Delta-class T-3c Shuttle Homebrew

By Prosk_019, in X-Wing

Image result for delta class shuttle t3c

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 .

_

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 .

_

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
30 minutes ago, Prosk_019 said:

I3: “Omen” - Unsettling Readings

Setup: Start in reserve.

After placing forces, <A> assign the Sensor Anomaly condition to an enemy ship.

At the start of the system phase, <B> you may flip the Sensor Anomaly condition card.

After you are placed, you may acquire a lock on an enemy ship in your ll .

_

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.

{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}

Omen's ability is missing key wording that permits them to assign the condition card and flip the condition card while in reserve. Ship abilities are inactive while in reserve unless otherwise specified.

RR page 17:

"RESERVE
Ships can sometimes be placed in reserve from card effects. A ship that is
placed in reserve is placed on its ship card. While a ship is in reserve, it is
not assigned a dial, it cannot perform actions, and it cannot attack.
• A ship that is placed in reserve will have an effect that causes it to be
placed in the play area.
• Ships that are placed in reserve are not removed from the game.
• The abilities of a ship in reserve are inactive unless the ability explicitly
allows it to be used while it is in reserve.

• A ship that is docked is placed in reserve.
• During the End Phase, a ship that is in reserve still removes all circular
tokens and recovers charges on all of its cards with recurring charge icons."

Simple fix would be to replace the " <A> " and " <B> " I added with "while you are in reserve,". Might also want "After the ship is placed, return this condition card to its controlling player." added at the end of the " Ambush:" condition to prevent derps from trying to use it to teleport Omen every other turn.

Edited by Hiemfire
1 hour ago, Hiemfire said:

Omen's ability is missing key wording that permits them to assign the condition card and flip the condition card while in reserve. Ship abilities are inactive while in reserve unless otherwise specified.

RR page 17:

"RESERVE
Ships can sometimes be placed in reserve from card effects. A ship that is
placed in reserve is placed on its ship card. While a ship is in reserve, it is
not assigned a dial, it cannot perform actions, and it cannot attack.
• A ship that is placed in reserve will have an effect that causes it to be
placed in the play area.
• Ships that are placed in reserve are not removed from the game.
• The abilities of a ship in reserve are inactive unless the ability explicitly
allows it to be used while it is in reserve.

• A ship that is docked is placed in reserve.
• During the End Phase, a ship that is in reserve still removes all circular
tokens and recovers charges on all of its cards with recurring charge icons."

Simple fix would be to replace the " <A> " and " <B> " I added with "while you are in reserve,". Might also want "After the ship is placed, return this condition card to its controlling player." added at the end of the " Ambush:" condition to prevent derps from trying to use it to teleport Omen every other turn.

Wish I could leave a like and a thanks! I almost put a disclaimer on just about every upgrade and pilot saying that a wording adjustment might be needed, so I'm glad that this seems like the only one with any issues.

I'll update the post with your edit, thanks a bunch!

9 minutes ago, Prosk_019 said:

Wish I could leave a like and a thanks! I almost put a disclaimer on just about every upgrade and pilot saying that a wording adjustment might be needed, so I'm glad that this seems like the only one with any issues.

I'll update the post with your edit, thanks a bunch!

Maybe some minor adjustments for clarity here and there but none that inherently cause the ability to not function (outside of how Omen was originally written). A minor adjustment to Coms Operator for example would probably = " While you coordinate a ship to perform a red action , you may gain 1 stress token . If you do the coordinated ship treats its action as white."

Edited by Hiemfire