Design 1 Hull Ship

By Boom Owl, in X-Wing

What would it do and what would its statline be? Which Ship(s) would it be? Only restriction is it has to have only 1 hull, no shields, and no modification upgrade.

Edited by Boom Owl

That's basically what the launched droids are, right?

Edited by Biophysical

1 hull, 10 shields, ship ability, when you would be dealt a damage card, if you are shielded, instead take 1 damage.

:P

2 reds, 3 greens, 1 hull.

All actions link into white evade. Only Manouvers of speed 3 and higher. White Talon Rolls/Slops. Maybe give it a ability to perform Slam after fully executing a Manouver. Really lean into the whole "If I stop I die".

Wait. Im describing a Fireball. God I am hyped for that ship. Reckless suicidal abandonment. Like it was designed for me.

Edited by Flurpy

I actually think a balanced hull ship needs 0-1 agility. Otherwise is has massively swingy defense with overkill factored in. You could have 3 ships shoot at 3 AGI and not damage it, which feels mega bad against 1hp, which will certainly be cheap. At low agi, its predictable and relatively fair. It's terrible, but that's fine if the price is right. I think it's a support ship for big stuff at that point. It blocks and has a 1 die attack (2 at range 1), and that's it.

R5 G1 H1 S0 init 4 talent generic, 5 unique, 6 unique.

Action bar: boost-> red barrel roll, calculate, target lock-> red calculate, SLAM

Dial the same as the RZ-2

Go the shedinja route. 1 hp but make it so all [hit] results are always cancelled; when you are not in the attacker's bullseye, change all crits to hits. Make it rebel faction for more spice.

Edited by Ablazoned

Image result for star wars escape pod

Crew: 2.

Action: Be vewy, vewy quiet. They'll think no one is on board.

Uglies!

2/1/1/0

Each can take a number of configs and must take at least 1. Ugly configs take many forms, but are functionally similar to hard points on huge ships. For example, one config increases your defense dice by 1 but when you would suffer damage you flip the card instead. Throw together a bunch of different configs with various effects and you have a weird ship that uses its configs as hp and has to manage that.

Probably really hard to balance, but fun.

2 attack, 2 defence, 1 hull

Ship ability: when defending, if not in attackers bulls eye, attack dice a halved (rounded down).

IGBM (Inter Galactic Ballistic Missile)

Red - 5

Green - 0

Hull - 1

Shield - 0

Initiative - 1

Actions: SLAM, Focus, Lock, SLAM linked into Focus or Lock.

Ship Ability: You engage at initiative 7. You may engage while disarmed. While disarmed treat your agility value as 4. After you engage, receive 1 damage.

Dial: Slowest speed is 3 all blue Except turns. White 4-5s.

Unique (1 or 2) to keep cost low.

No upgrade slots.

Edited by JBFancourt

Transporter

0 attack, 2 agility, 1 hull

Calculate

Crew

"After defending, you may perform a primary attack. Add two hits to your attack."

A simple crew transporter. The droid pilot only attacks back in defense.

0/1/1/0

Crew slot

Actions:

White Evade

White Jam -> white Evade

Target Lock

Native ship ability:

When defending, your agility value is equal to your revealed speed.

Pure support ship. Small, light, fast. It's defence in combat is it's speed. Dial similar to the Quadjumper, without the reverse, and no hard 1s. Make it a generic civilian ship with a military pedigree (someone who actually knows SW lore might have an idea there, but the equivalent of Land Rover WMIK conversions on the civilian market, or retired APC's/scout cars being sold off). I1 unique generic. Every faction gets one. Each faction gets a different ability that interacts with that target lock, such as;

Republic: Comms Relay

When a friendly ship you have locked performs the coordinate action, it may measure the range from you to the target ship instead.

Scum: Targeting Decoy

When a friendly ship you have locked is declared the target of an attack, you may force the attack to target you instead, if able. If you do, your agility value is 1 when defending. If you are destroyed, the friendly ship you have locked gains 1 stress token.

2 hours ago, Chumbalaya said:

Uglies!

