Jouster buff [Homebrew]

By RufusDaMan, in X-Wing

So here is a card I made to buff jousting action (and X-wings)

Frontal-Deflector-Shields-Front-Face.jpg.7da16cec806d6167ff474ddc4d96b3a0.jpg

So this is a less conditional, better Concord Dawn Protector with some equipping limitations. It can be equipped on the following (large list) of ships. This is mainly intended as a rebel fix, to lessen their dependency on Biggs.

It is also a flavor thing, as it is essentially a permanent reinforce token on front arc, which I've seen as suggestions many times. It gives ships power, but leaves them susceptible to arc dodging. Thankfully most arc-dodgers can't, or don't want to equip it, so goodie.

I added small ship only for balance reasons. Large ships could be nasty with this one.

Tie Advanced: Vader suffers from turrets, and wants to arc-dodge. Nonetheless, a more tanky vader could become scary, real quick. I'm okay with this.


Attack Shuttle: The shuttle dies easily, and has a turret, doesn't care much for jousting.


TAP: AT is glued onto them.


A-Wing: Same, although with cruise missiles and this, they might be a force to reckon with


Tie Phantom: ACD is glued to them.


X-wing: Now this is more like it. Their limited mobility is their biggest woe, but this and their great pilot abilities, not to mention access to regen, can make them really sticky unless arc-dodged, but then what are the good y-wing wingmen for?


Z-95: They also like it, but I can't help but feel it would be a waste on them. Not enough bang for your buck.


T-70: I'd still choose AT, but this is also a viable option for them.


Wookiee ship: The card requires primary arc, so there isnt much synergy, but it works great with reinforce. Just don't let them get behind your back.


ARC-170: Again, no synergy, but there might be some builds that would like it. Very diverse ship, so difficult to tell.


E-wing: This won't fix their problem.

Tie Punisher: Redline might think about this one. Better than LWF for full frontal assault (what Redline wants), but ordnance sucks, he doesn't have an EPT, so he might like Chimps more.


Tie Defender: Expensive, but good, very good. x7 likes it, ryad loves it, and TIE/d is also there, although the cost might be a bit high for them.


Tie/sf: No synergy with auxiliary arcs and the ability to take LWF makes this upgrade less appealing.


Y-wing: BTL-A4-s and other non tlt ywings might want to take this.


K-wing: PWT, turrets, bombs and advanced slam all make this card unnecessary here.


Scurrg: Its good here... but it looks like the ship is not worth as a pure jouster, so were are probably safe here.


B-wing: B-wings would really like this. It would make them much better jousters. It won't allow them to do anything else better, but suddenly all those shields and hull is much stickier.


It's a great way to make Defenders - the current champion of jousters - even better, thus keeping everything else in the shadows.

As for the X-wing, Biggs will continue to be the only ship played, except this time him and Kanan will be unbeatable. Essentially, you spend three points on a buffed biggs rather than 9-15 on every ship in your list.

Fenn becomes nigh impossible to beat, since so long as he's pointing the right way (easy at PS9) he cannot be killed, essentially.

In short, you're buffing three ships (maybe slight improvements to a few more), while leaving the others in the dust. I'd change it to:

Deflector Shields (frontal) (Modification, 3 points, Small Ship Only)
When defending, if the attacker is inside your primary firing arc, you may cancel 1 of the attacker's [hit] or [crit] results. If the attacker is outside your primary firing arc, they may add 1 [focus] result to their roll.
Deflector Shields (rear)
When defending, if the attacker is outside your primary firing arc, you may add 1 [evade] result to your roll. If the attacker is inside your primary firing arc, the attacker may change all [hit] results to [crit] results.

The benefit of a dual card, chosen at setup, it that you get flexibility in your list. I'll not bother with the subtleties of it, but you get a lot more flexibility and balance this way.

Change it to agility 2 or lower so defenders can't take it. Also make it large ship as well. Would really help firesprays and YV's.

5 hours ago, Astech said:

Fenn becomes nigh impossible to beat, since so long as he's pointing the right way (easy at PS9) he cannot be killed, essentially.

Fenn can't take it as written, he has no shields.

markcsoul: I wouldn't want to face Dengar with this.

Edited by Infinite_Maelstrom
5 hours ago, Astech said:

Deflector Shields (frontal) (Modification, 3 points, Small Ship Only)
When defending, if the attacker is inside your primary firing arc, you may cancel 1 of the attacker's [hit] or [crit] results. If the attacker is outside your primary firing arc, they may add 1 [focus] result to their roll.
Deflector Shields (rear)
When defending, if the attacker is outside your primary firing arc, you may add 1 [evade] result to your roll. If the attacker is inside your primary firing arc, the attacker may change all [hit] results to [crit] results.

That is 3 points to essentially make jousters even weaker to arcdodgers and turrets than ever. You are buffing their attacks 75% of the time in frontal mode, and 25% of the time in rear mode. It's supposed to be a buff.
Still I like that you can choose which side it protects.

