Zero-G Stormtrooper Zerg Rush!!!!!!!!!!
That should be the title of the mission. I think it'd be a fun one-off.
Zero-G Stormtrooper Zerg Rush!!!!!!!!!!
That should be the title of the mission. I think it'd be a fun one-off.
lol.. these are ridiculous.. so broken and i think if these were ever to become viable, they would also need to roll for damage every time they overlap any obstacle, be it ship or asteroid
yeah,
Still Broken...
No evade - No Focus - No boost !! it's a dude not a ship.
I'd go for.
PS1
A 1 at range 1-2
A 3 (two extra dice at range 3)
H 1
S 0
Moves 1 white in any direction - 360 movement.
180 front degree fire arc.
Missile - any type
Target Lock.
Insta-gibbed if impacted by a ship.
9 points.
Panic...
They have the firepower of an X-Wing?!?! And unbelievable agility?!?! Even an attck of 2 would be a little high as they are not walking around with the same laser cannons carried by a Y-Wing, A-Wing, or TIE Fighter.
I think:
Attack: 1
Agility: 1
Hit Points: 1
Shields: 0
Cost: 5
This seems right to me, but if you want coordination why not give them a Howlrunner-type re-roll if next to a buddy? Anything more stats-wise is just insane for a guy in a space suit, and even if they were hard to hit in X-wing Alliance they weren't hard to hit once you got close enough to see them. Then when you missed you just keep flying and turn them into road-kill, which barely dents your shields.
doubt he would have evade maybe barrel roll to simulate a strife with the boosters
If a guy in a space suit is that effective why would anyone ever build starfighters?
They were annoying in XWA, lets not bring them into this game too.
A quiet retcon out of existence may be in order...
Ugh, space infantry? Really? Points for originality, but bad idea is bad.
We know you are the fantasy flight troll master but it'd be cool if you could find another forum to do that at
I've found you can block a user post and never have to see them unless someone else copy and paste
You need to set that attack to 1. Stormtroopers can't hit anything.
Edited by WonderWAAAGHI've found you can block a user post and never have to see them unless someone else copy and pasteWe know you are the fantasy flight troll master but it'd be cool if you could find another forum to do that atUgh, space infantry? Really? Points for originality, but bad idea is bad.
These should be a crew card that gives you the possibility to discard said crew card to place a Space Trooper the same way you place a bomb.
I would also make them not a single Trooper but a small squad like 3 or 4 on one base.
That way a power of 2 or 3 is ok compared to a single fighter. The agility seems too high as well.
I like the abilit yto fire torpedos or cluster missles as well as boost. I think focus and evade should not be on the card.
Perhaps a 2/3/1/0 for 12 points.
Edited by Reaver027So is the version 2 acceptable or will there co,e an update? I'm too much of a rookie to really determine if its good or broken but I really like the idea ![]()
So, an idea has hit about how to make the Spacetrooper playable AND feasible (i.e. not too cheap) cost-wise...
The Zero-G Spacetrooper *must* be first deployed from a dedicated transport. The transport itself will have a point cost. Say, at least 20. Maybe even more than 30. Let it carry up to 4 or 5 Spacetroopers (the canon says a transport can have 40 but I do *not* want to see 40 of these guys on the board!) paying a point cost for each. The transport deploys them as mines. If it doesn't make sense to have a seismic charge already on the board at the start of the game then it shouldn't to have a Spacetrooper out there either.
What sayeth y'all?
Also, if the transport is destroyed, ALL Spacetroopers not already deployed are automatically lost as well.
Edited by KnightShiftThe crew card idea is great. and personally, I'd make squads rather than just individuals. 3-5 to a squad, with each hit killing one squaddie. For each member of the squad alive, you get one attack die. one Defense die, but a free evade. TL and focus as actions. PS 1, white ones only, no greens, no reds. no Koiograns.
PS 1- if they are better pilots than that they would be a academy tie. No boost, maybe BarrelRoll. No target lock.
Pts- 9
PS 1
Att 1
Agility 2
Hull 2
Shield 0
Actions: Barrel Roll, Focus Fire
Infantry Key Word
Infantry- may only make any speed 1 maneuvers. All turn and bank are white, straight 1 is green. Does not take stress tokens from collisions with objects.
Focus Fire- All units of the same PS who focus on the same target spend thier FF tokens. All of these units must act before any other units are activated and all roll 1 additional att die this turn.
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Now it's a less powerful, less maneuverable academy Tie that can still swarm and put the hurt on. Higher named infantry could grant swarm tactics to all infantry at range 1, increase damage or maneuverability, or carry other weapons.
