Tycho in a Rebel Lambda, at i5, with 0 attack from any arc. Gets 2 charge, recurring. Ability: At setup, remove all charges. At initiative 0, may spend 2 charges to perform a Coordinate action
Call sign: Rogue Null.
Tycho in a Rebel Lambda, at i5, with 0 attack from any arc. Gets 2 charge, recurring. Ability: At setup, remove all charges. At initiative 0, may spend 2 charges to perform a Coordinate action
Call sign: Rogue Null.
39 minutes ago, Kehl_Aecea said:Pilot Ability - 1 charge. During the engagement phase, you may spend 1 charge. If you do, proceed to flip the table and beat your opponent with your chair.
"In addition, if you apologize sincerely after doing so, suffer no ill effects."
Shuttle Tyderium, title Rebel only
1 charge
While this charge is active, you may not attack, or be attacked.
Action: spend 1 charge you may immediately perform a coordinate action and acquire a focus token
During the system phase an enemy ship at range 0-2 may spend a force token to flip this charge.
4 hours ago, JJ48 said:I'd love it if the art for the Rogues cards was their custom paint jobs from when they went against Isard.
Also, if we got the Hawkbats' ships, I may actually consider playing Scum!
Or some of the Rogues in their Z-95's from that series.
2 hours ago, Punning Pundit said:Tycho in a Rebel Lambda, at i5, with 0 attack from any arc. Gets 2 charge, recurring. Ability: At setup, remove all charges. At initiative 0, may spend 2 charges to perform a Coordinate action
Call sign: Rogue Null.
This could be interesting design to have a support ship with no offense at all. Would have to be a very powerful boon to the squad or be very cheap. Here is an idea from the lore where he would confuse the enemies by locking onto them to provide targeting data for the squad to use for attacks.
Tycho I5, 0 Attack from all arcs. Ability: after you perform an action, you may perform a red coordinate or jam action.
Title: Rogue Null, When an enemy ship you have locked is defending, the attacker may roll one additional die.
Also We need Corran's astromech, Whistler who would whistle when he acquired a lock.
*Whistler - You may treat the (icon for bullseye arc) as (icon for standard front arc.) or what ever wording it takes to allow Corran to use bullseye abilities from his full front arc.
58 minutes ago, pickirk01 said:This could be interesting design to have a support ship with no offense at all. Would have to be a very powerful boon to the squad or be very cheap.
I always thought it would be interesting to have the reloading tug from the TIE Fighter games as a cheap, unique (one dot) support ship.
"You do not lose your action when overlapping friendly ships. Friendly ships do not lose their action when they overlap you. Friendly ships at range 0 have the <reload> action."
1 hour ago, pickirk01 said:This could be interesting design to have a support ship with no offense at all. Would have to be a very powerful boon to the squad or be very cheap.
I was bummed to see the HWK get 2 attack automatically; there could have been more interesting possibilities there. If only another title to choose from.
I also liked the "baseline" YT-1300 from 1.0, with less attack, hull, and shields.
Stuff like this is the bread and butter of mission design: quirky elements that make the scenario unique. I hope FFG can see a place for it.
3 hours ago, millertime059 said:During the system phase an enemy ship at range 0-2 may spend a force token to flip this charge.
"I'm endangering the mission." Love it.
Maarek Stele in a Defender back and more Interceptor pilots. Plus generics printed on the cardboard for the opposite sides of the unique pilots. Hate that we get 3 dials but only cardboard for 2 generics.
On 4/8/2019 at 4:33 PM, pickirk01 said:Or some of the Rogues in their Z-95's from that series.
This could be interesting design to have a support ship with no offense at all. Would have to be a very powerful boon to the squad or be very cheap. Here is an idea from the lore where he would confuse the enemies by locking onto them to provide targeting data for the squad to use for attacks.
Tycho I5, 0 Attack from all arcs. Ability: after you perform an action, you may perform a red coordinate or jam action.
Title: Rogue Null, When an enemy ship you have locked is defending, the attacker may roll one additional die.
Also We need Corran's astromech, Whistler who would whistle when he acquired a lock.
*Whistler - You may treat the (icon for bullseye arc) as (icon for standard front arc.) or what ever wording it takes to allow Corran to use bullseye abilities from his full front arc.
