This is where the fun begins -- Eta-2 Actis Interceptor in 2.0

By Commander Kaine, in X-Wing

3 Attack

3 Agility

2 Hull

0 Shields

Focus

Lock

Boost --> Barrel roll

Evade --> Focus

Ship ability:
Jedi Interceptor

After you perform an action, you may spend a [force] to gain an evade token.

Astromech slot

Cannon slot

Speed 1: white banks, white straight

Speed 2: White turns, blue banks, blue straight, red sloops

Speed 3: Blue turns, blue banks, blue straight, Red trolls

Speed 4: Blue straight, Red K-turn

Speed 5: White straight

Pilots:

Jedi Padawan

Initiative 3

Force 1

Jedi Knight

Initiative 4

Force 1, Talent

Obi-Wan Kenobi
Reluctant Pilot

Initiative 4

Force 2, Talent

You may spend a [force] to remove 1 lock from your ship

BdvU.gif

Anakin Skywalker
Fun loving Jedi Knight

Initiative 6

Force 3, Talent

At the beginning of fun engagement phase, you may spend a [force] to gain a focus token.

200_d.gif

( @Ixidor you are right. This is his rightful place)

R2-D2

Republic

Charges 3

When you receive a face down damage card, you may spend 1 [charge] to repair it.

When you receive a face up damage card, you may spend 2 [charge] to repair it, before it's effect is resolved.

(necessary rework, since shields don't exist on the Eta 2)

This ship is decked out on surviving, because if it gets hit, it pretty much goes down anyway. This is especially apparent on the Pilot abilities, Obi resisting ordnance attacks, or highly modified attacks, while Anakin can ALWAYS get a focus, even if he is stressed. Paired with the native evade ability of the ship, he can virtually always token stack.

Also, generic Jedi pilots are fun :) Pew pew. I'm loving the 2.0 designspace.

This looks fun, but I would open its dial up even more: I feel like it needs it with such a pathetic amount of hull.

About the ship ability though - I like it - but didn't some clone units fly these? And also, is a force related ability really a ship ability?

Yes, Prequel ships will be very fun. I just realised this. Thank you.

1 minute ago, Infinite_Maelstrom said:

This looks fun, but I would open its dial up even more: I feel like it needs it with such a pathetic amount of hull.

About the ship ability though - I like it - but didn't some clone units fly these? And also, is a force related ability really a ship ability?

Yes, Prequel ships will be very fun. I just realised this. Thank you.

Clones could fly it I think, but the ship's full potential could only be unlocked by using the Force, so I think the ability is really apt. Clones also flew a modified version of the ship. No drood slot. (Maybe a configuration? )

You could make a generic clone pilot, with a discount. Obviously, they couldn't use the ability, so it would be a cheap swarm ship with a hefty attack (but low initiative)

I think for game balance reasons, the hull is too low. I think it could reasonably sit at 4 hull. It's still very easy to take it if you land the hits but it should at least be able to take more than one attack that way.

Also, this one should definitely have multiple mod slots. The Jedi seemed to really love customizing their fighters. (That might have been more true in lore on the Delta-7 but I say give it to both of them, maybe the Delta-7 gets three and this gets two).

I agree. 3 should be the minimum amount of hitpoints in this game. You really don't want a ship that most ships have a good chance of one-shotting.

3 hours ago, Commander Kaine said:

3 Attack

3 Agility

2 Hull

0 Shields

Focus

Lock

Boost --> Barrel roll

Evade --> Focus

Ship ability:
Jedi Interceptor

After you perform an action, you may spend a [force] to gain an evade token.

Astromech slot

Cannon slot

Speed 1: white banks, white straight

Speed 2: White turns, blue banks, blue straight, red sloops

Speed 3: Blue turns, blue banks, blue straight, Red trolls

Speed 4: Blue straight, Red K-turn

Speed 5: White straight

Pilots:

Jedi Padawan

Initiative 3

Force 1

Jedi Knight

Initiative 4

Force 1, Talent

Obi-Wan Kenobi
Reluctant Pilot

Initiative 4

Force 2, Talent

You may spend a [force] to remove 1 lock from your ship

BdvU.gif

Anakin Skywalker
Fun loving Jedi Knight

Initiative 6

Force 3, Talent

At the beginning of fun engagement phase, you may spend a [force] to gain a focus token.

