his own vehicle and locking down an opponents ship.

Grand Admiral Thrawn
Huge Ship Only. [Imperial, Unique, 6pts]
Before deployment, choose up to four friendly small ships. These ships do not deploy during the Deployment Phase. At the end of the first round, you may deploy these ships within Range 1 of the opponent's side of the board.

1 hour ago, AllWingsStandyingBy said:

Grand Admiral Thrawn
Huge Ship Only. [Imperial, Unique, 6pts]
Before deployment, choose up to four friendly small ships. These ships do not deploy during the Deployment Phase. At the end of the first round, you may deploy these ships within Range 1 of the opponent's side of the board.

So... like the Gozanti but worse

Thrawn is nearly always one step ahead in guessing an opponents action and in a game of action economy why not penalise an opponent for choosing an action

Grand Admiral Thrawn

6pts - 1 crew Slot

At the start of the Activation phase choose an enemy ship at range 1-2 and assign it the Thrawn condition card.

Thrawn condition card

Whenever the ship with this condition token assigned to it performs an action it suffers the following effect

Evade - Minus 1 agility

Focus - the first focus result rolled is immediately turned to a blank and cannot be rerolled

target lock - minus 1 attack dice

barrel roll - player chooses direction, opposing player chooses position

boost - opposing player chooses template used

cloak - roll a die on a hit result immediately discard the cloak token

etc etc

Mine that I built a while back:

yero5zw.png

I actually created this based ont he EU books back before Rebels came out, but still works with the new stuff. Thrawn does so well because he's able to read his opponents and figure out how to counter them, hence negating their ability for a phase. Planning to shoot dengar this round? Negate his return-shot. Old T got into range 1 in front of someone (and you have initiative)? Don't let him strip tokens. Fenn or Talonbane got into range 1 of you? No extra dice. Don't like biggs? Ignore him.

My idea for thrawn was:

Admiral Thrawn ?pts

During setup, after all asteroids have been placed select 2 asteroids of your choice. You may move any of your selected asteroids to any point up to range 2 from their original positions, so long as they are not moved to a place within range 1 of another asteroid.

It shows how he would find a advantageous for his combats to take place instead of just fighting wherever.

56 minutes ago, Sparklelord said:

So... like the Gozanti but worse

Well, nothing like the Gozanti. The Gozanit launches ships from itself, whereas this Thrawn would allow for your fighters to appear all the way across the board, anywhere across the board, directly behind the enemy's formation. Additionally, it's not impossible to kill a Gozanti in Round 1 in Epic (a CR90 can do it pretty well, I've seen it happen twice), which can then damage all of its TIEs and force-launch them. Also, this Thrawn is only 6pts (vs a 40+ pt Gozanti) and could be taken on a Raider, thus not requiring a Gozanti at all. Of course, he could be equipped to a Gozanti for extra fighter-deployment tricks.

To me, Thrawn is a strategist and a tactician and as such I think a deployment-related ability that represents a well-laid trap feels much better for him than all these action-passing, dice-fixing, or stress-dealing dog-fight abilities folks are suggesting. Besides, after 10 Waves, X-Wing has more than enough of those such abilities.

3 minutes ago, AllWingsStandyingBy said:

Well, nothing like the Gozanti. The Gozanit launches ships from itself, whereas this Thrawn would allow for your fighters to appear all the way across the board, anywhere across the board, directly behind the enemy's formation. Additionally, it's not impossible to kill a Gozanti in Round 1 in Epic (a CR90 can do it pretty well, I've seen it happen twice), which can then damage all of its TIEs and force-launch them. Also, this Thrawn is only 6pts (vs a 40+ pt Gozanti) and could be taken on a Raider, thus not requiring a Gozanti at all. Of course, he could be equipped to a Gozanti for extra fighter-deployment tricks.