The Rogue Null title would need to provide the Lock action as well.
scum pilots. firespray and HWK-290 pilots would be nice. include the HWK-290 title, maybe a new HWK-290 title and some new illicits.
how about a new fang fighter variant that can have a modification slot instead of a torpedo slot?
jumpmaster badly needs a revamp. Dengar needs some love. Manaroo too.
asajj in a starviper would be cool. scum needs a small base ship force user!
On 4/8/2019 at 5:02 PM, Roller of blanks said:I remember a thread about Vader in a defender, and between 3 force, INT 6, and the ability, he would cost about 150 points!
Without upgrades? So, even if you pair him with an academy pilot, you'd have 26 points of upgrades :D. Hmmm, if you go light on upgrades, what would be a best wingman for a 160 point vader. Howlrunner? That leaves no bid. Mauler Mithel for a twin aces list.
6 hours ago, Hiemfire said:The Rogue Null title would need to provide the Lock action as well.
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Yep, nice catch. Forgot that 2.0 took that away.
Tie Aggressors need a serious boost. I'm thinking some very strong pilot abilities would go a long way toward helping them out, something in line with the strong pilot abilities for the Rebel and Scum Y-wings (Dutch, Kavil, etc.)
Maybe a pilot with an improved version of VTG. Perform a bonus turret attack after any attack? This would let it double tap with an ion turret, or fire barrage rockets and then turret.
Any other ideas for bringing Tie Aggressors back into playability?
4 minutes ago, Spartan556 said:Any other ideas for bringing Tie Aggressors back into playability?
Has anyone tried mixing them in with VTG and Ion cannons? While they can't afford to brawl as much as the Y's (they could be a couple points cheaper) that double tap is no joke in HS.
Once they're rotated in I think they'll do better in a limited field. There's just too much in extended that make choosing them feel like a waste.
Since about wave 4 or 5 of 1.0, I have wanted Z-95's to have 2-3 more named pilots with swarm synergy to be an analog for the Tie/ln pilots. A Z swarm would be a lot more fun if you had some synergy with the list like a 5-6 named Tie list does.
*Pash Cracken, I4 (34) While you perform a primary Attack, if the defender has another Friendly ship in its arc at R0-2, you may roll 1 additional die.
*"Wingman" I3 (29), 2 Charges. Setup, lose 2 charges - At the start of the engagement phase you may gain a weapons disabled token to gain 1 charge. When a ship in your arc is defending, you may spend 2 charges to add one hit to the attacker's roll.
*"Headlong" I1 (25) - At the start of the engagement phase, if there is an enemy ship at range 0, you may choose a friendly ship at R0-2. That ship may perform an action on its action bar, treating it as red.
Add these to Cracken and Blount, you would really get a lot of fun synergy and would have a great chance to get 2-3 shots that get extra dice and mods in the first round or two. As they get killed off, their synergy falls off quickly as almost all the abilities require nearby friendlies to work.
Edited by pickirk012 minutes ago, pickirk01 said:Since about wave 4 or 5 of 1.0, I have wanted Z-95's to have 2-3 more named pilots with swarm synergy to be an analog for the Tie/ln pilots. A Z swarm would be a lot more fun if you had some synergy with the list like a 5-6 named Tie list does.
*Pash Cracken, I5: While you perform a primary Attack, if the defender has another Friendly ship in its arc at R0-2, you may roll 1 additional die.
*"Wingman" I3, 2 Charges. Setup, lose 2 charges - At the start of the engagement phase you may gain a weapons disabled token to gain 1 charge. When a ship in your arc is defending, you may spend 2 charges to add one hit to the attacker's roll.
*"Headlong" I1 - At the start of the engagement phase, if there is an enemy ship at range 0, you may choose a friendly ship at R0-2. That ship may perform an action on its action bar, treating it as red.
I like these ideas. It's kinda funny that Imperial Tie Fighters have more team synergy abilities than Rebel Z-95s. Teamwork is supposed to be the Rebel ' s specialty!
Carnor Jax
On 4/8/2019 at 6:26 PM, Darth Meanie said:I also liked the "baseline" YT-1300 from 1.0, with less attack, hull, and shields.
Hmm. Interesting. I never saw anyone use it in 1.0. But since we have the 'Scavenged,' 'Modified,' and 'Customized,' might as well get a 'generic' YT-1300, maybe with reduced hull and a single turret arc 3 attack dice? For balance?
