Legends of the New Republic v1.4 (Custom Cards)

By Jadotch, in X-Wing

I think this is the final version that I am happy with. This all started out as an E-Wing fix, and transformed into a "Most Wanted" type fix for 4 ships. I refined a couple more cards, I added another B-Wing and E-Wing pilot plus I added the YT-2400 into the list to hopefully make it useful without the Outrider title. Almost everything is down from the "Legends" material and fairly well researched. Some liberties were taken with a couple of the pilots and loose connections. (Like anyone was a "smuggler" without specific ship mentioned.) Some of the artwork is custom photoshopped, but most is pulled from the web. I will start with the pilots:

The YT-2400
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The E-Wing
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The B-Wing
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The HWK-290

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Next up titles and systems.
(And tagging myself for when I search for it. Jadotch )

OK, title cards:

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System Upgrades:
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Crew:

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It's some pretty good, balanced stuff on the whole. The PS 3 B-wing generic outright replaces Dagger Squadron pilots though, since you can take adaptability on them and reach PS 4 for a point cheaper. I also like all the upgrades except the gyroscopic cockpit, which doesn't address the key B-wing problem of stupidly low durability for their inevitably high cost.

The cloaking HWK is fantastic...

Astromechs:
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Ok, I only changed a few things from the last version I uploaded.

"Pick" I eliminated the need to execute a white maneuver, just to execute any maneuver.
Gyroscopic Cockpit You can rotate while stressed.
PK-8F Analysis Grid It is now just primary weapons.

The Stuff Added:

Pilots:
YT-2400 Matas Havel
YT-2400 Red Stepla
E-Wing Yakown Reth
B-Wing Callen Troyt

Title:
Scarlet Star

Crew:
Winter Celchu

With Scarlet Star you can take Deadeye, Ordnance Tubes, and a Missile of your choice for missile attacks every round. That is crazy cool! You can take the huge ship crew as well.

I like your ideas @Jadotch , please keep up the work.

Edited by AwesomeJedi
2 minutes ago, AwesomeJedi said:

With Scarlet Star you can take Deadeye, Ordnance Tubes, and a Missile of your choice for missile attacks every round

Good catch. I missed Ordance Tubes. I will change it to huge ship crew only.

Edited by Jadotch
19 minutes ago, Astech said:

It's some pretty good, balanced stuff on the whole. The PS 3 B-wing generic outright replaces Dagger Squadron pilots though, since you can take adaptability on them and reach PS 4 for a point cheaper. I also like all the upgrades except the gyroscopic cockpit, which doesn't address the key B-wing problem of stupidly low durability for their inevitably high cost.

The cloaking HWK is fantastic...

Do you think it the Nova Squadron should be brought upto 5?

Maybe I will rework that. Any suggestions?

10 minutes ago, AwesomeJedi said:

I like your ideas @Jadotch , please keep up the work.

Thank you!

Random short thoughts from myself:

New stuff:
Red Stepla- Made her for Snap and Gunner/Luke combo.
Matas Havel- I was thinking a Tactical Jammer plus Winter Celchu. While not offensive, it would add a dynamic to the board.
Yakown Reth- Read this guy carefully. It is a red dice roll, that includes bomblets and asteroids. (I really should put "when YOU are rolling" . it will be changed. I need to read it carefully, HA!)
Callen Troyt- He is a low PS on purpose, stopping Target locks and Evades, like an anti-Omega Leader.
Scarlet Star- As pointed out I missed Ordnance Tubes! (I may take away its missile slot.) But this was really to make Eaden Vrill (Raymus Antilles, Tie Defenders x7 and JumpMasters nightmare) useful. Plus it adds to the new pilots add with interesting combos.
Winter Celchu- This adds value to the tactical Jammer and maneuvering through objects.

Previous stuff:
Tekli- She becomes more and more interesting as more and more condition cards are put on the table.
Admiral Ackbar- The samething with him. The more double cards on the table, the more interesting he becomes. I am counting on double sided S-Foils making it to the table someday.

Edited by Jadotch
1 minute ago, Jadotch said:

Do you think it the Nova Squadron should be brought upto 5?

