Ships you feel should have a Ship Ability or Configuration

By Animewarsdude, in X-Wing

The "mini LAAT" or whatever we are calling it appeared in the Clone Wars TV show as a Coruscant Police and Shocktrooper transport. This is the LEGO version of it.Image result for star wars clone wars lego set police transportImage result for coruscant police gunship

13 minutes ago, Hiemfire said:

Just going off memory so not a 100% guarantee of what was there but as follows from Legends (what I remember from the old readouts):

(1) Auto-blasters; Short ranged, fast firing, wide spread.

(2) Triple Laser Cannon

(3) Each was an Ion Cannon

I wasn't questioning the in universe reason by the way, I was looking at it from a game perspective and what is available for the cannon slot right now. If taking multiple of a cannon had an special affect associated with it, like maybe allowing a re-roll or two, I could see packing in a pair of HLCs or ICs with a Jam Beam or Tractor Beam as a utility addition. But it unfortunately doesn't.

You can't even take a multiple of an upgrade so it wouldn't even be all that great.

As it is the base Blue Squadron is 42 points and so far we only have 4 cannon options meaning that feeling them at the cheapest it would be 51 points and at its max 54 points for a generic low int pilot that will only get to fire off one of those cannons.

But, I guess they could have it where certain upgrades allow you to get ship abilities so they could have the B-Wing configuration get the Upsilon's ability. However, I'm not a huge fan of that generally since I'd definitely vote for more ships to have different and varied abilities so they play differently.

2 minutes ago, JJH_BATMAN said:

The "mini LAAT" or whatever we are calling it appeared in the Clone Wars TV show as a Coruscant Police and Shocktrooper transport. This is the LEGO version of it.Image result for star wars clone wars lego set police transportImage result for coruscant police gunship

Ahsoka and Anikin look evil as LEGO figs...

Just now, Animewarsdude said:

You can't even take a multiple of an upgrade so it wouldn't even be all that great.

Spaced that, thanks. :)

So would we be getting a republic or empire or rebel version of this?

Just now, JJH_BATMAN said:

So would we be getting a republic or empire or rebel version of this?

Imperial most likely if they were to add it, unless we see the Tie Bomber get its crew variant back then they could slot it back into Republic. As it is the ship is more recognizable from Rebels since it was used in a fair few episodes whereas I think it was used in all of 1 or 2 in Clone Wars.

Just now, JJH_BATMAN said:

So would we be getting a republic or empire or rebel version of this?

/shrug The speculation started due to the missing TIE Shuttle upgrade. Them planning on releasing the LAAT/le or LAAT/i for that role was presented as a possible reason. Though the Reaper does fill it, except it is big.

4 minutes ago, Animewarsdude said:

Imperial most likely if they were to add it, unless we see the Tie Bomber get its crew variant back then they could slot it back into Republic. As it is the ship is more recognizable from Rebels since it was used in a fair few episodes whereas I think it was used in all of 1 or 2 in Clone Wars. 

I guess it could be multi-faction? Tho it doesn't seem likely (Nym Scurrg as an example)

Edited by JJH_BATMAN
How do you spell scurrg?😆
2 hours ago, Ambaryerno said:

B-wing

Configuration: Gunship
Remove your torpedo icon from the upgrade bar, and add an additional cannon icon.

I can honestly say that never in all the time I’ve been playing X-Wing, have I looked upon the B-Wing and thought “You know what this needs? More cowbell...”

B-wing

Configuration: Mobile Turbolaser

add cannon slot

"When attacking if you have 2 or more of the same [front arc] cannons equipped add 1 hit result"

I like to think that if you have 2 of the same cannons and attack a ship, you're going to land a stray bolt or two. It prevents a guaranteed hit from HLC since its a bullseye arc cannon. it could help the lesser used cannons have some utility since you turn them into 4 dice guns

2 minutes ago, ZoraTheHutt said:

B-wing

Configuration: Mobile Turbolaser

add cannon slot

"When attacking if you have 2 or more of the same [front arc] cannons equipped add 1 hit result"

I like to think that if you have 2 of the same cannons and attack a ship, you're going to land a stray bolt or two. It prevents a guaranteed hit from HLC since its a bullseye arc cannon. it could help the lesser used cannons have some utility since you turn them into 4 dice guns

Can't equip the same upgrade twice sort of unfortunately as I was reminded by Animewarsdude.