200_d.gif

( @Ixidor you are right. This is his rightful place)

R2-D2

Republic

Charges 3

When you receive a face down damage card, you may spend 1 [charge] to repair it.

When you receive a face up damage card, you may spend 2 [charge] to repair it, before it's effect is resolved.

(necessary rework, since shields don't exist on the Eta 2)

Id flip Obi and Anakins ability. Remember Obi is the calm one and Anakin is the one who thinks rolling is a good trick.

I like it as long as there's no way to increase the agility or hull/shield. So no modification slot?

4 hours ago, Ixidor said:

I think for game balance reasons, the hull is too low. I think it could reasonably sit at 4 hull. It's still very easy to take it if you land the hits but it should at least be able to take more than one attack that way.

Also, this one should definitely have multiple mod slots. The Jedi seemed to really love customizing their fighters. (That might have been more true in lore on the Delta-7 but I say give it to both of them, maybe the Delta-7 gets three and this gets two).

2 hours ago, Boba Rick said:

I like it as long as there's no way to increase the agility or hull/shield. So no modification slot?

So what I was thinking:

Since in the lore the Jedi modify these ships to fit their own needs, and also there is a clone version, that is more "stock", but lacks the drood slot.

Personalized craft:
Gain two mod slots. Unique pilot only.

and

Stock version:

You may not use the "Jedi Interceptor" ability.
You lose the Astromech slot.
+1 hull.

Negative cost, I guess.

New modification: Missile Launchers: Gain a missile slot (for lore reasons)

There's no reason to have that as a separate card, really.

Just put the stats differently on the clone pilot version, and leave off the Jedi Interceptor ability.

I still don't like the 2 hull. Yes, you can add shield up or hull up but... eh... IDK. Game balance sometimes trumps lore and I still think it should.

Also, I think the astro slot is still in the stock version.

I've read it on the Wookiee, I'm referring to that.

About the 2 hull... Yeah, I see your point, but I don't think I would raise it above 3 in anyway. I don't believe that they should be beefier than Interceptors and TIE fighters.

I would be interested in what would happen if the ship itself had the ability.

Spend 1 force and 1 evade token to cancel 3 non-crit hits.

15 minutes ago, Commander Kaine said:

I've read it on the Wookiee, I'm referring to that.

About the 2 hull... Yeah, I see your point, but I don't think I would raise it above 3 in anyway. I don't believe that they should be beefier than Interceptors and TIE fighters.

After some thought, I agree on 3. For one, it's basically one of the predecessor to those so it makes sense to keep a sort of theme to the lineage. My original comment was sort of colored by the Fang fighter, which I can see as a very similar ship to the Eta-2.

1 minute ago, Jetfire said:

I would be interested in what would happen if the ship itself had the ability.

Spend 1 force and 1 evade token to cancel 3 non-crit hits.

I think it would shut down too much offense, for pretty much free.

The way the ship currently is, you can dodge arcs really well, and get a load of defensive tokens. This is offset by the fact that if a shot does get in, it probably ends the ship.

With your suggestion, you can pretty much avoid all incoming damage (you still have 3 green dice). That would be a major NPE for anything that doesn't deal fixed damage.

With second edition a point was made about making damage reduction capped at the number of green dice you have, or limited in some other fashion.

Just for more fun, Vader is still canonically flying a black painted on well into Imperial service. Shows up in Tarkin.

18 minutes ago, Ravenhull said:

Just for more fun, Vader is still canonically flying a black painted on well into Imperial service. Shows up in Tarkin.

Yeah, but does Vader want this instead of the Advanced? Better dial, better green dice defense, more mobility, but decreased offense and hull.

I guess it could be used. But I like Vader heavy hitting.

