Scum ship idea: Uglies

By Cerebrawl, in X-Wing

Sort of semi-serious here. But they're supposedly a staple for pirates and the like.

Dial: mediocre, z95ish.

Stats:

  • 2 attack
  • 2 agility
  • 2 hull
  • 1 shield

Slots: Weapon hardpoint, illicit, modification

Ship ability: all suffered hits become crits.

Ability bar: focus, lock, barrel roll

18 points?

Edited by Cerebrawl
Added ability bar

Could also have different price points for different dial generics:

Generic pilot ability: use x-wing dial: 1 more point.

Generic pilot ability: use TIE fighter dial: 2 more points.

etc.

There is a canon ugly Alpha Class Starwing from the Resistance tv show that I wouldn't mind seeing in Scum. It'd be an opportunity to to use the coaxium hyperfuel illicit.

I like the idea, especially the one that allows Scum to use the new coaxium card.

But... they need more of their old ships to be more playable IMO. And the new factions have to catch up on ship counts, especially FO.

1 hour ago, 5050Saint said:

There is a canon ugly Alpha Class Starwing from the Resistance tv show that I wouldn't mind seeing in Scum. It'd be an opportunity to to use the coaxium hyperfuel illicit.

I think that was actually a Lambda shuttle with extra wings.

47 minutes ago, Cerebrawl said:

Sort of semi-serious here. But they're supposedly a staple for pirates and the like.

Dial: mediocre, z95ish.

Stats:

  • 2 attack
  • 2 agility
  • 2 hull
  • 1 shield

Slots: Weapon hardpoint, illicit, modification

Ship ability: all suffered hits become crits.

Ability bar: focus, lock, barrel roll

18 points?

3 hp behind 2 agility makes the crossed off section unnecessary.

34 minutes ago, Cerebrawl said:

Could also have different price points for different dial generics:

Generic pilot ability: use x-wing dial: 1 more point.

Generic pilot ability: use TIE fighter dial: 2 more points.

etc.

Make them non-limited configs instead of pilot abilities and adjust maneuver difficulty instead of switching out which dial is used maybe? Could also have the configurations affect the upgrade slots, stat line, and action bar. Maybe move the weapon hardpoint from the base ship to the configuration upgrades themselves as well.

Possible configuration examples using your statline and the z-95 dial as the baseline. Dropped the "tinfoil & toothpicks" ship ability and the weapon hardpoint from the base ship:

Z-95 dial for reference: Maneuver z-95

"Interceptor" (sting and run)

Restriction: "Ugly" only.

Adds: Boost > Red Focus, SLAM

Ability text: "Increase the difficulty of your speed 1 maneuvers, reduce the difficulty of your speed 3 bank maneuvers."

"Gunship"

Restriction: "Ugly" only.

Adds: +2 Hull, Gunner slot

Ability text: "Increase the difficulty of your speed 3 turns and speed 3 and 4 straight maneuvers. Reduce the difficulty of your speed 1 bank maneuvers. Weapon hardpoint: You may equip a Cannon or Turret upgrade."

"Bomber"

Restriction: "Ugly" only.

Adds: +1 Hull, Gunner slot, 2 Missile slots, 2 Payload slots and Reload action

Ability text: "Increase the difficulty of your speed 3 turns and speed 3 and 4 straight maneuvers. Reduce the difficulty of your speed 1 bank maneuvers."

"Raider" (wanna be superiority fighter)

Restriction: "Ugly" only.

Adds: +1 Hull, Astromech slot, Barrel Roll > Red Focus

Ability text: "If you would execute a K-turn, you may execute a red Tallon Roll of the same speed or 1 speed lower instead. Weapon hardpoint: You may equip a Cannon, or Missile upgrade.

Just now, Matanui3 said:

I think that was actually a Lambda shuttle with extra wings.

It was.

Hmm. I like the idea of having a "base" Ugly and then using configurations to differentiate between them. That would make it a lot easier to make pilot cards, rather than make them specifically for Y-TIEs, Deathseeds, TYE-wings, etc...

5 minutes ago, Hiemfire said:

3 hp behind 2 agility makes the crossed off section unnecessary.

It was a thematic choice to represent that these ships were cobbled together from battlefield/junkyard wrecks.

6 minutes ago, Hiemfire said:

Make them non-limited configs instead of pilot abilities and adjust maneuver difficulty instead of switching out which dial is used maybe? Could also have the configurations affect the upgrade slots, stat line, and action bar. Maybe move the weapon hardpoint from the base ship to the configuration upgrades themselves as well.

I like the idea of making them configs, but the hardpoint represents how varied the ships armament would be, as they're all custom/junker jobs, and I prefer it to be on the baseline. Instead some of the configs could restrict or replace the hardpoint.

Also my vision would be that the configs represent parts used, rather than necessarily roles filled. Y-wing body with TIE wings could have more hp and turret slot, but worse dial, while something like a z95 body with TIE wings could lose the hardpoint for a pure cannon slot, and get TIE fighter maneuverability. (These are lore examples of uglies).