I'd probably do this differently, but I'm not opposed to the idea. Here's how I'd do it, though: Make them a 'crew upgrade' Empire Only, call it a Squad or Team and have them deploy like a bomb. Give them a reference card that reflects your stats and make the points around 10. Up their hull points, though.
Another idea? They should have the ability to 'attach' to any ship that overlaps them, but still be allowed to attack. How you shake them off? Maybe a red maneuver...or something.
For fun, allow them to boost in any cardinal direction.
Making it harder to hit.
I've gone back to this idea. With 5 spacetrooper models (tiny guys) in hand I'm eager to see what they can do on the board.
PS: 5
Attack: 2
Agility: 1
Hull: 1
Shields: 0
Infantry (must be carried and deployed from specialized shuttle)
Missiles (but limited, see text)
Target Lock
Evade
Must deploy from Gamma Assault Shuttle. May Boost 1 White in any direction. May only take Cluster MIssiles as secondary weapon.
Cost: 8
The cost might seem ridiculously low but it's tempered by the Gamma Assault Shuttle needed to ferry the spacetrooper into battle. I haven't started work on stats for the Gamma Shuttle yet but I've thought a total complement of 5 spacetroopers (40 points) plus 1 transport costing 20-25 points would be fair.
What you are getting in return is a glorified minelayer which deploys 1 spacetrooper at a time, the spacetroopers then being free to wreck havoc. The shuttle itself will be armed but with perhaps Agility 2 and Attack 1. Its job is to bring the spacetroopers into the scene, and not much else.
Thoughts?
So far so good
I would try something totally different. Make them like a mini-squad in other mini-games.
That is:
Stat line of 1/2/2/0
Action bar of focus, evade, and new action 'center of mind'*
No upgrades, normal firing arc, give each a normal dial with a bunch of 1-speed whites (and a red 1 or 2 K-Turn).
Point cost 8-10ish for a PS4ish.
Each unit has the text "Trooper.** Concentrated Fire: You may skip your attack and spend a focus token to give +1 ATK value to a friendly "trooper" at range 1 while he is attacking something in your firing arc. Concentrated fire cannot effect the same unit more than 3 times.." (some wordsmithing is necessary)
*'Center of Mind' - This action can be used while the unit is stressed. Remove 1 stress token. (this is instead of granting green maneuvers, but still penalizing for stress)
**Trooper - Face up damage cards count as 1 additional damage in addition to card text (direct hit = 3 damage, this is to make crits worthwhile against a 2 Hull trooper and likely instant kill as most of the card effects would be worthless). Cannot use modifications. Primary weapon has range 1-2.
So, 4 troopers with 1 of them at range 1 would roll 5 attack dice (with 3 of them needing to take focus actions and skip their attack). This is kind of the 'coordinated fire' aspect of a little swarm. Having two of these fragile little clusters in a squad seems somewhat balanced. Maybe they need to be a little cheaper? Bumping is problematic still as focus is required to use coordinated attack.
Pew pew assault missiles though.
I'd thought of grouping them into a squad, but it came down to it being that it didn't feel "right" for the spacetrooper. In pretty much every medium they've been in, starting with their spectacular debut in Heir To The Empire, the spacetrooper has been a one-man wrecking crew: even just one of them can lay waste to an entire spaceport. A full squad of them is exceedingly capable of capturing a fairly large capital vessel. In battle with snubfighters, they are *devastating*.
The way I came up with in the end gives the player a lot of flexibility: to field 1 or to field 5 of them. Hopefully, even one will have the flavor that Timothy Zahn gave them in his books ![]()
I wouldn't do them as a ship. Have them as an expensive crew upgrade for the shuttle that drops them as little 1 damage 360 turrets.
Here's a problem that I'm still wrestling with: the spacetroopers *need* to have 360-degree firing all around. If they were regular turrets they could be dropped and that would be the end of it. Except they also need some freedom of movement and I'm not sure if that's really being depicted. The original draft of this guy gave him white 1 turns in lieu of a movement dial. I think now a movement dial will be needed. But he doesn't move like a "normal" ship either: spacetroopers have a lot of latitude so far as movement goes. How best to translate that for the tabletop?
Laser/missile-firing mines that shoot in all directions *and* move on their own. Could be a real threat if pulled off right ![]()
To give them a unique movement feel I'd let them rotate on the spot then have a 1 move only. I'd give them a 180 degree arc not 360.
Omnidirectional barrel rolls after they shoot, maybe.
Dropping a seismic charge in a cluster of these guys would be good times.
Boooonggg.
Splat.