Recently, a somewhat hot topic was whether (and why) arc dodgers were an NPE. My personal opinion was that they indeed were, but more due to the fact that even if you did manage to catch one of them in arc you still weren't likely to do any significant damage. As an experiment of sorts, I decided to create a ship with a completely crazy maneuverabilty, but also very fragile. I present to you: The Chiss Clawcraft.

Now that you know the cards and the dial, let me offer a few words of card-specific explanation.
Chiss Ace: Given the arcdodgy nature of the ship, I considered it pointless to include low-PS generics.
Jagged Fel: I wanted a pilot that would breathe new life into some old utility cannons.
Narth Deredim: As a made-up force-sensitive Chiss (none of the two canon ones worked well with the ability), Narth was designed to give your arcdodgers a little more breathing room around bombs.
Soontir Fel: I definitely wanted an ace with a native PS9 for this ship, so when I found out Soontir actually piloted the craft the choice was obvious.
Nsiss-Class: From the get-go, it was obvious to me the ship needed some way of avoiding turrets and all the crazy arcs that have came up in the recent waves. Adding dice results against out-of-primary-arc shots was either insufficient against some ships and meaningless against others or effectively invulnerable anyway, so I decided to outright forbid out-of-primary-arc shots against the Clawcraft.
Claw Thrusters: I wanted all pilots to be able to arc dodge, therefore they needed a way to (almost) guarantee going last.
Repeater cannon: this is the default "primary" cannon for all pilots that aren't Jagged. By effectively disabling range combat modifiers for the Clawcraft, I wanted to let the player focus solely on the arc control aspect of the ship.
Let me know what you think. It would be awesome if some of you took the Clawcraft for a test drive and told me how it went ![]()
FAQ:
Q: If I have both the "Enhanced Scopes" and the "Claw Thrusters" equipped, what is my Pilot Skill in the activation phase?
A: Because both cards refer to the same time window, the controlling player may choose which effect will resolve first. However, since neither of them is optional, you will end up at either Pilot Skill 0 or Pilot Skill 3.
Changelog:
nothing for now
Edited by Elavion