13 hours ago, thespaceinvader said:With you on this one.
I want a 2-crew large base TIE with green turns, so that I can finally have a solid platform to stick Hux, Fleet Officer, and Systems Officer on. And bundle in some fixes whilst you're at it.
PS1 Troop Transport Pilot 19 points?
2/2/5/3. (Maybe needs to be 3 primary, but if so, needs to be more expensive or 1 agility or both.)
Red stop
All speed 1s green (Maybe not the turn, but I really want a green turn on this thing, and it’s sloooow as compared to TIEs which are distinctly not for the most part so it’ll struggle to keep up with them, by design)
All speed 2s white except straight green
Speed 3 banks red, straight white
No 4s, no k turn
Focus, target lock.
2 crew, no other slots.
Basic intention is an actually-good platform for Fleet Officer, Systems Officer, Hux etc. So it’s got green turns and all 3 speeds of bank (if you want to give up Lightweight Frame…), enough toughness to not die instantly, plus it can stick on a Death Trooper in the free slot to make its attack not completely ignorable. Green turns are super powerful, yes, but with only 2 dice in arc, and no repositioning it doesn’t pay and lose its modification, which costs it any of several good buffs to is capability, for, and super low PS, it probably doesn’t matter.
Contains Fleet Officer, Systems Officer, Conner Net (because there NEEDS to be a non-rebel source for Conner Net already)
Title: Orbital Operations Loadout - TIE Reaper or TIE Striker only. Add [crew] or [bomb] to your upgrade bar. You cannot equip unique [crew] upgrade cards.
(Making the striker match its visual dictionary entry; doesn’t add both slots because the bomb operator is operating the bombs, OR doing other stuff. But like **** any named Imperial officer is gonna ride around in a spacesuit in a troop transport or flappy-bird - so maybe losing 1 crew off the base ship would be better so this can’t tote Palp, because this really isn’t his style, but I’m not sure; having palp with green turns is probably not broken on a chassis like this)
Title: Combat Drop Loadout - Must have [crew] slot - after you execute a red [stop] manoeuvre, you may receive one stress token to rotate your ship by 90 degrees. You may equip one additional Title upgrade card.
(Because there isn’t a ship with a red stop that DOESN’T need something like this except the Resistance Bomber. It might need a ref card to show how - it would want some way of ensuring the ship remained centred, giving it full small-ship-barrel-roll sliding would probably be too much. My thought was ‘place a 1 straight butting up against the outside edge of a guide on one side. Turn the ship through 90, aligning the corner of the template with the corner of the base)
Ordnance Technician Droid - Crew - 2 points. Imperial Only.
When a ship at range 1-3 is affected by the detonation of, hit, or damaged by one of your [bomb], or [torpedo] upgrades, that ship chooses 1: take one critical damage, gain one stress token, gain one ion token. Friendly ships affected by this gain one focus token in addition.
If you do not have a crew slot, you may equip this in a bomb or torpedo slot. Otherwise, add one [bomb] or [torpedo] icon to your upgrade bar, if you already have at least one of that icon on your bar.
(Because the Empire needs a bomb upgrading crew, and it needs to be interesting, and it needs to fit onto the Bomber and Punisher, and yes, RAC DOES need Bomblet Generator, or a torpedo alpha.)
Death Troopers . Imperial Only. (3 copies enclosed)
1 Crew, 1 point. For each Death Troopers equipped on this ship, subsequent Death Troopers on this ship cost 1 additional point (i.e. 1 Death Trooper is 1 point, 2 is 3 points, 3 is 5 points)
When attacking with your primary weapon, you may roll one additional die. After the Attacker Modifies Attack Dice step, you must cancel one attack die.
(I’ve been thinking about this concept for a while and it just fits Death Troopers really well. It is sorta like an extra die and sorta like a reroll, only worse than the former and better than the latter - it makes whatever number of dice highly reliable, but is better on low dice numbers, and markedly better with rerolls. It might need to be primary only. The variable pricing is because it doesn’t get better at a linear rate, and it gets a lot more better with 3+ attack dice and a turret (i.e. on a deci, this likely means you don’t need actions, especially if it’s RAC), and in particular would combo (worryingly, because nothing ever really has yet) with Expose/EI on the Deci, as it works roughly like a 1/2/3 die reroll-that-can-be-rerolled at that point)
Flexible Combat Fitout. TIE only, Imperial Only. Modification, 2 points. (3 copies enclosed)
At the start of setup, choose any number of different Modification upgrade cards you do not have equipped, whose combined points cost is two or less, and equip them.
(Because for goodness’ sake, the Punisher and Bomber with their 3 different fix Modifications, and yes, this does allow the Squint and /sf to have a little flexibility in not always including Autothrusters/LWF, and being able to swap it out for TIE Mk2 and the below Ablative Duranium Panels if there are bombs and harpoons around, and yes it lets QD get Guidance Chips on top of LWF)
Ablative Duranium Panels. TIE only. Imperial Only. Modification. Dual card. 1 point. (3 copies enclosed)
Side A When you are not the target of an attack and you are dealt a face down damage card, you may flip this card to discard that damage card.
When you are not the target of an attack and you are dealt a face up damage card, you may flip this card to flip that damage card face down, or discard this card to discard that damage card.
Side B When you are not the target of an attack and you are dealt a face down damage card, you may discard this card to discard that damage card.
When you are not the target of an attack and you are dealt a face up damage card, you may discard this card to flip that damage card face down.
(Because honestly, screw Harpoon Missiles, and bombs, and Sabine. Hopefully balanced as those effects can still take shields away if you have them, and you only get a maximum of two uses out of it, or one if you want to discard a faceup entirely. Something like this might just manage to rescue swarms)
PS3 Death Trooper Drop Pilot (Add EPT, 21 points)
(This is a combat dropship, elite pilots for it should actually be elite, it’s not just a passenger transport like the other shuttles. And yes, this makes it PTL capable, but it’s a 2 die large base ship with no ordnance slots and no native repositioning except off its stop, so who cares?)
*PS3 Scarif Transport Commander (no EPT, 21 points)
Add coordinate to action bar (i.e. it has coord when others don’t).
When you perform a coordinate action, you may choose another friendly ship at range 3 as the target. After you perform a coordinate action on a ship at range 2, gain one stress token, or at range 3, 2 stress tokens.
(A usable Coordinate action out to range 3, which is harsher the longer the range, and combos with Recruit, and give it stress to stop it comboing so easily with PTL)
*PS4 Death Trooper Commander (Add EPT, 23 points)
When attacking, before the defender rolls defence dice, the defender gains one stress token per hit or crit result remaining, until it has at least two stress tokens.
(Combos with Death Troopers, obviously, and gives the Empire some much needed double stress capacity.)
Yeah, I've been thinking about this for a while. If I can finally decide it's worth the money, I might buy another Deci and a Raider to make a Reaper conversion. The bottom section of the Deci once it's popped apart looks a lot like the Reaper fuselage, and the Raider panels are probably about the right size. And I don't have Palp yet...
The only part I'm still not quite sure on is Ordnance Technician Droid. Designing a bomb-buffing upgrade for Imps is made much more difficult by the fact that 2 out of 3 of their bombing ships don't have crew, AND they still don't have a good crew carrier that doesn't cost 40+ points and die to a brisk sneeze if it's not attacked yet (Phantom) or cost 50+ points full stop (Deci).
So much yes. Especially the Combat drop loadout. This would be so much fun on every single frame that can do it, but probably most on a lambda. It's weaker than what the U-Wing got, and the U-Wing can't get too much utility out of it as it can't fold its wings back without its own title. Such a great idea, kudos!