12 minutes ago, Cerebrawl said:

It was a thematic choice to represent that these ships were cobbled together from battlefield/junkyard wrecks.

You'd already achieved that by having them with 2 hull for ships larger than a Vulture. With that ability the statline might as well read 1 hull. It'd have the same effect, being 1 shot regularly by everything on the table...

32 minutes ago, Matanui3 said:

I think that was actually a Lambda shuttle with extra wings.

So it is! All the guns and the two extra alpha class style wings deceived me.

@Cerebrawl You're laughing, I'm serious. Play test the base chassis you've proposed, with the ship ability you outlined, using the Z-95-AF4 dial. I have no doubt you'll find them to be unplayable and a waste of list space.

Just now, Hiemfire said:

@Cerebrawl You're laughing, I'm serious. Play test the base chassis you've proposed, with the ship ability you outlined, using the Z-95-AF4 dial. I have no doubt you'll find them to be unplayable and a waste of list space.

I'm laughing because I'm sure you're mostly right. They're also meant to pop easily, like trade federation droids. Could also change it to: can't evade crits.

Config ideas:

X-TIE: lose hardpoint for +1 attack (5 points)

X-ceptor: lose hardpoint, +1 attack, better dial(kihraxz maybe), +1 shield. (10 points)

Y-TIE: +2 hull, lore hardpoint, gain turret. (5 points)

While stuff like Z-TIE, TYE-wing and Z-wing are represented by the basic non-config ship(though TYE-wings don't have shields).

5 minutes ago, Cerebrawl said:

I'm laughing because I'm sure you're mostly right. They're also meant to pop easily, like trade federation droids. Could also change it to: can't evade crits.

Config ideas:

X-TIE: lose hardpoint for +1 attack (5 points)

X-ceptor: lose hardpoint, +1 attack, better dial(kihraxz maybe), +1 shield. (10 points)

Y-TIE: +2 hull, lore hardpoint, gain turret. (5 points)

While stuff like Z-TIE, TYE-wing and Z-wing are represented by the basic non-config ship(though TYE-wings don't have shields).

You're missing some. :P (These are Canon)

latest?cb=20161220200017

1 minute ago, Hiemfire said:

You're missing some. :P (These are Canon)

And nameless.

I also didn't mention Deathseeds(which probably shouldn't have the drawback), C-wings, etc.

3 minutes ago, Cerebrawl said:

And nameless.

I also didn't mention Deathseeds(which probably shouldn't have the drawback), C-wings, etc.

I see the Chir'daki as a variation of the raider config I suggested, IE:

"Chir'daki" (Twi'lek starfighter)

Restriction: "Ugly" only.

Adds: +1 Hull, +1 Firepower, Barrel Roll > Red Focus

Ability text: "If you would execute a K-turn, you may execute a red Tallon Roll of the same speed or 1 speed lower instead."

The C-Wing (the Corellian/B-Wing Ugly) can rot in the spice induced **** it birthed from... There is no way it had the capability to power a **** turbolaser cannon...

1 hour ago, Hiemfire said:

The C-Wing (the Corellian/B-Wing Ugly) can rot in the spice induced **** it birthed from... There is no way it had the capability to power a **** turbolaser cannon...

Oh, wow. That is incredible.
I think it needs rules immediately, that's the ugliest ugly I ever saw.
It's not like there are any infantry for the anti-infantry turbolaser to turbolaser though.

6 hours ago, Cerebrawl said:

Sort of semi-serious here. But they're supposedly a staple for pirates and the like.

Dial: mediocre, z95ish.

Stats:

  • 2 attack
  • 2 agility
  • 2 hull
  • 1 shield

Slots: Weapon hardpoint, illicit, modification

Ship ability: all suffered hits become crits.

Ability bar: focus, lock, barrel roll

18 points?

A few of us did 1.0 uglies, still got my squad. they add a lot to the game if theyre unique and weird, so what I did was give them their own set of unique mods and titles that drastically changed their effectiveness in exchange for severe drawbacks.

One of my favorites was a title that made your whole dial red, but allows you to perform red maneuvers while stressed. so you have fantastic mobility but no action. silly and weird stuff like that fits really well in the lore, where maybe your uglies engine rules but the power cells are sparking behind your chair every time you turn left

5 hours ago, Ikka said:

Hmm. I like the idea of having a "base" Ugly and then using configurations to differentiate between them. That would make it a lot easier to make pilot cards, rather than make them specifically for Y-TIEs, Deathseeds, TYE-wings, etc...

this is sorta what I did in 1.0. and it was fun.

