Homebrewed Ghost Title: "Behemot"

By Hexdot, in X-Wing

"Add Reinforce Action. Protects 180 degrees, Fore or Aft. Max speed 2. No Evade Icon. Only generic ship". Title, VCX 100, 0 pts

The idea is quite simple. A number of Rebel VCX heavily armoured to mitigate the lack of skill. Slow and cumbersome, Engines are unable to provide enought power to move faster than 2. Ok ship to enhance survival and perhaps acomodate support crewmembers who do no need a fast ship, simply one that can stay alive.

I can see in my mind one group of wanna be Heroes adding plating to the VCX. Shoots bouncing and one howling mad gunner firing his Turret... Known Heroes woule never restrict their warhorse's speed but wanna be Rebels perhaps...

Your opinion? Please hit me hard.

Most importantly; without a mid-line, how do you define 180 fore/aft?

Reinforce as an action is nasty, but essentially it's not massively worse than, say, Kanan's abiltiy plus recon specialist. The question is whether it's fair it being free.

Personally, I'd say yes. limiting a VCX to speed 2 takes off a lot of flexibility- most importantly you're giving up the ability to koiogran turn!

Someday I will try this. Cinematic Double Epic. The idea is to penalice heavily this "homemade battleship". Adding plates of armour like the A Team reinforcing a truck...

If she is fired upon only once in a given round no advantage vs Evade Token. Even worse because you must choose Fore or Aft reinforcement. If attacked by half a dozen basic TIEs during Epic play, here this could shine.

Penalties are quite restrictive. As you have noted no K turn hurts. No K turn with a Lambda or Upsilon or Y 666. Add plating in your garage... The idea here is deploying not Lothal Rebels (not bad PS 3) but even less experienced crew PS 1 or 2 with their home improved battle wagon.

About no mid line printed on the cardboard... Same as when posted about Punishers MK III with Reinforce action. When you play minis wargame how can you check if the enemy is within 90 degrees firing arc? Now with lasers even easier. Or simply draw a line prior to play. Can't see the problem with this.

If this Title is very restrictive and not good in a 100/6 environment, even better. Thematic upgrade option. An even better with a "civilian" VCX Red 3 plus a Dorsal Turret, not one Elite Rebel ship but Joe the trucker and his brothers raging against the Empire.

Just use in arc versus out as written for small ship reinforce. Ready made and printed on the base.

11 minutes ago, Hexdot said:

Someday I will try this. Cinematic Double Epic. The idea is to penalice heavily this "homemade battleship". Adding plates of armour like the A Team reinforcing a truck...

If she is fired upon only once in a given round no advantage vs Evade Token. Even worse because you must choose Fore or Aft reinforcement. If attacked by half a dozen basic TIEs during Epic play, here this could shine.

Penalties are quite restrictive. As you have noted no K turn hurts. No K turn with a Lambda or Upsilon or Y 666. Add plating in your garage... The idea here is deploying not Lothal Rebels (not bad PS 3) but even less experienced crew PS 1 or 2 with their home improved battle wagon.

About no mid line printed on the cardboard... Same as when posted about Punishers MK III with Reinforce action. When you play minis wargame how can you check if the enemy is within 90 degrees firing arc? Now with lasers even easier. Or simply draw a line prior to play. Can't see the problem with this.

If this Title is very restrictive and not good in a 100/6 environment, even better. Thematic upgrade option. An even better with a "civilian" VCX Red 3 plus a Dorsal Turret, not one Elite Rebel ship but Joe the trucker and his brothers raging against the Empire.

If it's specifically meant to represent welded-on armour, though, is reinforce the right way to do this? It's not like the armour moves, nor does it cease to be there when the ship is stressed.

If you want a nice "armour" mechanic, I recommend plagiarising ...ahem..."drawing inspiration from" Dungeons & Dragons Attack Wing:

Armour (ships have an armour rating where they'd have shields on an X-wing stat card) cancels [hit] results on every attack you suffer - no actions, arcs or other input required. The downside? It can't cancel [critical] hits, and [critical] results exist which can disable it.

As you can probably tell, a point of armour is good, and stuff with armour 2 or more is really scary. Equally, criticals become much more important!

Putting it into X-wing terms:

Behemoth

Title. VCX-100 only

You may not equip this upgrade to a unique pilot.

When defending, if you have no shield tokens, cancel one [hit] result. When you are dealt a faceup Damage card with the Ship trait, roll one attack die. On a [hit], discard this card.

You may not select manouvres with a speed of '3' or more.

I like your idea. Worth some thinking about this. Thanks a lot!

Mid line? Oh, the blue line. Like the one on the C-roc?

Reinforce+reinforced deflectors+R2-Dcrew sounds like a bear to take down!

Though I'd be tempted to run this to get the best of both worlds:

"Zeb" Orrelios (18)

Lothal Rebel (35)
Fire-Control System (2)
Autoblaster Turret (2)
Rey (2)
Ghost (0)

Lothal Rebel (35)
Reinforced Deflectors (3)
Autoblaster Turret (2)
Hera Syndulla (1)
"Chopper" (0)

Total: 100

View in Yet Another Squad Builder

(Just add the title to the Hera VCX-100)

11 hours ago, Fuzzywookie said:

Mid line? Oh, the blue line. Like the one on the C-roc?

The C-ROC has a near-enough-anyway 50/50 division because of its hardpoint's arc of fire, just like the auzituck has a 180 auxiliary arc. The ghost doesn't, and following existing rules for reinforce on 'normal' ships you have a wierd situation where you can reinforce either left and right or front and back.