2/1/1/0

Each can take a number of configs and must take at least 1. Ugly configs take many forms, but are functionally similar to hard points on huge ships. For example, one config increases your defense dice by 1 but when you would suffer damage you flip the card instead. Throw together a bunch of different configs with various effects and you have a weird ship that uses its configs as hp and has to manage that.

Probably really hard to balance, but fun.

🆒

Shield drone

0/3/1/0

Action: At the beginning of the engagement phase you may spend one(recurring)charge to choose a friendly ship at range 0-2. When that ship is hit by an attack you may cancel 2 hits or crits after the neutralize results step.

Terrible dial, only a calculate action.

When you are overlapped by a ship, you are destroyed.

15 points

Reminds me of the concept of a 1 point ship I posted a while ago, My idea is what would the most basic stripped down ship would be, It had a restrictive move set 2 hull no shields and 1 firepower (this was 1st ed), only red turns. Many people thought it should have been more than 1 point, but everyone agreed this ship would suck.

As for 1 hull ship, well this is 2nd edition and something recently was added to the game as mechanics, Remotes .

Now you could say remotes are not ships but they do add quite a bit to the game and act as a board permanent unlike a bomb or mine token. So I wouldn't exactly design a 1 hull ship, but a 1 hull remote definitely. We could do a lot with this new mechanic, how about those 0-G Stormtroopers that you use to see on X-wing vs TIE Fighter. Probe Droids, the space mines that shoot back instead of just detonate. There is a lot of things you could do with that and making them a single hull would be keeping with theme and mechanics.

Edited by Marinealver

Examples of why FFG chose to utilize a 2 attack, 3 hp minimum for 100 Alex...

It's a thought experiment with an out-of-ordinary restriction, not a design meeting with FFG. Nobody here is actually expecting a 1HP ship to appear.

4 hours ago, Marinealver said:

how about those 0-G Stormtroopers that you use to see on X-wing vs TIE Fighter

Or what about D A R K T R O O P E R S !!!

Edited by CoffeeMinion
32 minutes ago, CoffeeMinion said:

Or what about D A R K T R O O P E R S !!!

open-uri20150608-27674-19xg2xy_c4008672.

If it has to be a ship, not a remote, I'm not sure it's a great plan; if it's 1/8th of your force and dies to a single hit it'd have to be so hard to hit you risk getting into the " untouchable without huge handfuls of red dice " bracket, which makes 2-dice attacks useless, and risks the whole red/green dice race that is one thing which derailed the previous edition.

I'd probably reach for inspiration from those other games with dials, octahedral dice, and the name 'Wing' in the title, and look at how Attack Wing did fighters (in the Star Trek version) and troops (in the Dungeons and Dragons version); technically they weren't single hit ships so much as a big unit whose stat-line changed every time they took damage.

s-l1600.jpg

You can probably get the basic idea from the above - the 'stats' cards formed a stack on top of the pilot card where you would normally expect to see the ship's stats; the 'marker' represents a unit that starts with 7 fighters , and as the number of surviving fighters fall the unit loses firepower but it gets harder to take out survivors (as you're trying to shoot down single evading fighters rather than just firing flak into a swarm).

A good question would be what is a 1 hull shieldless ship give that it has to be more fragile than an A-wing with its shields off.

Edited by Magnus Grendel

Wasn’t there some really fast flying Chiss ships in Hand of Thrawn? Or what about a disrupter ship.

What about a ship that didn’t attack and couldn’t be attacked lol. Serves a similar role as the remotes.

Disruptor Drone (Init 1-3, Unique) 20 pts

0/0/1/0

Actions: white SLAM linked to white Jam.

Ship ability: While disarmed you cannot be targeted. When you perform the Jam Action, assign one additional Jam token.

Slowest speed is blue 3s. White 4/5s.

Lol that’d be fun... 😂

EDIT: and it’s the first factionless ship! It’s just tech anyone can use. :)

BTW love this thread. Fun!