Thoughts:

  • There's no particular need for it to be a 2-hull ship. Given that some are built on relatively 'tough' chassis, and even the ones that aren't have a lot of crud strapped to them. Especially since you've got lots of direct hits, loose stabilizers and fuel leaks adding extra damage, so a relatively high hull value is deceptively flimsy.
  • The 'Scavenged Construction' all-damage-cards-are-face-up* rule is very cool, but it means you'll be keeping track of a lot of critical effects. That means you don't want them to be a swarmy ship, because it'll be a nightmare to remember which ones are suffering what effect.
  • I wholeheartedly agree with giving them a base dial and then configurations which sway them more towards the properties of one or more of their 'parent' ships.
  • Some of them are pretty well armed!
  • Not every ugly includes shields, so I wouldn't put shields on the default statline. You can always strap a shield upgrade modification to it if it bothers you that much, or else attach shields to some of the configurations

15 hours ago, Hiemfire said:

You're missing some. :P (These are Canon)

Honestly I'd start with those. They're both canon and have miniatures from Shapeways. Plus the AT-STIE is ridiculous and awesome.

  • I'd probably suggest 4 hull. That's comparable to the striker, nantex and protectorate - but obviously it's a lot more fragile because of the critical effects.
  • Enough Uglies have weapon pods or contain elements which could pack ordnance that I think Target Lock is worth adding by default. I'd stick with white focus & white lock, and then probably give them red boost (although the engine upgrade is an option!) and roll.
  • Agility 2 is more than enough, and I'd stick to 2 dice for the basic primary given that some of them have the business end of a Z-95 or TIE fighter.

I'd probably start with the Attack Shuttle dial; it's flexible but has a lot of red on it, which can then be improved (or worsened!) by the configurations.

Maneuver_attack_shuttle.png

Then I'd think about one configuration for AT-STIE, Z-Ceptor, and Mohawk as a minimum.

  • Z-captor - This thing actually packs quad lasers - the Z-95s and two from the TIE interceptor, so should have a 3-dice attack. It also has a turret slot, too (so should have a gunner slot), and an astromech slot. In game terms this basically makes it a Y-wing which has given up its ordnance capacity for a third primary weapon - that's a pretty scary ship, even if it is fragile. This is the 'lots of direct fire' version that will probably not turn terribly well, but use the turret to make up for it.
  • Mohawk - This looks like it should have 4 lasers as well - two X-wing guns and the lasers in the TIE/ln's cockpit pod. Multiple X-wing engines strapped onto a TIE fighter would probably make this the 'arc dodger' version, though it should still be 'manoeuvrable', not 'fast'.
  • AT-STIE - the 'chin guns' on an AT-ST probably don't match a starfighter's weapons, but it does have all those weapons bundled up on either side of its 'wings' - which looks like two star-fighter sized guns and a warhead pod; to me that makes the AT-STIE the missile boat - more manoeuvrable than the Z-captor but not as much as the Mohawk, with 2 dice primary and missiles making it something akin to a Z-95 or Torrent.

* Note that 'all damage cards are face up' is different to 'all damage is critical' of hull breach - therefore the damage card still does something because it triggers stuff like fuel leak and I'll Show You The Dark Side.

5 hours ago, Magnus Grendel said:
  • I'd probably suggest 4 hull. That's comparable to the striker, nantex and protectorate - but obviously it's a lot more fragile because of the critical effects.

One of the main points was that these ships shouldn't be equivalent of a real starfighter, at least the base model without configs. They should be cheap fodder like drones. I could see the argument for making them a 3 hull ship instead of having 2 hull and a shield though.

Configs can add more hull/shields to the ones built on sturdier hulls, the baseline is for something like a Z-TIE or TYE-wing("DIE-wing")

Agreed, but with every card coming in face-up, no less than 13/33 cards are either likely or guaranteed to deliver extra damage cards, which in turn will arrive face-up.

If you consider the direct hits 2 damage, and the others about 1.5 hits (since you have to 'do something' - or not do something - to get hurt) then every damage card is worth about 1.3 cards on any other ship, so giving them 3-4 hull is about the same as a 2-3 hit ship. The other is that whilst I love the idea of a squad of weird-and-quirky, you don't want a squad with huge amounts of face-up damage effects to keep track of, so making them a touch more dangerous rather than a drone equivalent would be good.

After all, for a pilot to engaging a 'proper' warship in an ugly to represent any sort of threat, clearly they're really good pilots!

13 hours ago, Magnus Grendel said:

After all, for a pilot to engaging a 'proper' warship in an ugly to represent any sort of threat, clearly they're really good pilots!

So, you give them a discount on initiative. Say they start at 2 for the cheapest generics, instead of 1. Probably shouldn't go much over 4, since a pilot that good should've upgraded to a better ship by then. Another alternative to represent that is to give all of them talent slots.

As much as I can't see FFG making it happen (I guess they'd need to sell separate parts to mix and match), I'd effin' love to see uglies in the game in some form, just for the heck of it :D Varied configurations and maybe extra ugly-exclusive mods would be fun to see, emphasizing the 'make your own fighter from parts' theme, even though it is likely to be a bit difficult to keep track of everything, especially in a squad with these (I'd assume they would likely be cheap and pretty weakish overall, if we are to judge them lore-wise).

Kudos for the idea! :)