Custom Ship Thread

By Piratical Moustache, in Star Wars: Armada

21 minutes ago, Drasnighta said:

Sure, but I don’t like the idea of a Raider shooting a brace ace for 6 damage ... AFTER the brace, and getting a reroll to enable it..

(Black-Black, Plus ConF, Plus Kallus, with Ord ex rerolls)

Since it’s potentially and easily doing 6 to Generics SIMULTANEOUSLY

How could you not love that idea?

I'm only on board the flak guns being an ordinance upgrade to prevent too much craziness.

On a side note the Imperial II has no point defense weapons yet still has 2 blue dice. Am I the only one who noticed that?

Edited by Piratical Moustache
4 minutes ago, Piratical Moustache said:

How could you not love that idea?

I'm only on board the flak guns being an ordinance upgrade to prevent to much craziness.

The above craziness is not hampered if it’s Ordnance.

It is identical.

Only now it doesn’t help the two listed large ships which were stated as being positively affected.

2 minutes ago, Drasnighta said:

The above craziness is not hampered if it’s Ordnance.

It is identical.

Only now it doesn’t help the two listed large ships which were stated as being positively affected.

Exactly.

I never specified what craziness I was trying to prevent. ?

1 minute ago, Piratical Moustache said:

Exactly.

I never specified what craziness I was trying to prevent. ?

Okay then.

That’s fine.

Comments concluded and I won’t say anything further.

9 minutes ago, Drasnighta said:

Okay then.

That’s fine.

Comments concluded and I won’t say anything further.

To be fair a Raider I with Impetuous, Agent Kallus, Ruthless Strategists, and Flak Guns would be 63pts for a very specialized build, none of the upgrades help it against ships.

43 minutes ago, Drasnighta said:

Sure, but I don’t like the idea of a Raider shooting a brace ace for 6 damage ... AFTER the brace, and getting a reroll to enable it..

(Black-Black, Plus ConF, Plus Kallus, with Ord ex rerolls)

Since it’s potentially and easily doing 6 to Generics SIMULTANEOUSLY

Hmm guess it needs a few more limitations. How about you can not increase your dice pool when using this?

3 minutes ago, chr335 said:

Hmm guess it needs a few more limitations. How about you can not increase your dice pool when using this?

You’d just remove generic squads from the game. Non scatters more likely.

Unless you restricted it to BLUE Crit symbols.

The ability of a Raider to reliably end up with Hit-Crit Hit-Crit Cannot be ignored the moment it does more than 2 damage...

Goz and GR75 having a potshot at one shotting squads at a fraction of the cost to be considered as well, since the specialist points were brought up...

Edited by Drasnighta
30 minutes ago, Piratical Moustache said:

On a side note the Imperial II has no point defense weapons yet still has 2 blue dice. Am I the only one who noticed that?

Heavy turbolasers may not hit a squadron without luck but with guns that size you only need to get lucky once

25 minutes ago, Drasnighta said:

You’d just remove generic squads from the game. Non scatters more likely.

Unless you restricted it to BLUE Crit symbols.

The ability of a Raider to reliably end up with Hit-Crit Hit-Crit Cannot be ignored the moment it does more than 2 damage...

Goz and GR75 having a potshot at one shotting squads at a fraction of the cost to be considered as well, since the specialist points were brought up...

Restricted to blue crits would make PDR even more useless. XD

2 minutes ago, TallGiraffe said:

Restricted to blue crits would make PDR even more useless. XD

Is that an objective to fix here?

5 minutes ago, Drasnighta said:

Is that an objective to fix here?

Just pointing it out

21 minutes ago, TallGiraffe said:

Just pointing it out

The problem with PDR is it’s inherently so restrictive. Even if you had an upgrade that said “every time you roll a -Crit- symbol add one red die to the attack pool. These additional dice can trigger this upgrade” (ie, limitlessly blooming upgrade) you still wouldn’t see PDR because of its range restriction.

1 hour ago, chr335 said:

Heavy turbolasers may not hit a squadron without luck but with guns that size you only need to get lucky once

That logic actually supports the Lancer having 3 dice against squadrons because it has dedicated anti-starfighter weapons and ISDs are essentially getting lucky shots yet have 2 dice.

Just because FFG hasn't released a ship with 3+ anti-squadron dice yet doesn't mean that they never will, it just means that FFG has to speed up the release schedule for us to find out.

Wishful thinking about that last bit I know, but FFG would balance it properly... or the Lancer goes the way of the Raid token. ?

15 hours ago, Norsehound said:

I feel this guy has too many upgrade slots for his size. Since Strike Cruisers are supposed to be disposable and fragile, drop the Defensive retrofit. A single offensive retro covers the flexibility of some of the Strike Cruiser's design and, more importantly, it provides an offensive retrofit slot to this point category on a decent squadron carrying combat ship which right now, the Empire doesn't have. (It's got cheaper with the GZ and more expensive with the VSD, but ARQ/GSDs are not good carriers).

