Xi-class light shuttle

By Commander Kaine, in X-Wing

So I was thinking about an "imperial phantom II" type of ship, and this really fits the mark.

Q7ZJDhw.jpg viVjzM6.jpg lF598P3.jpg

So it is a small based, cheap coordinate platform. It packs a lot of value, but it is not broken by any stretch.

It is very cheap, and has a great upgrade bar, with an open dial that has BOTH a turn around maneuver, and stop maneuvers.

However, it is arc-locked, with a 2 primary, and no secondary weapons to help it out. A support ship through and through.

This is emphasized by the Ace pilot, who has a modified Palob ability.

It only works on focus tokens, and only in arc.

But it works at range 1-3, and it can assign tokens to itself and other friendlies at range 1-2.

This was done for 2 reasons. Firstly, I wanted to keep it fairly support oriented, but in the comics, this Terex guy is against Poe all the time, so I wanted an ability that shuts down Poe. For flavor stuff.

What do you think? I think a ship like this could really be great for the Empire, and it is one more excuse to give us some crew options.

Terex wouldn’t give anything to a friendly ship that he needed for himself. One of his defining character traits is selfishness. I’m cool with Terex as a token stripper, but not with a support mechanic.

I would add a Commander Malarus pilot with an ability representing the drug she injects in her eye. “At the start of the activation phase you may discard 1 focus token to treat your pilot skill value as 9 until end of the phase.”

1 hour ago, jmswood said:

I would add a Commander Malarus pilot with an ability representing the drug she injects in her eye. “At the start of the activation phase you may discard 1 focus token to treat your pilot skill value as 9 until end of the phase.”

So you’re saying that her ability requires her to have Advanced Optics equipped? Because that’s the only way I can think of that she could have a focus token at the start of activation.

Increase the cost by 2 points and you're golden. Right now it's too cheap compared to Sheathipede considering it's one Shield healthier.

Other than that, really liking it.

Nice, but undercosted by 2-3pts imo.

6 hours ago, Herowannabe said:

So you’re saying that her ability requires her to have Advanced Optics equipped? Because that’s the only way I can think of that she could have a focus token at the start of activation.

That’s a fair point.

In one issue Malarus takes her drug and she’s able to execute maneuvers that even Poe thinks are impossible. My goal in theory crafting is always to capture thematic elements in game mechanics. To that end:

Malarus, take 2, ”At the end of the activation phase, if you have no damage cards, you may perform a free boost or barrel roll action.”

If I were designing the Imperial Sheathipede analogue, I'd give it a cloak. I don't know if there is a lore-friendly ship this could apply to, but it would make for an interesting mechanic.

I like the suggestions for the Xi-shuttle so far, but I agree that Terex should not be a support role. In fact, I'd go so far as to say he should benefit from a coordinate action somehow as he'd be giving up his own action, and that's also not something he would do without a clear benefit to himself. Something along the lines of "when you perform a coordinate action, remove a focus or evade token from that ship and assign it to yourself."

8 hours ago, jmswood said:

Terex wouldn’t give anything to a friendly ship that he needed for himself. One of his defining character traits is selfishness. I’m cool with Terex as a token stripper, but not with a support mechanic.

I would add a Commander Malarus pilot with an ability representing the drug she injects in her eye. “At the start of the activation phase you may discard 1 focus token to treat your pilot skill value as 9 until end of the phase.”

Yeah, that's a fair criticism. Selfish imps be selfish.

1 hour ago, Mef82 said:

Increase the cost by 2 points and you're golden. Right now it's too cheap compared to Sheathipede considering it's one Shield healthier.

Other than that, really liking it.

1 hour ago, Giledhil said:

Nice, but undercosted by 2-3pts imo.

I was thinking the Phantom's dual arcs make up for the price difference. As well as the ability to regenerate health via astromechs. But maybe you are right.

29 minutes ago, Yakostovian said:

If I were designing the Imperial Sheathipede analogue, I'd give it a cloak. I don't know if there is a lore-friendly ship this could apply to, but it would make for an interesting mechanic.

I like the suggestions for the Xi-shuttle so far, but I agree that Terex should not be a support role. In fact, I'd go so far as to say he should benefit from a coordinate action somehow as he'd be giving up his own action, and that's also not something he would do without a clear benefit to himself. Something along the lines of "when you perform a coordinate action, remove a focus or evade token from that ship and assign it to yourself."

I'm not sure about cloak. Not for this ship. But I am down for another cloaked ship :D One that works.

56 minutes ago, jmswood said:

That’s a fair point.