1 minute ago, Hiemfire said:

Can't equip the same upgrade twice sort of unfortunately as I was reminded by Animewarsdude.

hmm, I didn't know that, thanks

Well I guess add in "you may equip up to 3 of the same cannon upgrades"

Find a way to bend the rules a little bit

17 minutes ago, ZoraTheHutt said:

hmm, I didn't know that, thanks

Well I guess add in "you may equip up to 3 of the same cannon upgrades"

Find a way to bend the rules a little bit

Something along those lines combined with your original suggestion might be fun to play around with if we end up with more than just the HLC and Ion Cannon that deal damage.

23 minutes ago, ZoraTheHutt said:

B-wing

Configuration: Mobile Turbolaser

add cannon slot

"When attacking if you have 2 or more of the same [front arc] cannons equipped add 1 hit result"

I like to think that if you have 2 of the same cannons and attack a ship, you're going to land a stray bolt or two. It prevents a guaranteed hit from HLC since its a bullseye arc cannon. it could help the lesser used cannons have some utility since you turn them into 4 dice guns

As Hiemfire mentioned no multiples of the same upgrade, but even if you equipped the same upgrades I'm not sure how useful it would be. On top of the cost of the configuration that is 4 points for Jamming, even then doubt most people want to waste an attack to strip a token, 6 for Tractor beam which makes it more likely to trigger but at a minimum of 48 points the Quadjumper can guarantee the tractor beam token(s) for 28 points and again using them means giving up your attack, HLC maybe but that is 8 points bringing your minimum cost to 50 before the configuration and is limited to the bullseye arc so you won't consistently get the shot, and then you have Ion Cannon which would help guarentee the shot but it is 10 points so base of 52 points and again only does one damage whereas I can field a Gray Squadron pilot with VTG and Ion Turret to double tap and at max do 4 damage plus ion something for 46 points.

I think the B-Wing does need something, and considering how FFG gave it two cannon slots I feel they want that to be its emphasis. To me that means the B-Wing should likely get some boon to cannons. I lean towards having it so that the B-Wing can consistently make use of its cannons be that playing its its arc like in my suggestion to move the bullseye arc to be able to fire HLC or for them to get some maneuvering buff like how PhantomFO suggested.

4 minutes ago, Animewarsdude said:

considering how FFG gave it two cannon slots I feel they want that to be its emphasis.

It was the B-Wing's emphasis even before the prototype in the current canon came on the scene. Big guns backed by some torpedoes. The B-Wing was originally set up as a Corvette and Frigate (light capital ship) hunter using its cannons for that and its auto blasters and torpedoes to deal with smaller targets. Though the torpedoes could also be used against capital ships. B-Wings were meant to take TRD to the extreme. :)

1 hour ago, Animewarsdude said:

As Hiemfire mentioned no multiples of the same upgrade, but even if you equipped the same upgrades I'm not sure how useful it would be. On top of the cost of the configuration that is 4 points for Jamming, even then doubt most people want to waste an attack to strip a token, 6 for Tractor beam which makes it more likely to trigger but at a minimum of 48 points the Quadjumper can guarantee the tractor beam token(s) for 28 points and again using them means giving up your attack, HLC maybe but that is 8 points bringing your minimum cost to 50 before the configuration and is limited to the bullseye arc so you won't consistently get the shot, and then you have Ion Cannon which would help guarentee the shot but it is 10 points so base of 52 points and again only does one damage whereas I can field a Gray Squadron pilot with VTG and Ion Turret to double tap and at max do 4 damage plus ion something for 46 points.

