
I’ll be honest, I got a bit carried away here. Initially this was gonna be a mid-price alternative to the Lambda, a bit more expensive than a Reaper but generally clunky like a conventional shuttle. I got so caught up in the design theme and stealth capabilities that it turned into a sort of sneaky ambush craft. Though, it does keep in the theme of ‘crew carrier plus gimmick’ seen in the other Rogue One ships: the U-wing and Reaper. Think of it as a ‘luxury’ crew carrier with the ability to ferry its passengers safely through subterfuge, a little more in line with an Infiltrator than a Lambda.
P.S. This is probably one of my largest homebrews so far, lots of upgrades in this one.
P.P.S. Sorry the formatting is so inconsistent between these things.
p.p.p.s. ( ll = bullseye arc )
Characteristics
- Sloped hull/composite skin
- Stealth technology
- Heavily armed
- Gunner
- Comms Operators
- HoloNet Antennae
Roles
- Mid-price/’luxury’ crew carrier
- Death Trooper/Krennic caddy
Design Themes
- Ambush
- Sensor disruption
- Optical distortion
Chassis
Stats: Vattack3 / agility1 / hull5 / shield2 / medium base
Actions: focus / coordinate / jam
Slots: 2Xcrew / sensor / mod
Dielectric Composite Skin: While you defend, if the attacker does not have a lock on you, you may reroll one defense die.
Dial:
Speed 1 - blue banks
Speed 2 - blue straight and banks, white turns
Speed 3 - white straight, banks and turns, red k-turn
Speed 4 - red straight
Pilots
I4: Captain Dunstig Pterro - The Director’s Chauffeur
Before you execute a maneuver, if there is a stressed or jammed enemy ship at range 0-2, you may decrease its difficulty.
I1: Magna Tolvan - Cyborg Strategist
At the start of the engagement phase, if you are not stressed, you may assign 1 Jam token to a friendly ship at range 0-1. If you do, that ship may break 1 lock assigned to it.
{And that’s all who I could find for the canon pilots. Now onto the fun thematic stuff!}
I2: “Vanta” - Aphotic Apparition
While you defend, if the attacker is stressed or the attack range is 3, the attacker cannot modify focus results.
{This one’s got themselves a special paint job... I figured that, to be safe, instead of creating easy stress distribution for the Death Troopers to take advantage of, I could provide a greater reward for actively staying close with them, while at the same time helping to preserve the Troopers themselves}
I3: “Omen” - Unsettling Readings
Setup: Start in reserve.
After placing forces, while you are in reserve, assign the Sensor Anomaly condition to an enemy ship.
At the start of the system phase, while you are in reserve, you may flip the Sensor Anomaly condition card.
After you are placed, you may acquire a lock on an enemy ship in your ll.
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Sensor Anomaly: “I have a bad feeling about this...”
_
Ambush: At the start of the round your opponent places the enemy “Omen” at range 3 of you, outside of your firing arc. After the ship is placed, return this condition card to its controlling player.
{The timing of the card flip and placement are intentional, as to give your opponent the chance to react to your decision to deploy. This is pretty experimental but I tried to make sure that the effect was telegraphed fairly. Thanks to Hiemfire for the wording adjustments in red which actually allow the pilot to work as intended!}
I4: “Nero” - Rapid Reconnaissance
[Charges: 3]
After you fully execute a maneuver, if there is no enemy ship at range 0-2, you may spend 1 charge to perform a SLAM action.
After you perform a SLAM action, if you have no active charges, you may remove 1 disarm token.
{This one provides a different flavour of ambush than Omen}
Upgrades
*Multi-spectral Camouflage (Mod, Delta-class T-3c Shuttle only):
While you have no red lock tokens, enemy ships cannot acquire locks on you beyond range 2 unless you are in their ll.
{It's back baby!}
*Comms Operator (Crew):
While you coordinate a ship to perform a red action, you may gain 1 stress token to treat it as white.
Barrage Jamming Array (Sensor, requires Jam action):
At the start of the engagement phase, each jammed enemy ship at range 0-3 gains 1 stress token.
*HoloNet Uplink (Sensor, requires coordinate action):
Setup: Assign the Network Module condition to another friendly ship with coordinate on its action bar.
While you perform a coordinate action, you may measure range from a friendly ship with the Network Module.
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Network Module: While you perform a coordinate action, you may measure range from a friendly ship with the HoloNet Uplink.
*ST-149 (Title):
You can maintain up to 2 locks.
At the start of the engagement phase, you may acquire a lock on up to 2 critically damaged or stressed enemy ships.
{After gathering some feedback on the state of Krennic, I came to the conclusion that easy locks and target switching would be useful to him. Thanks to the folks who gave feedback!}
Edited by Prosk_019