I know the in-flight report is in a couple hours or so, but I had a couple ideas for the tri fighter I'd like to share (and it might not show up anyway). For some reason I can't stop thinking about this comically tiny ship.
I don't have
anything
much
for the chassis but I'm leaning towards an A-Wing archetype with a 2 dice primary.
NEW STUFF IN RED
Chassis:
2 V or 3 V attack / 3 agility / 3 hull / 0 shields ---- calc. / lock / boost / evade? ---- missile / cannon / mod / talent?
Ship ability:
Pursuit Precepts - After you fully execute a maneuver, you may perform a boost action, even while stressed. After you perform a boost action using your Pursuit Precepts , if there is no enemy ship in your V , gain one stress, strain or jam token of your choice. (Of course inspired by Vonreg's TIE ship ability)
ALTERNATE VERSION: After you boost, you can lock an opponent in your arc or calculate if there's someone in your arc.
Simplify it a bit? Still goin for a hunter feel for the ship. Stressless free actions if you stay on target. This means you can double calculate if you're following programming, reflecting the more advanced, aggressive AI built into the ship.
Dial:
Just threw this together, ship ability opens up the dial in terms of speed so I hit the faster banks a bit (that is to say, axed those mother****ers), keep it in line with the other droids somewhat. Doesn't feel super unique to me and it's not fully thought out.
REVISED DIAL: (Designed by and credit to theBitterFig )
I think this can work with the ship ability I made, and overall works as an upgraded version of a droid dial. Better designed than my original one.
Pilots
I've posted this one elsewhere:
(Two Dot) Plac-Arphocc Prototype: I4
At the start of engagement, you may exchange one of your tokens with a friendly Plac-Arphocc Prototype.
I like the idea of prototype pilots for each of the droid ships.
Feel free to suggest tighter range restrictions and token type limitations to balance this guy out:
(One Dot) DIS-019: I5
When attacking, after you roll dice, you may transfer one of your green or blue tokens to another friendly ship at range 1-2.
See what I did with the name? Might be cheesy but at least I didn't call it prsk or something. Also it's D' I 'S as in 'interceptor', dunno if it's been discussed elsewhere but I figure that DFS and DBS stand for droid fighter ship and droid bomber ship respectively.
Time to get experimental:
(One Dot) DIS-707: I0
One charge
During the system phase, you may spend one charge to treat your initiative as 7 during the activation phase. Or you may lose one charge to treat your initiative as 7 during the engagement phase.
Anyone who actually understands what I'm going for here, please lemme know if you think it could be simplified! I want people to have to switch between the two modes instead of just using one.
The way it's set up here is that if you don't spend or gain a charge then you just have an I0 ship, so you have to make the change if you prefer, say, I7 during activation.
I love designing droids.
(One Dot) DIS-423: I3
SETUP: You must acquire a lock on an enemy ship, ignoring range restrictions.
You cannot perform lock actions. When attacking a ship you have locked, you may improve one of your dice results.
DBS-404s tri fighter cousin. Same naming convention and everything.
(One Dot) DIS-BOR: I2
While you perform a primary attack, if the attack is obstructed by another ship, roll one extra attack die.
(Three Dot) X386 Hounder: I1
When attacking a ship that has a red lock token, you may reroll one attack die.
(One Dot) Colla Prototype: I4
When attacking a ship in your bullseye, you may treat the range of the attack as 0, 1, 2 or 3.
If anyone has their own ideas I'd love to hear them!
Also I know I said I wanted to increase attack power without necessarily boosting dice, but sometimes more dice is more simple. Might still be able to do it in some areas.
Edited by Prosk_019Updating