I think the B-Wing does need something, and considering how FFG gave it two cannon slots I feel they want that to be its emphasis. To me that means the B-Wing should likely get some boon to cannons. I lean towards having it so that the B-Wing can consistently make use of its cannons be that playing its its arc like in my suggestion to move the bullseye arc to be able to fire HLC or for them to get some maneuvering buff like how PhantomFO suggested.

While I am thoroughly convinced the only reason B-wings have two cannon slots is so in the future we can get a Rebels prototype upgrade that takes both slots, roles 6 atk dice, and probably costs 20 points, I would like to see some benefit for taking cannons as well.

I’d rather see the maneuvering 90 degrees than another mobile arc, personally.

Edited by FlyingAnchors
5 hours ago, Hiemfire said:

I was surprised it didn't receive the change over as a config myself. Had allot of fun fiddling with squad designs with it as the core.

Yeah, it's pretty cool! Though maybe they want it to be a seperate sculpt..? But at the same time, we DO have the TIE Reaper now, which serves a very similar function and is just, physically different, making it unique to the non-Lambda shuttle role.

I'd like to see the v1 get a force-related ship ability. Not exactly the same as the Aethersprite, but something similar, maybe evoking the old v1 title.

Squirrely Bastard: After you fully execute a maneuver, you may spend 1 [force] to perform an evade action.

It would open up a whole slew of possible combos, with different strengths and weaknesses. Do you:

  • Keep your force token and do a single action?
  • Keep your force token and boost/roll > focus > stress?
  • Spend your force token, do an evade and then a single action? (1.0 style evade and lock!)
  • Spend your force token, do an evade and then boost/roll > focus > stress?

If the v1 is slightly overcosted, I'd much rather see this than a price drop. Also, Fifth Brother pilot plz.

Edited by Okapi

A/SF-01 B-wing ship ability
Cockpit Gyrostabilization
You may perform Focus, and Target Lock actions, and actions in upgrade cards, even when you are stressed.

Reasoning:
The B-wing was famous because of its rotating cockpit, that eased orientation and flying for the pilot (somehow). This is reflected by allowing the pilot to perform pilot-like actions even when performing stressful maneuvers (that the B-wing has a dial full with).


A/SF-01 B-wing configuration
Reinforced Deflectors
When you activate, you may flip this card.
When attacking, roll one fewer attack die.
+ Reinforce action icon

Fire Linked
When you activate, you may flip this card.
When attacking, you may choose to resolve uncancelled hit or crit result as if they were dealt by any of your equipped cannon upgrades.

Reasoning:
The B-wing had a wide variety of cannons and other systems equipped. This allowed the pilot to link them to more easily hit their targets, or to perform extra effects on them. The Fire Linked side of this double sided configuration card represents this. This card unleashes so much possibilities with a B-wing armed with different kinds of cannons. For example, attack range 1-3 with your primary weapon, but deal jam tokens with one result. Or attack with your HLC's 4 dice, but treat it as an ion dealing weapon if you have both equipped.

The Reinforced Deflectors side reflects the ability of the pilot to transfer energy from the multiple cannons and weapons to the shield generator.

Alpha-class Starwing and BTL-S8 K-wing ship abilities
Advanced SLAM
Reasoning: There is little reason for these ships not to have that ability baked in. Nowadays, it allows for actions, but they are considered red, so it's not as no-brainer as it used to be in First Edition.

Upsilon: pivot wing per the u wing. I am deeply dubious that the ups can ever be correctly costed without either a turnaround of some kind or an extra arc of some kind.

4 minutes ago, thespaceinvader said:

Upsilon: pivot wing per the u wing. I am deeply dubious that the ups can ever be correctly costed without either a turnaround of some kind or an extra arc of some kind.