To me, Thrawn is a strategist and a tactician and as such I think a deployment-related ability that represents a well-laid trap feels much better for him than all these action-passing, dice-fixing, or stress-dealing dog-fight abilities folks are suggesting. Besides, after 10 Waves, X-Wing has more than enough of those such abilities.

Deployment-related abilities are too hard to establish value for, because they're single use. Whether that single use winds up being worth it or not is highly matchup dependent. For a similar example, Crack Shot is worth considerably more when used vs a high-AGI low-Health ship; you'd rather have it in a matchup vs a TIE Fighter than a Ghost.

The Gozanti is better than this Thrawn you've proposed because the choice of when and where to do the fighter deployment is more flexible, therefore making it less susceptible to matchup-related disadvantages.

What do you do if your opponent is flying several AC/ABT Ghosts and opts not to move them out of the Range 1 area of his side of the board during the first round? You're not going to kill a Ghost in 4 shots, so you'll have the choice of taking hefty return fire, or deploying safely away from them where all the advantage you might have had is pretty minimal. Good choice for 6 points.

Deploying at Range 1 of the enemy's board edge at the end of round 1 with 4 small ships and thinking that you'll a) be safely behind the enemy's formation and b) at an opportunistic advantage for doing so, and being worth 6 points, is either blind to its own vulnerabilities or significantly underestimating how the opponent can mitigate the value of such a rigid card.

I think Thrawn should be a super-powered Intel Agent. The key to all of Thrawn's victories was anticipating an adversary's choices.

Thrawn (crew, 5 points) At the start of the start of the Activation Phase, you may choose up to 2 enemy ships beyond Range 2 and look at the chosen maneuvers for those ships. If you do, you may change the assigned maneuver of one friendly ship at range 1-2.

Edited by jmswood

For Thrawn, why not something that is both a bane and a boon.

At the start of combat, choose a target lock, evade, or focus token. Remove all tokens of this type from all ships in the playing field.

1 hour ago, VanderLegion said:

Mine that I built a while back:

yero5zw.png

I actually created this based ont he EU books back before Rebels came out, but still works with the new stuff. Thrawn does so well because he's able to read his opponents and figure out how to counter them, hence negating their ability for a phase. Planning to shoot dengar this round? Negate his return-shot. Old T got into range 1 in front of someone (and you have initiative)? Don't let him strip tokens. Fenn or Talonbane got into range 1 of you? No extra dice. Don't like biggs? Ignore him.

Oh that's good. That's real good.

6 points. One crew slot.

At the end of the Activation phase, assign one token of the type of your choice to a friendly ship within range 3

Helps Imperials dig out of getting ruined by stress. The way that X-wing has abstracted "best at planning" seems to have been floating dice modification - Palpatine floating modifications and Tarkin giving or stealing a token.

Plus, I wonder if anyone not amused by hearing the phrase "cloaked Soontir" has a pulse.

Very few of these are thematic, it should be something very powerful but that requires skill to use.

so.

Grand Admiral Thrawn

6pts - 1 crew Slot

Once per round before an enemy ship reveals their dial you may guess aloud the speed and baring of their maneuver, if you are correct you may immediately interrupt to perform an attack against that ship.

Thrawn's big thing was always getting inside his opponent's heads and predicting what they would do next. So, I'm on board with the ideas that revolve around guessing an opponent's dial, then getting some benefit if you're right. A free attack is probably too much, but maybe handing out stress would be cool? That would represent how unnerving it is to see this incredible genius knowing what you'll do before you do it.

gGUqEtc.jpg

This was my idea from another old thread. A super intel agent, that can increase or decrease a friendly ship's PS to act accordingly to the information you have come across. Can go down PS to block, or up PS to outmaneuver and also shoot first. This allows someone like Carnor Jax to equip PTL and be a PS10. Or Whisper to be PS11, etc. Or maybe equip Whisper with Expertise, and use Thrawn to up her to PS9. Until Thrawn is removed from play of course.