A Config idea for the Quadrijet

By Hiemfire, in X-Wing

Restrictions: Scum, Quadrijet Spacetug only

Removes: Spacetug Tractor Array. (probably worded "You cannot perform the Spacetug Tractor Array action")

Adds White Boost action.

Ship ability: " Engine power reserves: When you perform a Boost action you may use the rear guides. If you do, treat that action as red."

Think of it as someone stripping out the tractor emitters and shunting the power made available by doing so into the engines. Makes it more nimble and has a decent synergy with Pattern Analyser, at a cost of course. I prefer the stress for the ship ability being used over the other red token options because it limits how often the ability can be used, even with PA equipped to the ship. No clue as to cost, maybe 0-1 pts as a start since it blocks the use of the tractor array. Probably a point or two too low though.

Hmm, it would make it a good blocker.

It makes Sarco and Zuvio more interestng, Unkar could still dole out tractor tokens though.

4 hours ago, Scum4Life said:

Hmm, it would make it a good blocker.

It makes Sarco and Zuvio more interestng, Unkar could still dole out tractor tokens though.

They could just not add the configuration slot to Unkar. 🙂

I would really enjoy configs being added to a number of ships, especially as part of Hotshots / Pilot packs.

I'd be interested in a config that enables a Quadjumper to add an additional tractor token after perfroming the tractor action i exchange for an ion token. (Or perhaps some other negative token)

Overcharged Tractor Array.

This lets Quadjumpers more easily tractor medium bases and enables them to be able to tractor large base ships.

6 minutes ago, Scum4Life said:

I would really enjoy configs being added to a number of ships, especially as part of Hotshots / Pilot packs.

I'd be interested in a config that enables a Quadjumper to add an additional tractor token after perfroming the tractor action i exchange for an ion token. (Or perhaps some other negative token)

Overcharged Tractor Array.

This lets Quadjumpers more easily tractor medium bases and enables them to be able to tractor large base ships.

With the target's agility reduction now tied to being completely tractored I agree, though I don't see something that boosts the Quad's ability to tractor being brought in. Too much vitriol over having to think a bit beyond "where did they move, okay where do I want to go).

22 hours ago, Hiemfire said:

Restrictions: Scum, Quadrijet Spacetug only

Removes: Spacetug Tractor Array. (probably worded "You cannot perform the Spacetug Tractor Array action")

Adds White Boost action.

Ship ability: " Engine power reserves: When you perform a Boost action you may use the rear guides. If you do, treat that action as red."

This would be so goofy. This would allow the quadjumper to be in so many strange places and orientations. I love this idea.

While we're at it, let's improve the scaling on Primed Thrusters, so it's a bit cheaper at lower initiative. 😄

3 hours ago, theBitterFig said:

While we're at it, let's improve the scaling on Primed Thrusters, so it's a bit cheaper at lower initiative. 😄

I'm not opposed to that (am a little concerned it would get stapled on low I RZ-2s if reduced by enough, but that might not affect much) though I'm wondering if you're trying to point out a possible problematic synergy with my hypothetical config. Could just be lack of caffeine.

33 minutes ago, Hiemfire said:

I'm not opposed to that (am a little concerned it would get stapled on low I RZ-2s if reduced by enough, but that might not affect much) though I'm wondering if you're trying to point out a possible problematic synergy with my hypothetical config. Could just be lack of caffeine.

Not critique; I think it'd be sweet. However, my post is totally written in a way that insufficient coffee could pose an interpretive problem..

For the Tugs, sure, they'd be hyper-mobile and able to do some *wicked* sweet stuff, but they'd still be 2/2/5 ships, and almost surely not a problem. Honestly, I could even see such a config with a negative cost. They're basically more mobile Torrents or Fireballs, and don't really need to be more than 27-28. If a buffed Primed Thrusters kept them at 30-ish? Cool. Great mobility with low guns and low initiative historically hasn't been a recipe for broken.

In general, I just think low-init Primed Thrusters should be a bit cheaper. I'm irked that it's never cheaper than Pattern Analyzer, which is probably better for most low-init ships anyhow. I'd go something like 3/4/5/(6 or 7)/9/10 for 1-6. Init 1 through 3 get a 2 point buff, with Init 3 instead of Init 1 at the "equal in cost to Pattern Analyzer" slot. Init 4 gets at least a 1-point buff. Nothing major, but FOTP can have a lot of fun with it (and are already 3-per-list legal with Fanatical and PT), and Snap and Kara could use the potential buff. Init 5 and 6 remain the same. Kylo shouldn't get a buff, but lower init pilots... should be fine.

The only ship which seems at all like a risk for a low-init buff in PrimeT price is the Silencer. A-Wings? Who cares. They'd be 2 dice ships who can't rotate their arc while stressed and had to give up Advanced Optics. That's not something we really need to worry about. Blue T-70s with BB Astromech? Losing a few points on them is nice, but again, not too scary. BB is charge-limited, and thus balanced. Red T-70s are going to be better with Pattern Analyzer.

But Silencers? Dang those things can move. Can't go down too cheap to like 1 point for the SJEngineer, since that'd be a lot of flexibility for the cost, but at 3-ish, I think it'd be fair. Folks have to give up dice mods to do Primed things. They'd still be 54 points, so probably not too scary.

Edited by theBitterFig

I never thought I would see something that would make me want to fly the Quadjumper more! Love the idea @Hiemfire