I'd be tempted to drop the turbos to keep the ions, so this class is not all-encompassingly great. But there's also more flexibility out of the turbos than Ions, and this configuration has a decent amount of red dice. Could be a variant switch to go between ions and turbolasers.

Everything else I think looks good. If you wanted to play to the it-will-explode-if-hit-the-wrong-way like Rogue squadron likes to emphasize, drop the hull to 4 and increase the shields. It would also give the ship an obvious weakness that virtually every Imperial ship has in some way, shape, or form.

It has so many upgrade slots because its meant to be the best modificable ship in the lore. The Defense Retrofitt is only meant to get "Reinforded hull", but I guss dropping the slot and making the Hull upgrade available over something else is better.

The double offensive is to enable the special "module" upgrade cards, that also deliver the special Weakness.

14 hours ago, TallGiraffe said:

Not sure about this one.

4276h.jpg 4278h.jpg

I like it a lot. Its also something like the perfect opponet for the Strike Cruiser ^_^

This is my variation of the Flak Guns upgrade that I made all the way back in June.

6580h.jpg

I also made and playtested a Venator-Class SD along with a full host of upgrades.

7507h.jpg6563h.jpg6564h.jpg

7544h.jpg7543h.jpg7546h.jpg7545h.jpg7525h.jpg

Venators are Large Ships, to give Imperials another large ship to build with.

The VnSD's are squishy, they have a worse defense suite than the MC75s and Interdictors. Furthermore, there hull is pretty eh, the same as an Interdictor. After testing them, the VnSD's feel weaker on their own than ISDs, and most of their combat capabilities come from squadrons, or the titles Vigilance and Majestic.

Edited by DasSauerkraut
redid VnSD description

Vigilance seems way overpowered for the cost.

4 hours ago, DasSauerkraut said:

This is my variation of the Flak Guns upgrade that I made all the way back in June.

6580h.jpg

I also made and playtested a Venator-Class SD along with a full host of upgrades.

7507h.jpg6563h.jpg6564h.jpg

7544h.jpg7543h.jpg7546h.jpg7545h.jpg7525h.jpg

Venators are Large Ships, to give Imperials another large ship to build with.

The VnSD's are squishy, they have a worse defense suite than the MC75s and Interdictors. Furthermore, there hull is pretty eh, the same as an Interdictor. After testing them, the VnSD's feel weaker on their own than ISDs, and most of their combat capabilities come from squadrons, or the titles Vigilance and Majestic.

One question I have is why does the Imperial Refit have the black dice, and not the Venator I? The Venator had heavy proton torpedo launchers and flak guns, but no ion cannons. I imagine any refit the Empire would do would be to add the ion cannons in place of the old ordinance systems, similar to what happened to the Victory line.

2 minutes ago, Piratical Moustache said:

One question I have is why does the Imperial Refit have the black dice, and not the Venator I? The Venator had heavy proton torpedo launchers and flak guns, but no ion cannons. I imagine any refit the Empire would do would be to add the ion cannons in place of the old ordinance systems, similar to what happened to the Victory line.

Blue dice don't represent purely ion cannons. They represent laser cannons too imo.

31 minutes ago, Piratical Moustache said:

One question I have is why does the Imperial Refit have the black dice, and not the Venator I? The Venator had heavy proton torpedo launchers and flak guns, but no ion cannons. I imagine any refit the Empire would do would be to add the ion cannons in place of the old ordinance systems, similar to what happened to the Victory line.

Honestly, I did not take a lot from canon, EU or otherwise, for the design of the VnSD. I wanted something that felt like a Venator(carrier-battleship hybrid) that was balanced, then something that was a Venator but unbalanced. That being said, I did just slap names on them without too much thought.

53 minutes ago, TallGiraffe said:

Blue dice don't represent purely ion cannons. They represent laser cannons too imo.

I did find it odd that laser cannons are not separate dice and an upgrade slot.

The upgrade cards could turn your green dice into point defense or into light turbolasers for example.

After looking through all the ships in this thread, I think squads need something to fight back. To tone him down, I removed all anti-squad so you have to specialize:

1446899381_CorranHornbalanced.PNG.e1721ea9c39020884db8bb5ad4dae396.PNG

6677h.jpg

Modified Victory that I would love to have.

On ‎9‎/‎12‎/‎2018 at 9:45 PM, Do I need a Username said:

After looking through all the ships in this thread, I think squads need something to fight back. To tone him down, I removed all anti-squad so you have to specialize:

1446899381_CorranHornbalanced.PNG.e1721ea9c39020884db8bb5ad4dae396.PNG

I believe you've spelt "Rey From Nowhere" incorrectly...

/s

I feel like Venators should have 2 Officer slots.