Maybe I will rework that. Any suggestions?

It's tough, because you'd have to go to 25 points to have the Dagger Squadron pilot remain useful again. At that price you're pretty much limiting yourself to three in a squad so they're going to need a durability fix rather than a maneuverability one to be worth taking. At the moment, the Reinforce action is the Rebellion's claim to fame, so I'd suggest the following as a title to accompany the PS5 Nova:

B-Wing Heavy Fighter (Title, 0 points)
"At the start of the combat phase, if you have at least 1 shield, you may assign a reinforce token to your fore section."

You get a massive defense and action economy boost, yet you're still flying a slow, sluggish B-wing, not a Scurrg. At that point, the high cost of the ship is justified as it has some kind of defensive mod.

13 hours ago, Jadotch said:

Good catch. I missed Ordance Tubes. I will change it to huge ship crew only.

No need. O Tubes converts your hardpoints, which the Outrider doesn't have. Last I checked.

I will update the Scarlet Star and Yakown Reth on Tuesday. As well as uploading the 'custom' art that I have. Shots of B-Wings are surprisingly rare.

Edited by Jadotch

Matas Havel : I really can't figure out what use his ability would ever be. Putting a Tactical Jammer between enemies and who they really want to shoot? Making sure a Crew member is at the right range for a support ability? It's way too expensive a ship to accomplish anything meaningful without being able to shoot.

Red Stepla : Won't work with Outrider title, will work with Gunner/Luke... but again, that's 40+ points for a single 3-die attack in arc only. This ability seems pretty lacking on this ship, too.

"Pick" : There isn't a terribly great selection of Astromechs for him to use, but it's a solid ability because it's a free action.

Blackmoon Squadron Veteran : If nothing else, FCS + Adaptability can give you 3 of these at 99 points. Compare that to X7 Defenders or something and man can you tell how much the E-Wing is lacking (though obviously you intend to make up for that with titles, which I'll cover as well).

Yakown Reth : Could probably lose "1 or more" and probably "once per round" as well. Predator/FCS makes his attacks pretty accurate, so not bad.

Captain Saz : Another decent offensive ability.

Nova Squadron Veteran : Never been a fan of this card because it completely obsoletes the Dagger.

Callen Troyt : I like that he leaves Focus (which every ship has) but shuts down other modifications, making it impossible to stack tokens against him. Great if you can pair him with other anti-token shenanigans (HSCP?).

Karie Neth : Not bad, but the range limitation could hurt if you get stuck with stress and a Range 1 attack.

Lieutenant Deegan : Like this one. Not bad with a couple torps in the tubes.

Sian Tevv : Really wants to be in a support role, which is cool if you can keep him cheap.

Riv Shiel : Great ability, but you have to be careful not to make the fragile HWK too expensive. I do like Rebel synergy abilities ("Dutch", Garven, etc).

Scarlet Star : I'm a huge fan of a similar fix for the Firespray. I'm not sure it's as good on the YT-2400, but I like it.

Republic Courier : Excellent addition to the HWK.

Gyroscopic Cockpit : I like this one a lot. Sucks to end up double-stressed on hard-1s, though. Still, would love to add this to Ibtisam/E2/Hera...

Escort Package : Can't place my finger on why I'm not a fan of increasing pilot skill for a single phase, but there it is. Great restriction on what looks like the fix the E-Wing needs.

PK-8F Analysis Grid : Neat ability. Hard to price because attack dice can be worth a lot, but it also might not always come into play (though these days FFG keeps adding more and more Hull/Shields to every ship...)

Tibanna Synthesizer : Not sure that to think about this one. You boost some attacks, but gimp others, not sure that's something I'm willing to pay points for.

Admiral Ackbar : Fun ability.

Eaden Vrill : Pretty decent, probably costs right since he's like 3PO.

Lieutenant Blount : Not bad, maybe only worth 2 given the Range 1 restriction.

Tekli : Super situational, but I like the ability.

Winter Celchu : Situational, but not bad for 1 point. Throw a Tactical Jammer in there for +3 Agility total!

"Whistler" : Probably my favorite implementation of this droid so far, since he actually works with Corran.

