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: V attack3 / 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