Hi all, while I'm not new to the forums, I haven't really posted much (if at all).
For a while now I've been kicking around ideas for custom cards for use in casual games / HotAC / custom themed battles.
With news of potentially more "ace" or faction packs for more pilots and upgrades, I thought I'd share a few.
Suggestions and feedback welcome, and let me know if you decide to try them out yourself
(Obvious disclaimer; I don't own any of the art work, these were made using Strange Eons, images from Google and some Photoshop adjustments).
First up, Vult Skerris:
I've always felt since 2.0 started that Interceptors sorely lack an i5. Although Autothrusters show cases their maneuverability, it doesn't always feel like they are as nimble as they could/should be (short of Daredevil).
Soontir is good, Turr likes Snapshot and plenty of space, and it's nice to see the 'now cheaper' Alpha Squadron pilots in swarms (like with Sloane)... but aside from Soontir, the others all usually suffer from being out initiative'd or fly very differently.
I enjoyed Vult Skerris in Rebels, and I feel like this is a good ability to compliment his piloting skill; being able to keep his quarry in his sights, while being able keep up the pursuit.
This may appear as a blatant copy of the StarViper's baked in Microthrusters, but the key differences are:
- It's optional to use either the straight or the curved template.
- Limited to one unique pilot.
- You can't get a token (focus / evade / TL with targeting computer, etc) from using this ability.
- It has to be a white barrel roll action; you can't use this while doing an Autothrusters red barrel roll, but you can boost off it for maximum mobility.
- Cannot be done off a tractored barrel roll (different wording compared to Microthrusters).
I *loved* Lieutennant Lorrir's ability in 1st edition, but the pilot overall SUCKED because of low "pilot skill", unable to take a talent to make up for it (Veteran Instincts), and forced to take a stress.
However, knowing that adding TOO much mobility can be totally busted.
I decided "white" barrel rolls only to limit when it can be done, rather than having drawback costs like stress/deplete/strain (etc).
Fun note is this can work off Ciena Ree crew card as well
Debatable of course, but I'd suggest a points cost of 51. In-between Turr Phennir and Soontir Fel (as of May 2020), but much closer to Fel's costing feels fair.
Next is the Royal Guards:
In 1.0, thematically I loved running Carnor + Kanos + Palp shuttle, or the generic Royal Guard Pilots being totally loaded up. They didn't have an inherent ability, but were an eligible "pilot skill" to take the Royal Guard TIE title for an extra mod.
Thematically these are the Emperor's guards, so I wanted to emulate that without being broken or forcing the ship into a role it didn't fit.
Again, it may seem like a copy job inspired by the Naboo Handmaidens / Prince Xizor, but I feel/hope I've added Imperial flair to make it different enough.
Might be obvious to state, but I've limited it to Medium and Large ships so you can't make certain small ships stupid hard to kill (Vader, Defenders, etc) or somehow abuse it in Epic play with Huge ships...
It also helps off-set the powerful first-time use of this ability; in a very loose expression, its like giving a medium/large ship a once-off evade without spending actions or tokens.
The N1's Handmaidens need to jump through hoops to get
Decoyed
working; go fast for Full Throttle, don't bump, be in the attack arc, spend the Evade token, don't die.
In addition, theirs and other abilities like Kanan Jarrus (Pilot),
Caption
Rex, Prince Xizor, Norra Wexley (etc) they all have abilities for reducing or moving damage repeatedly as long as they meet one or more conditions.
Although the Royal Guards can trigger
Protected
once quite easily, it becomes suddenly difficult and risky for them to pull it off multiple times; they not only have to stay close and survive being damaged, but must also weaken themselves in order to keep doing their job.
I'd suggest 39 points for each Royal Guard. While cheaper than the Naboo Handmaiden, its more expensive than the Saber Squadron Ace.
You could fit two Royal Guards, an Omicron Group Pilot with Palpatine, and Darth Vader (pilot) - with only 1 point spare. While this is highly thematic and hardly "competitive", I'd say it's a fair ceiling to start testing with.
But this point value means you can run them either naked or fully decked out, while promoting some Lambda / Decimator / Reaper / Punisher builds. You can also just run one and frees up more ship combinations / upgrade strength.
Captain Kagi might find a place with two RG's by removing locks against them, while they keep Kagi going for longer.
I've got a few more I'd like to share but I'll start with just these for now. To those who read all of this completely; thank you
and sorry if it was too long!
I hope you like these ideas, open to suggestions for changes/tweaks, and hopefully will post again soon!