"Catch" : Decent defensive upgrade, but hard to judge if he's too situational or not (probably good as-is, since TLT's exist and FFG keeps making Missiles [but not torps...] better and better).

"Sparky" : Great if you can flip around behind an enemy at Range 1. Practically never going to be useful otherwise. Maybe on an ARC with its 2... arcs?

R8 Astromech : I like it. Not going to come into play all the time, but offensive re-rolls are nice.

Edited by ObiWonka
On 11/10/2017 at 6:33 AM, Celestial Lizards said:

No need. O Tubes converts your hardpoints, which the Outrider doesn't have. Last I checked.

"You may treat each of your Hardpoint upgrade icons as a Torpedo or Missile upgrade icon.

When you are instructed to discard a Torpedo or Missile Upgrade card, do not discard it."

So no hardpoints to convert, true, but the native missile slot on the YT-2400 would never get discarded, due to the second phrase.

12 hours ago, Sparklelord said:

but the native missile slot on the YT-2400 would never get discarded, due to the second phrase.

Wow, good eye! I didn't notice that.

17 hours ago, ObiWonka said:

Matas Havel : I really can't figure out what use his ability would ever be. Putting a Tactical Jammer between enemies and who they really want to shoot? Making sure a Crew member is at the right range for a support ability? It's way too expensive a ship to accomplish anything meaningful without being able to shoot.

Red Stepla : Won't work with Outrider title, will work with Gunner/Luke... but again, that's 40+ points for a single 3-die attack in arc only. This ability seems pretty lacking on this ship, too.

Matas was basically made for the Tactical Jammer and Winter Celchu. It is not a great card on purpose. Or a last minute arc-dodge.

Red Stepla was supposed to not use the Outrider title. (The intention was to make the YT-2400 playable, not just the Outrider.) Maybe I will take away the arc restriction and put a Range Restriction? Don't forget Snap Shot+Your Normal Shot+Gunner/Luke. You can potentially have increased your attack value by 2.

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"Pick" : There isn't a terribly great selection of Astromechs for him to use, but it's a solid ability because it's a free action.

I wanted to give those ACTION astromechs a good use!

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Yakown Reth : Could probably lose "1 or more" and probably "once per round" as well. Predator/FCS makes his attacks pretty accurate, so not bad.

Yakown Reth- Now I have changed in the text "when you roll 1 or more attack dice". I cannot lose "once per round" because the simple fact of the matter it is red attack dice, not just executing an attack. So going through an Asteroid, or trying to dodge a Bomblet or some other red dice roll all count.

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Scarlet Star : I'm a huge fan of a similar fix for the Firespray. I'm not sure it's as good on the YT-2400, but I like it.

Why it is on here, again, I hate having to use the "Outrider" to make the YT-2400 viable. On Eaden Vrill (pilot) + Raymus Antilles + Linked Battery or Red Stepla + Gunner + Snap Shot + Linked Battery is still a pretty decent ship. Or even Leebo + Juke + Linked Battery + Jan Ors.

I took away the missile upgrade icon and reduced the points to zero. I will upload soon.

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Nova Squadron Veteran : Never been a fan of this card because it completely obsoletes the Dagger.

Would something like a PS bump and price bump help?

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Tibanna Synthesizer : Not sure that to think about this one. You boost some attacks, but gimp others, not sure that's something I'm willing to pay points for.

I wanted to give more options to the E-Wing with the title. Plus it is "fluffy" for the E-Wing. With expertise it is a much bigger benefit overall.

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Escort Package : Can't place my finger on why I'm not a fan of increasing pilot skill for a single phase, but there it is. Great restriction on what looks like the fix the E-Wing needs.

I wanted a "fire first" type, being an anti-fighter type ship. As for the rest of it, it is more complex than I like, but with Corran and Rebel Regen taking R2-D2 out of the equation was a must. And I wanted a restriction on the systems slot as well. So having to have an exact number of points limits the options, but you can still get a decent ship out of it a lot cheaper. AND FFG tends to think in terms of the number of ships you can put down in a 100 point game. So this still limits it to 3 E-Wings, but they have been supped up a bit. (Total they are still going to be 26 points for the cheapest version.)