4 hours ago, markcsoul said:

Change it to agility 2 or lower so defenders can't take it. Also make it large ship as well. Would really help firesprays and YV's.

I like this alteration to the OP's proposal!

I would spin it a bit further, then:

Double-layered Deflector Shields
Modification, Limited
After performing a green or white maneuver, you may perform a free Reinforce action.
You may equip this card only if your agility value is 2 or lower, your primary attack value is 3 or lower, and your shield value is 1 or higher.
You may not equip this card if you have a turret weapon equipped (primary or secondary), or a mobile firing arc.
Cost 3

This card is equippable by these ships:

Rebel:

  • X-wing
  • Y-wing (without turret)
  • B-wing
  • Attack shuttle (without turret)
  • ARC-170
  • Auzituk
  • Scurrg (without turret)
  • T-70 X-wing
  • Z-95
  • U-wing
  • HWK (without turret)

Imperial:

  • TIE/SF
  • TIE Aggresor (without turret)
  • TIE Punisher
  • Firespray
  • Lambda shuttle

Scum:

  • G-1A
  • Kihraxz
  • Scurrg (without turret)
  • Quadjumper
  • Y-wing (without turret)
  • Z-95
  • Firespray
  • YV-666
  • HWK (without turret)
Edited by Azrapse

I like the idea but it will be good if can equipped only for ships with 2 or less of agility and only small ships

7 hours ago, Astech said:

Fenn becomes nigh impossible to beat, since so long as he's pointing the right way (easy at PS9) he cannot be killed, essentially.

You did read the card, right?

27 minutes ago, RufusDaMan said:

You did read the card, right?

Ha, nobody does that around here... they skip straight to criticizing. Why bother wasting precious time reading what you're about to crap on?

So no to Interceptors? Bombers with unguided rockets? Why all the hate man? Why can't we all just get along?

Edited by clanofwolves
24 minutes ago, clanofwolves said:

So no to Interceptors? Bombers with unguided rockets? Why all the hate man? Why can't we all just get along?

Interceptors should rely on their ability to dodge arcs, and not go on full frontal assault. Besides, deflector shields don't make sense on a ship without shields :)

1 hour ago, RufusDaMan said:

Interceptors should rely on their ability to dodge arcs, and not go on full frontal assault. Besides, deflector shields don't make sense on a ship without shields :)

Yeah, it's the creep in this game that's got me down...

13 hours ago, RufusDaMan said:

You did read the card, right?

13 hours ago, mkevans80 said:

Ha, nobody does that around here... they skip straight to criticizing. Why bother wasting precious time reading what you're about to crap on?

Read, of course. Paid attention, no. Regardless of that slip-up, my other points are valid - the card is OP in any form.

9 hours ago, Astech said:

Read, of course. Paid attention, no. Regardless of that slip-up, my other points are valid - the card is OP in any form.

Yeah, you say that, but that doesn't make them valid.

Biggs will be nerfed soon, or should be. Biggs with a nerfed ability shouldn't have a problem, while the other x-wings gain back a little something.

Aaand Defenders are incredibly predictable as they are. A good player can easily predict the next move. Defenders are already hard to beat in a joust... and that shouldn't change. That is what they are for. Yes, there should be a ship that is the best at a given role, and it might as well be the defender. That is not the problem, as there are counters for that. Stress will beat the defenders, higher PS will beat the defenders, and superior mobility will beat the defenders. And they might be the champion of jousters, but they are also the most expensive. With this upgrade, Juke X7 Ryad will cost 37 points. Ruthlessness, Tractor Vessery with it will be 42, 44 with Ion.

Yeah, they are strong. But in most cases you can have 2 (and pretty much nothing else) or 1, but that ship is expensive as hell. The only way you can cram 3 together is with 2 x7 deltas and PTL ryad, which sounds great. But I'd rather take 4 rookie pilots with it.

56 minutes ago, RufusDaMan said:

Biggs will be nerfed soon, or should be. Biggs with a nerfed ability shouldn't have a problem, while the other x-wings gain back a little something.

So says many a forum dweller, yet it hasn't happened yet. As it stands, this upgrade makes him stupidly powerful - especially in conjunction with the Wookie Gunship.

Defenders are already great, which means they shouldn't have access to more buffs. Putting the OP's card on them maes them absurdly powerful - since they no longer need to do 3 speed maneuvers to have a defensive boost. A 40 point ship can pair well with Chiraneau, especially if it's a good game closer.

Quote

Yeah, they are strong. But in most cases you can have 2 (and pretty much nothing else) or 1, but that ship is expensive as hell. The only way you can cram 3 together is with 2 x7 deltas and PTL ryad , which sounds great. But I'd rather take 4 rookie pilot s with it.

4 rookie pilots? For one, they still suck at actually hitting anything, and you eliminate all other useful tools by paying 3 points for the upgrade on each of them. Again, Biggs with the upgrade is the better option.