On 4/8/2019 at 12:19 PM, FriendofYoda said:Something that brings a 4 speed bank/turn to the game
They'd need to make a new movement template for that. How's about one that for movement, has you to a U turn, but via a "Double 2 turn' template?
4 hours ago, pickirk01 said:Since about wave 4 or 5 of 1.0, I have wanted Z-95's to have 2-3 more named pilots with swarm synergy to be an analog for the Tie/ln pilots. A Z swarm would be a lot more fun if you had some synergy with the list like a 5-6 named Tie list does.
*Pash Cracken, I4 (34 😞 While you perform a primary Attack, if the defender has another Friendly ship in its arc at R0-2, you may roll 1 additional die.
*"Wingman" I3 (29), 2 Charges. Setup, lose 2 charges - At the start of the engagement phase you may gain a weapons disabled token to gain 1 charge. When a ship in your arc is defending, you may spend 2 charges to add one hit to the attacker's roll.
*"Headlong" I1 (25) - At the start of the engagement phase, if there is an enemy ship at range 0, you may choose a friendly ship at R0-2. That ship may perform an action on its action bar, treating it as red.
Add these to Cracken and Blount, you would really get a lot of fun synergy and would have a great chance to get 2-3 shots that get extra dice and mods in the first round or two. As they get killed off, their synergy falls off quickly as almost all the abilities require nearby friendlies to work.
T'would be nice to see some of the characters from the old X-wing/rogue squadron novels make an appearance.
9 minutes ago, LTuser said:hey'd need to make a new movement template for that. How's about one that  for movement, has you to a U turn, but via a "Double 2 turn' template? 
This is called SLAM.
In Star Trek Attack Wing they released a U-turn template with the Bajoran Starfighter.
Does anyone else miss Thweek from 1.0 Guns for Hire? He was fun and unique. His ability might need to be altered slightly for 2.0 balance, maybe just keep the init matching and not the pilot ability copying, I don't know.
9 minutes ago, Spartan556 said:In Star Trek Attack Wing they released a U-turn template with the Bajoran Starfighter.
Does anyone else miss Thweek from 1.0 Guns for Hire? He was fun and unique. His ability might need to be altered slightly for 2.0 balance, maybe just keep the init matching and not the pilot ability copying, I don't know.
I was just thinking about Thweek, yeah I would like to see him come back to 2.0. I actually think the opposite, he should only have the pilot copying ability and have him at I4. 95% of the time you just chose the initiative.
Erisi Dlarit, Cold-blooded traitor , I3 (46), TIE Interceptor, Add the SLAM action to your action bar.
What stood out most about her flying style was that she always ended up in situations where she wanted to give more power to the engines and was annoyed about not being able to shoot. She really wished to fly an X-Wing instead. SLAM on an Interceptor is dangerous, but I hope that the low initiative alleviates this to some degree. She might actually be even lower on the initiative tree or have some other drawback. Being able to move from one board edge to the other in one turn is probably broken, but I did not want to put her into a TIE Fighter since she did not fly one in canon.
The subtitle also needs work.
Just wanted to say that these are all incredibly designed. They hit theme and balance at a near perfect point that is unheard of in homebrewed stuff and rare in official stuff. Well done!
3 hours ago, Tempeljaeger said:Erisi Dlarit, Cold-blooded traitor , I3 (46), TIE Interceptor, Add the SLAM action to your action bar.
What stood out most about her flying style was that she always ended up in situations where she wanted to give more power to the engines and was annoyed about not being able to shoot. She really wished to fly an X-Wing instead. SLAM on an Interceptor is dangerous, but I hope that the low initiative alleviates this to some degree. She might actually be even lower on the initiative tree or have some other drawback. Being able to move from one board edge to the other in one turn is probably broken, but I did not want to put her into a TIE Fighter since she did not fly one in canon.
The subtitle also needs work.
I like it. I don't it's possible for an I3 Tie Interceptor to be OP. Sustained fire will pop it pretty quick, which is ok when it's a cheap flanker.
3 minutes ago, Spartan556 said:I like it. I don't it's possible for an I3 Tie Interceptor to be OP. Sustained fire will pop it pretty quick, which is ok when it's a cheap flanker.
Sustained fire? What kind of Interceptors do you have!
Mine go poof the first time a ship at range 3 through a rock looks at them cross eyed.