In one issue Malarus takes her drug and she’s able to execute maneuvers that even Poe thinks are impossible. My goal in theory crafting is always to capture thematic elements in game mechanics. To that end:

Malarus, take 2, ”At the end of the activation phase, if you have no damage cards, you may perform a free boost or barrel roll action.”

So, I made some changes.

xLAokv9.jpg

Now he can remove tokens from ANY ship, and he gets to do a free action. Which is awesomesauce.

It limits him to not be stressed, and he cannot get double focus tokens this way.

But allows him to coordinate at the beginning of the combat phase.

And allows him to trigger off from a friendly, but at a cost, obviously.

And still shuts down Poe.

I also increased the cost by 1 point.

What PS should Malarus be? I was thinking of 8?

13 minutes ago, Commander Kaine said:

Yeah, that's a fair criticism. Selfish imps be selfish.

I was thinking the Phantom's dual arcs make up for the price difference. As well as the ability to regenerate health via astromechs. But maybe you are right.

I'm not sure about cloak. Not for this ship. But I am down for another cloaked ship :D One that works.

So, I made some changes.

xLAokv9.jpg

Now he can remove tokens from ANY ship, and he gets to do a free action. Which is awesomesauce.

It limits him to not be stressed, and he cannot get double focus tokens this way.

But allows him to coordinate at the beginning of the combat phase.

And allows him to trigger off from a friendly, but at a cost, obviously.

And still shuts down Poe.

I also increased the cost by 1 point.

What PS should Malarus be? I was thinking of 8?

Still under-priced, but I love it otherwise. I'd probably decrease the range to 1-2, and increase his cost to 22, and then I think he's fine.

EDIT: In fact, now he's kinda the opposite of Ahsoka, which works really well.

EDIT 2, the EDIT Strikes back: Actually, since the ship must be in arc, and you can only remove a focus token to perform a free action limits the free action he can take. I think keeping the range at 1-3 is a good idea.

Edited by Yakostovian

How is this much different to the tie shuttle?

Also I would much rather have the original shuttle buffed instead.

1 minute ago, william1134 said:

How is this much different to the tie shuttle?

Also I would much rather have the original shuttle buffed instead.

Tech slot, system slot, only 1 crew?

And this is a new ship? Like... It has nothing to do with the other shuttles. it's a different role. It's a different ship. How does the original shuttle come here even? Like... at all?

Ah yes, sorry I didn't look at the upgrade bit but it is still a no from me. ;)

6 minutes ago, Yakostovian said:

Still under-priced, but I love it otherwise. I'd probably decrease the range to 1-2, and increase his cost to 22, and then I think he's fine.

EDIT: In fact, now he's kinda the opposite of Ahsoka, which works really well.

I don't think this ship is better than Fenn Rau (Rebel) and he is already more expensive than him. It is still an arc-locked ship that cares about arcs and has no reposition. Making it 22 and Range 1-2 makes this obviously worse than Rau. Plus rebels have more and better crew options for the slot. I don't think raising the price anymore is a good idea.

16 minutes ago, Commander Kaine said:

I don't think this ship is better than Fenn Rau (Rebel) and he is already more expensive than him. It is still an arc-locked ship that cares about arcs and has no reposition. Making it 22 and Range 1-2 makes this obviously worse than Rau. Plus rebels have more and better crew options for the slot. I don't think raising the price anymore is a good idea.

By my 2nd edit, I had changed my mind about his ability range due to it being ARC-locked. If he were to keep the token for himself, then he might be worth 22 points, but since as written he only discards it, he looks on par with Rebel Rau.

I love the design of this ship. And it looks sexy. Would buy 3! :D

Make some new pilots please! :)

9 minutes ago, beardxofxdeath said:

I love the design of this ship. And it looks sexy. Would buy 3! :D

Make some new pilots please! :)

I'm at work, and my bosses would be pissed if I downloaded Strange Aeons here :D

But I can post my ideas just in text form if you are interested.

2 minutes ago, Commander Kaine said:

I'm at work, and my bosses would be pissed if I downloaded Strange Aeons here :D

But I can post my ideas just in text form if you are interested.

SURE!

I really hope FFG does take some notes from you! I like the design of the ship.

Looking at that PS 3, that'd be a strong swarm ship. You could get 7 "naked" ships, or 6 with Advanced Optics, with a few wiggle points. When you compare it to a Z-95, you've got 2 extra HP for 2 points. Considering that the dial is probably better (adds 1-hards, a stop, but the 4-straight becomes red), and you'll have space for free crew and system upgrades. A total of 42 hit points in the seven Xi list, with 14 total attack dice, and you can deploy at PS 8, ignore crits on asteroids, and you're at a pretty respectable PS 3.

To that end, I'd be inclined to follow the Sheathipede and make every pilot unique.