Edited by JBFancourt
8 hours ago, Magnus Grendel said:

If it has to be a ship, not a remote, I'm not sure it's a great plan; if it's 1/8th of your force and dies to a single hit it'd have to be so hard to hit you risk getting into the " untouchable without huge handfuls of red dice " bracket, which makes 2-dice attacks useless, and risks the whole red/green dice race that is one thing which derailed the previous edition.

I'd probably reach for inspiration from those other games with dials, octahedral dice, and the name 'Wing' in the title, and look at how Attack Wing did fighters (in the Star Trek version) and troops (in the Dungeons and Dragons version); technically they weren't single hit ships so much as a big unit whose stat-line changed every time they took damage.

s-l1600.jpg

You can probably get the basic idea from the above - the 'stats' cards formed a stack on top of the pilot card where you would normally expect to see the ship's stats; the 'marker' represents a unit that starts with 7 fighters , and as the number of surviving fighters fall the unit loses firepower but it gets harder to take out survivors (as you're trying to shoot down single evading fighters rather than just firing flak into a swarm).

A good question would be what is a 1 hull shieldless ship give that it has to be more fragile than an A-wing with its shields off.

Ugh, I really wish Attack Wing wasn't such a disaster of a game. The IP does a **** of a lot more for me than SW, but it's a game with far too many problems to soend time with.

As for what's more fragile than a shield less A-wing, well that would simply be civilian craft. The suggestion I made above was to use a small, commonly available civilian ship that might have been utilitarian enough to find it's way into the service of, for example, Imperial customs or local enforcement divisions, but widespread enough that it wouldn't be odd for Rebellion or mercenary forces to be using them. Make them a droid pilot for the Seps, and a planetary scout for the Republic, to cover PT. ST then sees FO using them as local system advance warning scouts, and Res is using them as target spotters.

All of these roles fit some kind of heavily mass produced ship that has a multi-role use for any market, civilian or otherwise, but no offense since capability. What is more flimsy than an A-wing with no shields? A similar sized ship with no armour.

19 hours ago, Biophysical said:

I actually think a balanced hull ship needs 0-1 agility. Otherwise is has massively swingy defense with overkill factored in. You could have 3 ships shoot at 3 AGI and not damage it, which feels mega bad against 1hp, which will certainly be cheap. At low agi, its predictable and relatively fair. It's terrible, but that's fine if the price is right. I think it's a support ship for big stuff at that point. It blocks and has a 1 die attack (2 at range 1), and that's it.

There is a lot to this. Maybe 1 Agi and a Cloak action?

I think I’d give it a ship ability to ships which bump into it don’t skip their action, but it has a support/intel role.

10 hours ago, Magnus Grendel said:

If it has to be a ship, not a remote, I'm not sure it's a great plan; if it's 1/8th of your force and dies to a single hit it'd have to be so hard to hit you risk getting into the " untouchable without huge handfuls of red dice " bracket, which makes 2-dice attacks useless, and risks the whole red/green dice race that is one thing which derailed the previous edition.

I'd probably reach for inspiration from those other games with dials, octahedral dice, and the name 'Wing' in the title, and look at how Attack Wing did fighters (in the Star Trek version) and troops (in the Dungeons and Dragons version); technically they weren't single hit ships so much as a big unit whose stat-line changed every time they took damage.

s-l1600.jpg

You can probably get the basic idea from the above - the 'stats' cards formed a stack on top of the pilot card where you would normally expect to see the ship's stats; the 'marker' represents a unit that starts with 7 fighters , and as the number of surviving fighters fall the unit loses firepower but it gets harder to take out survivors (as you're trying to shoot down single evading fighters rather than just firing flak into a swarm).

A good question would be what is a 1 hull shieldless ship give that it has to be more fragile than an A-wing with its shields off.

Funny thing is that this system would be something I want for Squadrons in Armada. Game development is a funny thing. Heck I would love these for all the fighters and shuttle craft and then for the bigger ships from bird of prey to dedrix I would like to see the armada movement system (only instead of speed the dials could be engine power).

Well I guess we can all design our perfect spaceship minature tabletop game but it will not be with the current market.