[homebrew/speculation] Xi-Class Shuttle

By Kyle Ren, in X-Wing

Hello forums! After working on it for a while I'm ready to submit this for intense scrutiny/ridicule. I think it would be cool if the First Order had a cheaper crew carrier type thing and I just sort of was messing around with this. Not really sure how it would pan out on the table but I don't immediately see anything horrifically busted about it. It's on a medium base.

Zeta-Squadron-Leader-Front-Face.png Omega-Squadron-Commander-Front-Face.png Zero-Front-Face.png Terex-Front-Face.png

dial.png

Costs_and_Slots.jpg

You made cool things!

Uhm. But goodness, I don't think this is cool enough.

1. The Zeta is basically a Sheathipede WITHOUT R1 shots, WITHOUT a back arc at all, WITHOUT any sort of k-turn, only one white action, a RED coordinate, and basically gains two red actions. Stat wise, even if we ignored the horrible blindspot, its a torrent that again, can't k-turn. And torrents are kinda meh at 25. ALL OF THAT ON A SMALL BASE, the Xi is a medium, and not utilizing it in any useful way. This thing should easily be under 24 points, especially without the R1 firepower.

I also recommend if you actually want to make this a cool pilot to use, make it a Init1 so its a good blocker.

2. The speed is cool, but eh... Maybe if this thing had Slam... that might be cool. Its utterly awful in combat. Maybe you should remove blindspot, and give it something like: When defending, if this ship went 4 or 5 straight or Slammed this turn, it rolls an extra defense die.

3. Sorry, but that blindspot is just... geh. Thematic but not fun. Also it really reduces the cost of the ship down to some annoyingly low values.

4. Terex's ability is just odd. First, the ship has awful firepower, making its own TL pretty meh. Also jam and two strain?? No. Strain also is really anti-ace, situational and would be considered bad design if in the future annoying fat ships like VCX or Decimator or other ships that don't really care about agility start to become very powerful. Two strain is just ridiculous, you're asking for a Soontir-delete button. And something pretty utterly useless against fat turreted ships.

Add Malarus, she fly this ship too on Poe Dameron Comics.

I appreciate a low cost carrier for the First Order, especially for a Hux and a Swarm build but Blindspot is a litte harsh for me.

Terex may be one strain token ?

Edited by Arkanta974

Should this medium base shuttle have 2 agility.

The Fires pray and Open Wing U-wing have 2 agility but the rest have 1, and this shuttle doesn't seem particulary more agile.

I think it should be a 2/1/6/1.

Also Sensor blindspot seems really unfair on this ship, perhaps something else could work, e.g. After fully executing a manuvouer suffer a deplete or strain token to rotate 90 degrees... Maybe too flexible?

Edited by Scum4Life
Spelling + Extra info

This is homebrew, so there are no real expectations, but if FFG released a shuttle with two different generic pilots, I'd be pretty disappointed.

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I like the concept of the dial being a fast shuttle. That'd add some spice. To that end, Zero has some potential Finn-like issues, where if they've dialed in a blue move, you can decrease the speed, and then immediately clear the strain. Maybe that's intended, but it seemed worth pointing out.

I'd also agree with @Scum4Life that a 1-agility statline might work better, just so it's less like a Sheathipede.

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Strain seems like an interesting direction to go, and maybe could replace Sensor Blindspot. Having a bunch of Red actions, but being able to gain strain (or even Deplete?) tokens instead of stress when performing Red actions would be really interesting. It'd allow a player to make a choice between reduced defenses and reduced maneuvers.

So... how would this work for ship ability: " You may perform actions while stressed, if you are not strained. When you perform a red action, if you are not strained, you may gain 1 strain token instead of 1 stress. " That's really open things up. You could pull a red move, take a strain action, then clear both stress and strain on the same blue move next turn.

Well, such a ship ability would need some tightening up. It'd allow unlimited red actions for stress while stressed, and it'd allow focus while stressed without issue... "Y ou may perform red actions while stressed, if you have 1 or fewer stress tokens and are not strained. When you perform a red action, if you are not strained, you may gain 1 strain token instead of 1 stress. " Those edits grind down the extreme cases some, but keeps the whole idea of being able to hold onto stress, and keep action-ing due to strain.

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I like the theme of Terex getting in someone's face and causing them problems, but might word it differently. I guess Chopper already does the Range 0 Jam token handouts... what about: "After you overlap an enemy ship or are overlapped by an enemy ship, assign 2 strain tokens to that ship." 1 strain might not be enough, since it could easily be cleared by a blue move (and I believe would be cleared by an enemy ship bumping into Terex). Basically, when dealing with an opposing blocking or bumping Terex, you would have a choice to do white maneuvers and deal with 2 strain, or do blue maneuvers and deal with 1.

Probably have to remove the talent slot, since combining nasty strain mechanics with Intimidation would probably be excessive. Maybe 2 strain is excessive. Eh. Thinking out-loud.

I think it's practically perfect!

Great work, and nice graphics.

A shuttle-ified Starwing....

ADD SLAM

ADD Cannon slot

CHANGE Jam and Coordinate to WHITE

Is two crew pushing it too far? The Upsilon has three crew, right?

I'd be more okay with the attack limitations at this price range if it had the above changes, plus maybe a second crew and 1 more shield .

thanks for the advice friends! One thing about Terex - double strain doesn't decrease the agility by two, it decreases it by one for two attacks. The idea is to make that jam action really scary because red jam is so infrequently used. I did the math and Terex' one dice with lock against a tokenless 2 agi ship with a strain does like 0.45 damage I think, so this was a way of making that range 1 attack do a little bit of work. But yeah sensor blindspot might be driving it into worrisome balance issues. I was thinking of adding this to the pack but I'm not sure so I left it out:

Enhanced_Targeting.png

Edited by Kieransi
3 hours ago, Kieransi said:

thanks for the advice friends! One thing about Terex - double strain doesn't decrease the agility by two, it decreases it by one for two attacks. The idea is to make that jam action really scary because red jam is so infrequently used. I did the math and Terex' one dice with lock against a tokenless 2 agi ship with a strain does like 0.45 damage I think, so this was a way of making that range 1 attack do a little bit of work. But yeah sensor blindspot might be driving it into worrisome balance issues. I was thinking of adding this to the pack but I'm not sure so I left it out:

Enhanced_Targeting.png

I like this uograde idea (Slightly better than Marksmanship for most ships, with extra upside for any two die primaries) but Im not sure it has a good home on this ship.

Would you be looking to give a support ship Extra oomph, that is hard to line up and would incetivise taking selfish actions like lock or focus?

48 minutes ago, Scum4Life said:

I like this uograde idea (Slightly better than Marksmanship for most ships, with extra upside for any two die primaries) but Im not sure it has a good home on this ship.

Would you be looking to give a support ship Extra oomph, that is hard to line up and would incetivise taking selfish actions like lock or focus?

Sort of the idea here is that this is the ship's weapon, and lets it do damage. The card would be intentionally undercosted, so that the ship is basically paying more for any other system. A form of advanced sensors/collision detector nerf

So currently my favourite idea for this ship is for it to have the ability, "After performing a Red Action, you may recieve a strain or deplete token and discard the stress"

This isn't as powerful as @thebitterfigs's concept but it is a little bit simpler too.

It does still allow the shuttle to perform multiple red actions without having to clear stress, but at the cost of dropping to Zero agility for an attack or 1 attack.