Nssis-class Clawcraft "Chiss Clawcraft"

By Celestial Lizards, in X-Wing

Inspired by @FTS Gecko 's Alpha-class Star Wing thread.

http://starwars.wikia.com/wiki/Nssis-class_Clawcraft

WHY IS THIS SHIP NOT IN THE GAME YET?

Well, probably because FFG doesn't care for extragalactic blue people. But it would work well, very similar to the Silencer or Defender in design.

Why couldn't it?

Pilots:

Chiss Scout: PS1, 20 points

Patrol Officer: PS3, 22 points

Household Phalanx Defender: PS5, EPT, 24 points

"V' Killer:" PS5, 25 points: After executing a maneuver that causes you to overlap another ship, that ship receives 2 ion tokens.

Jagged Fel: PS7, EPT, 27 points: When you perform a boost or barrel roll action, you may receive an ion token to perform another boost or barrel roll action.

Soontir Fel: PS9, EPT, 30 points: When you receive a stress token, gain a focus token.

Edited by Celestial Lizards

Oof. This is already appearing to be WAYYYY out of balance. I think you're trying to bring in too many new concepts at the same time, while making the Chiss-Clawcraft into a TIE Phantom-esque fighter.

I don't think there is any reference to Chiss-clawcraft ever having a cloaking device. Their unique touch is their maneuvering jets, which I think you've created to make WAAAY to complicated and overpowered, plus I think the scale of this kind of movement does not belong in this game. While 4 dice would be fun, it's OP. The Phantom gets away with it because it has 2 Evade, not 3, and you've actually made this cheaper than the Phantom. Like, way cheaper.

Thematically, it seems that the asteroid mover could work, but certainly needs a lot of refining.

Anyway.

I do have some stuff in the works for pilots and upgrades for the Chiss clawcraft, with much of the design based off the TIE Interceptor and TIE Advanced Prototype chassis. I would be willing to share some of the concepts once I have them more polished. Keep in mind as you work on this ship that the Chiss were working with Imperial tech and improving it, not creating a totally new ship. While the Clawcraft was an excellent exotic fighter, it wasn't so different from Imperial TIE's.

P.S. - I get a little critical of homebrew, mostly because I have done some for X-Wing, so I apologize for the potentially harsh critiques. I think you need to minimize the introduction of new concepts (like rotating around a target or moving asteroids) so that all the moving parts of X-Wing can still be integrated smoothly with what you are creating. So maybe reel things back in, don't go too crazy on super complicated mechanics, keep things simple so that you don't have to answer extremely complicated questions on how existing mechanics integrate with the new stuff you're bringing in.

6 minutes ago, Praetorate of the Empire said:

P.S. - I get a little critical of homebrew, mostly because I have done some for X-Wing, so I apologize for the potentially harsh critiques. I think you need to minimize the introduction of new concepts (like rotating around a target or moving asteroids) so that all the moving parts of X-Wing can still be integrated smoothly with what you are creating. So maybe reel things back in, don't go too crazy on super complicated mechanics, keep things simple so that you don't have to answer extremely complicated questions on how existing mechanics integrate with the new stuff you're bringing in.

:o :( :wacko:

Conflicting emotions.

I find the concept of "alien" in star wars should only be applied to things of out-of-galaxy origins (or maybe something from the unknown sectors?). Otherwise it's just plain normal tech/systems. Maybe you could call it "exotic tech" if it's derived from the manipulation of physics through weird means?

I do really enjoy the idea of moving asteroids.

Like I said, I get a bit critical, and I apologize. But, I mean, if you're rotating around a ship, that's craziness. Especially if you have Cloak as well.

I do really want to see some more Chiss Clawcraft pilots and such, but not way out of balance or way out of the of the current mechanics in the game.

Edited by Praetorate of the Empire

Jagged Fel should also be higher than PS7. I have my own version of the clawcraft built, but the silencer was almost identical to my clawcraft, so I'll ahve to go back tot he drawing board for it at some point.

I actually am making Jagged Fel a PS 9 pilot for the Clawcraft. I'm leaving Soontir out, mostly because, until Rebel Fenn Rau was put in the Phantom II, PS 9 pilots weren't duplicated in different ships, and no PS 9 pilots have been duplicated as pilots within the same faction.

1 minute ago, Praetorate of the Empire said:

I actually am making Jagged Fel a PS 9 pilot for the Clawcraft. I'm leaving Soontir out, mostly because, until Rebel Fenn Rau was put in the Phantom II , PS 9 pilots weren't duplicated in different ships, and no PS 9 pilots have been duplicated as pilots within the same faction.

I did the same, Jag at PS9 (he's a fantastic pilot in the books where he shows up), used Shawnkyr as a PS7

1 hour ago, Celestial Lizards said:

POSSIBLE STATS AND UPGRADES

4, 3, 2, 3-Focus, Evade, Boost-System, Alien Hardware x2

Alien Hardware: A new upgrade type that gives ships cloaking abilities, the ability to rotate around a point, and to move asteroids.

-Wave Refractor: You action bar gains the Cloak action-5 points

-Maneuvering Jets: At the start of the Combat phase, choose an enemy ship at range 1-2 inside your firing arc. Rotate your ship around the enemy at the same distance. Then receive 1 ion token-5 points

-Asteroid Manipulation Array: Action: Choose an obstacle at range 1-2. Move that obstacle up to range 2 of it's original position. If the final position of the obstacle is overlapping a ship, that ship suffers the effect of the obstacle as if they had overlapped-4 points

Pilots:

Chiss Scout: PS1, 20 points

Your pricing is crazy cheap for what you get. One could take 5 of these guys at PS1, joust 5 Khiraxz and roll 5 more red dice and 5 more green dice than them when trading shots. The expected, average result, even when shooting second, is taking 2.75 hits on one of them (assuming range 3 and spending a focus on defense) and then dealing 8.375 damage, more than a khiraxz and a half. Doing the same joust against 4 sigmas results in: 1 dead Chiss Scout before it can shoot vs 1.5 dead sigmas. They might be PS3, but they have 1 fewer green die, 1 fewer shield and cost 5 more points. Your PS1 generics should probably cost around 30 points.

As for moving asteroids, it would be interesting to introduce such a mechanic, but only if there are no enemy ships within range 1-2 of the final position, nor can it be within range 2 of the table edge or in range 1 of another asteroid. You don't want to create impossible to navigate bottlenecks. I'd probably also restrict it to placing a 1-forward template on some edge of the asteroid and move it to the other end of the template, which is still a huge distance for the larger obstacles. I think that throwing an asteroid onto someone before they move so that they roll for damage twice and lose their action is such a NPE that it would ruin the game for most people. Automatic tractor beam tokens are far more limited in range of movement as well as in use (only the tugboat and only range 1 and in arc), and they're still terrifying to ace players.

Maneuvering jets I'd change to a barrel roll action with the 2 bank template, with the inside edge of the template facing forward, otherwise it's too random, and I'd keep the ion token.

Edited by darthlurker