8 hours ago, Commander Kaine said:

I don't think this ship is better than Fenn Rau (Rebel) and he is already more expensive than him. It is still an arc-locked ship that cares about arcs and has no reposition. Making it 22 and Range 1-2 makes this obviously worse than Rau. Plus rebels have more and better crew options for the slot. I don't think raising the price anymore is a good idea.

Rebel Rau is clearly undercosted though, by like 3-4pts.

FFG has consistenyly undercosted Action debuff abilities. If the cost to gain an extra action is 3 plus a negative effect then the cost to deny an action should be pretty similar.

Looks fair to me! I like it!

Also totally down for Terex in this game, but his ability doesn't feel mean enough. Terex is a real jerk. His ability should seriously mess with your enemy, especially since he's nowhere near as good as Rau at PS7. Maybe give somebody a jam token?

I'd also really like to see a Kylo pilot for this, so that the empire can get a PS11 coordinate carrier (with Kylo's fighter ability to make him annoying to try to kill).

2 hours ago, theBitterFig said:

Looking at that PS 3, that'd be a strong swarm ship. You could get 7 "naked" ships, or 6 with Advanced Optics, with a few wiggle points. When you compare it to a Z-95, you've got 2 extra HP for 2 points. Considering that the dial is probably better (adds 1-hards, a stop, but the 4-straight becomes red), and you'll have space for free crew and system upgrades. A total of 42 hit points in the seven Xi list, with 14 total attack dice, and you can deploy at PS 8, ignore crits on asteroids, and you're at a pretty respectable PS 3.

To that end, I'd be inclined to follow the Sheathipede and make every pilot unique.

I haven't updated it yet, but I have increased the cost of the lower PS pilots (similarly how the Phantom II pilot costs don't scale normally).

1 hour ago, DodgingArcs said:

Rebel Rau is clearly undercosted though, by like 3-4pts.

FFG has consistenyly undercosted Action debuff abilities. If the cost to gain an extra action is 3 plus a negative effect then the cost to deny an action should be pretty similar.

Well. It is in the game already, and the point costs won't change. I'd rather design for the game we have, than the game we want to have (because then we will be drowned in changes).

So, yes, ideally, Rebel Rau is undercosted. In reality however, he costs what he costs. That's the way I see at least.

51 minutes ago, Kieransi said:

Looks fair to me! I like it!

Also totally down for Terex in this game, but his ability doesn't feel mean enough. Terex is a real jerk. His ability should seriously mess with your enemy, especially since he's nowhere near as good as Rau at PS7. Maybe give somebody a jam token?

I'd also really like to see a Kylo pilot for this, so that the empire can get a PS11 coordinate carrier (with Kylo's fighter ability to make him annoying to try to kill).

Actually, it's already better in that. It can co-ordinate at the beginning of the combat phase, which is better than PS 11. Or even 12.

It does have a cost, but I think that's fine. I'd rather make something fun that creates opportunities for both players, than something utterly broken. This is why I added limitations to the ship. It cares about arcs, because that's a fun mechanic for both players. It rewards skilful play.

Making it meaner (like a Jam token) is pushing it, I think. Of course, we want characters we like to be as strong as possible, but the first priority should be game balance.

Vader would be way more accurate if he could do a ton of other tricks. He should be able to solo whole rebel squadrons, as he has done in comics and in Rebels as well. But that wouldn't be very balanced.

41 minutes ago, Commander Kaine said:

Actually, it's already better in that. It can co-ordinate at the beginning of the combat phase, which is better than PS 11. Or even 12.

It does have a cost, but I think that's fine. I'd rather make something fun that creates opportunities for both players, than something utterly broken. This is why I added limitations to the ship. It cares about arcs, because that's a fun mechanic for both players. It rewards skilful play.

Making it meaner (like a Jam token) is pushing it, I think. Of course, we want characters we like to be as strong as possible, but the first priority should be game balance.

Oh, I didn't see the update... I feel like that's really, really broken with any other faction. As is, the Empire doesn't have any ship like the Ghost, so it's probably ok, but moving forward, it really limits game design, because if they want to give the Empire another fat turret, they'll have to worry about it being broken with Terex.

Yes, adding something else probably makes him even more broken. I was more suggesting having Terex give out jam tokens instead of his current coordinate-based ability, not in addition. It just feels better thematically, and right now Jam isn't super useful, so it might be nice to see it used in another place.

Terex is also like an evil Lando - kind of suave and conniving, always messing with his enemies, and very random and reliant on luck. So maybe make it something like "at the start of the combat phase, choose an enemy ship inside your firing arc at range 1-3 and roll two red dice. For each focus result, assign it a stress token. For each hit result, assign it a jam token".