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PK-8F Analysis Grid : Neat ability. Hard to price because attack dice can be worth a lot, but it also might not always come into play (though these days FFG keeps adding more and more Hull/Shields to every ship...)

This is fluff and gives the B-Wing more fire power in the fluffy role it was intended. Against larger heavier ships it is hitting them hard, against the more common TIEs not so much.

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Tekli : Super situational, but I like the ability.

She is almost a throw away card if you have the space, however, she can be used to great effect the more common condition cards become.

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"Whistler" : Probably my favorite implementation of this droid so far, since he actually works with Corran.

Whistler is one of my favorites, it actually works with Corran. Him plus intensity, can make an awesome combo.

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"Catch" : Decent defensive upgrade, but hard to judge if he's too situational or not (probably good as-is, since TLT's exist and FFG keeps making Missiles [but not torps...] better and better).

Yes it is situational, but with the TLTs running around and against Alpha Strikes he will help. A T-70 with auto thrusters and Catch will are 2 guaranteed evades against TLTs.

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R8 Astromech : I like it. Not going to come into play all the time, but offensive re-rolls are nice.

I almost made it "When attacking, if you have the same agility value or greater as the defender, you may reroll 1 attack dice." But I wanted to keep it at a cheap price. I am still toying with the idea.

Thank you for the extensive feed back.

Corrected thus far:
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Oh and if any of you want to use the "custom" art. Custom meaning I found 2 pictures on the web and photoshopped them together (Or in one case colorized a B&W drawing.) Some of it turned out better than others, I know what a hassle it can be finding all unique art for the cards. (I lost "Pick's" art on a different computer. I may try and recreate it.)
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Edited by Jadotch
16 hours ago, Celestial Lizards said:

Wow, good eye! I didn't notice that.

Candidate for the most ignored upgrade slot in the game, right next to missiles on the YT-1300 and torpedoes on the ARC-170

Just now, Sparklelord said:

Candidate for the most ignored upgrade slot in the game, right next to missiles on the YT-1300 and torpedoes on the ARC-170

I'd say the modification slot on a TIE fighter is a contender, along with the Lambda shuttle's cannon and the TIE Defender's missile.

9 hours ago, Astech said:

I'd say the modification slot on a TIE fighter is a contender, along with the Lambda shuttle's cannon and the TIE Defender's missile.

Lambdas used to be run with HLC and EU, but that's an old example and nowadays I agree

Whenever you see Night Beast you see TIE MkII on her, and some people used to take Stealth Device on Howlrunner, too, but those are old, rare examples and nowadays I agree

I have heard of no exceptions to the unused missile slot on TIE Defenders, but Harpoons have worked miracles already so who knows ;)

That said, I have also heard of prockets being run on Dash to help the range 1 no shot zone vs higher PS

On 16/11/2017 at 0:39 AM, Sparklelord said:

Lambdas used to be run with HLC and EU , but that's an old example and nowadays I agree

Whenever you see Night Beast you see TIE MkII on her, and some people used to take Stealth Device on Howlrunner , too, but those are old, rare examples and nowadays I agree

I have heard of no exceptions to the unused missile slot on TIE Defenders, but Harpoons have worked miracles already so who knows ;)

That said, I have also heard of prockets being run on Dash to help the range 1 no shot zone vs higher PS

I think Harpoons on a Defender defeat their purpose - TIE/ds don't really need the added firepower, considering their double tap. A few others I thought of:

The torpedo slot on the E-wing.
Torpedo on the U-wing (and the U-wing in general).
Bomb on the Decimator.
Second cannon on the Aggressor.
Torpedo on the Scyk.
Torpedo on the Protectorate Starfighter.
Torpedo on the Starviper.
Title on the YV-666.

Come to think of it, almost all torpedo slots go unused now that Harpoons are out.

On 15/11/2017 at 4:40 AM, Sparklelord said:

Candidate for the most ignored upgrade slot in the game, right next to missiles on the YT-1300 and torpedoes on the ARC-170

If you have the points, Proton Rockets on Dash is funny. Once or twice an opponent has barrel rolled into the range 1 bubble and still eaten a 4 dice attack because they forget.