It's also a nice analogue to Vader and Anakin in their fighting style. Vader is tankier but deals more damage, Anakin is faster and evades more. :D

I think the inclusion of T-rolls and s-loops might be a bit much. Usually a ship has one or the other, not both.

2 hull seems too little, unless you want to add along the lines of:

  • When you are dealt damage, you may spend a force token to reduce that damage by one.
  • During the compare results step, you may cancel all your defense dice. If you canceled 2 evade results, add 3 evade results.

I think the latter may be probably a bit too powerful.

14 minutes ago, Yakostovian said:

I think the inclusion of T-rolls and s-loops might be a bit much. Usually a ship has one or the other, not both.

2 hull seems too little, unless you want to add along the lines of:

  • When you are dealt damage, you may spend a force token to reduce that damage by one.
  • During the compare results step, you may cancel all your defense dice. If you canceled 2 evade results, add 3 evade results.

I think the latter may be probably a bit too powerful.

I think he means to cover the low durability of the ship with this ship ability from the OP:

Quote

Ship ability:


Jedi Interceptor

After you perform an action, you may spend a [force] to gain an evade token.

That said, both of yours could be interesting instead. I agree that the second sounds VERY strong.

Reducing damage by 1 is basically reinforce (though reinforce is always minimum 1). What if you can spend a force token when you become the defender to gain a reinforce token on the zone the attacker is on. (Bad wording).

Edited by Ixidor
Tried to fix the formatting and failed hard.

Herm... I think perhaps a countdown-esque ability might be better suited for a 2 hull ship.

Ship Ability - Jedi Reflexes: When an attack hits you, you may discard one [charge] to cancel all damage. 1 Charge, non-regenerating

So now you have a "cancel all damage once per game" ability, presumably to be used to cancel what would have been a one hit KO. You're still incentivized to block damage because you don't want to get hit. Worst case is it makes you a 3 hull ship if you take a single point of damage, spend your 1 charge for another point of damage, and then finally get killed.

49 minutes ago, Ixidor said:

I think he means to cover the low durability of the ship with this ship ability from the OP:

SNLmpJv.gif?noredirect

While I realize defensive abilities are less common in second edition, I think the ship ability being something like "spend a force token to add an evade result" would not be unreasonable if it really stays a H:2 S:0 ship.

7 hours ago, Commander Kaine said:

Yeah, but does Vader want this instead of the Advanced? Better dial, better green dice defense, more mobility, but decreased offense and hull.

I guess it could be used. But I like Vader heavy hitting.

It's also a nice analogue to Vader and Anakin in their fighting style. Vader is tankier but deals more damage, Anakin is faster and evades more. :D

Well, this Vader might cost a bit less, or some folks might go for a themed build that features it. Wouldn’t be the first multi-ship pilot.

10 hours ago, Ravenhull said:

Just for more fun, Vader is still canonically flying a black painted on well into Imperial service. Shows up in Tarkin.

If we never get Clone Wars stuff, maybe this is how we could still get this.

Star Wars Galaxies gave the Rebels the ARC (perhaps why it's Rebels in X-Wing?) and apparently gave the Eta-2 to the Empire. I'd love to play them both on the Republic, but having an Imperial variant could be neat.

I like this idea for the ship.

11 hours ago, Ixidor said:

There's no reason to have that as a separate card, really.

Just put the stats differently on the clone pilot version, and leave off the Jedi Interceptor ability.


Yeah, aren't the "ship abilities" just on the pilot card anyway? So you should theoretically be able to print a pilot card that doesn't have that ability.

Edited by Jokubas
19 hours ago, Commander Kaine said:

I think it would shut down too much offense, for pretty much free.

The way the ship currently is, you can dodge arcs really well, and get a load of defensive tokens. This is offset by the fact that if a shot does get in, it probably ends the ship.

With your suggestion, you can pretty much avoid all incoming damage (you still have 3 green dice). That would be a major NPE for anything that doesn't deal fixed damage.

With second edition a point was made about making damage reduction capped at the number of green dice you have, or limited in some other fashion.

What if it was instead of rolling green dice?