I love the ship and really enjoyed it in 1.0, when the coordinate action was new and rare, but you're probably right. There still might be something we've missed, but right now I'm worried it'll either be so cheap you should bring a wall of the things and just slowroll in a fan formation, or so expensive that you're better off leaving it on the shelf. It also seems strange to spend points on a massive gun if you're going to hand out your actions to other, less powerful ships anyway. Sai gets to copy the focus he hands out, and then gets a lock from the title for full mods, but what does Stridan get? Longer range on his ability, sure, but still no mods.

My major issue is that it's very easy to just get behind it and 2e has done 0 to change that (indeed removing engine upgrade and daredevil from it's arsenal have made it easier). In the whole of 1e I took maybe 3 shots from upsilons that were not on purpose to get the kill.

B-Wing Config -> When you perform a 2 K-Turn, you may treat it as 4 K-Turn instead.
I think that should be enough.

Edited by Polda
10 hours ago, Ambaryerno said:

Configuration: E-wing: Type B
After making an attack, roll one Red die. On a Hit apply a Weapons Disabled token to your ship. On a Critical suffer one point of hull damage, and reduce your attack power by one.
Cost: -4

This is terrible. Why would anyone ever actually equip this?

Also, it doesn't even work the way you think it does. The only person the first clause would ever impact is Corran. Weapons Disabled tokens go away at the end of the round, and as this is happening after the attack has already happened anyway, the token wouldn't do anything. It would take away Corran's double tap and that's it. And a 1 in 8 chance to damage yourself and permanently reduce your attack power wouldn't be worth the risk even if this made the E-Wing 20 points cheaper.

You don't need to come up with negative effect cards to reduce points cost anymore. This isn't 1e where you have to produce a card for every change you want to make and justify the option to take it or not by balancing negative points with some sort of drawback like Chardaan Refit.

The E-Wing is too expensive, but it'll just get reduced in cost via the app. Simple.

10 hours ago, Ambaryerno said:

B-wing

Configuration: Gunship
Remove your torpedo icon from the upgrade bar, and add an additional cannon icon.

Other people have already said it, but I'm still confused - an additional cannon slot? Are you talking 1e here? If 2e, you mean, in addition to the two it already has?

The two slots that already don't get used because no existing cannon upgrade is better than the three dice primary attack?

9 hours ago, Ambaryerno said:

It's a way to fit the B-wing's armament into something approaching the effects model. That thing has a TON of guns on it (four in the cockpit pod, at least two — possibly three. It's hard to tell exactly what the third barrel is supposed to be — in the main wing pod, and one each on the S-foils).

You realise that's already partially accounted for by the high primary attack stat, right?

And that the cannon upgrade cards don't necessarily represent a single physical gun each, right? You only need a slot for each type of gun that's included, and the laser cannons don't need a slot at all because that's what the primary value is. Two slots is already overkill. More slots won't help the B-Wing. It needs better things to put in those slots.

9 hours ago, PhantomFO said:

B-Wing:

Gyroscopic S-Foils (Open): After you fully execute a red maneuver, you must rotate your ship 90 degrees.

At the start of the Systems phase, you may flip this card.

Gyroscopic S-Foils (Closed): When attacking, you must roll one less die. 

At the start of the Systems phase, you may flip this card.

But both of those things are bad?

Why do you want to make the B-Wing harder to use? What if I just want to do a hard 1 turn because that's the the maneuver that's going to get me a shot?

I have to take an attack penalty just to use maneuvers that are on my ******* dial? No way. I would never equip that card.

Edited by GuacCousteau
4 hours ago, GuacCousteau said:

But both of those things are bad?

Why do you want to make the B-Wing harder to use? What if I just want to do a hard 1 turn because that's the the maneuver that's going to get me a shot?

I have to take an attack penalty just to use maneuvers that are on my ******* dial? No way. I would never equip that card.

If you want to take a 1-hard turn, then dial in a Tallon Roll. It also uses the 1-hard template, and you can rotate to either make it a normal hard turn, or an 88D-style hard sloop maneuver.