Dropping a seismic charge in a cluster of these guys would be good times.
Boooonggg.
Splat.
So they need that shuttle to make sure they're not all in one place!!!! ![]()
Dropping a seismic charge in a cluster of these guys would be good times.
Boooonggg.
Splat.
So they need that shuttle to make sure they're not all in one place!!!! ![]()
I would make it a crew upgrade: discard this card to place 2 spacetroopers within Range 1 of your ship.
PS 5
Attack: 2
Evade: 1 (+2 for each range beyond 1, cannot be targeted at ranges 4-5)
Hull: 2
Shields: 0
Maneuvers: 1 straights and banks in any of the cardinal directions, 0 stop, 0 90° rotation.
Actions: Focus/Evade/Target Lock/Repair
Repair Action: choose one friendly ship at Range 1 and forfeit your attack to allow the ship to discard 1 Facedown Damage Card or flip one Faceup Damage Card facedown.
I can see the whole idea as interresting and fun. But, I would hate to see the troopers being good enough to overshadow actual ships. In certain missions -- great -- bring on the troopers. As a regular type of unit to be fielded in every dog-fight -- no thanks.
I can see the whole idea as interresting and fun. But, I would hate to see the troopers being good enough to overshadow actual ships. In certain missions -- great -- bring on the troopers. As a regular type of unit to be fielded in every dog-fight -- no thanks.
I'm 50/50 with this.
50% Reasonable and saying Nematode is right on this point.
50% Unreasonable and resorting to juvenile name-calling: "party pooper"
I suppose he's right. I'm now going to sit in a corner with my arms folded and sulk ![]()
Wouldnt it be fair? The rebels get 2 bigger ships and the Imperials become even smaller with their zero g assault stormtrooper.
4 Guys for 5$ and you can field many stormtroopers against the CR90
.
I think as a ship they would have to be too useless to be useful game mechanics-wise. ![]()
as crew, that you can drop and that would be relative stationary it might work.
and of course as counter the windshield wiper, can't have all that blood splatter on your cockpit when you run them over...
Edited by AsgoI'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
I think PS5 is much too high. As someone said previously, if they were good pilots they'd be in a TIE Fighter. I'd be tempted to go with PS0.
The missiles upgrade I find kind of ridiculous. Think of the size of missiles mounted on a F-16... No way you're firing those same missiles from a 2m space suit. Also, according to Wookieepedia they were equipped with a "a left gauntlet miniature proton torpedo launcher". I think all their armament is easily included in their 2 attack dice.
I would also remove the TL action.
If you want to simulate them being small and hard to hit, I'd probably go with the 5 evade dice proposed initially, remove the evade action and add the following card text : "When defending, attacker's critical hits cannot be canceled." This makes them hard to hit, but 1 lucky attack roll that scores a crit, or an unlucky defense roll and they're out.
Edited by KlutzI'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 don't remember the space troopers being nearly the force you make them out to be. It is several troopers that cause problems at Sluis Van, not one, and even then that is alongside a large scale Imperial attack at the same time. Far more devastating was Lando Calrissian's activation of the moleminers to cripple the ships the Imperials were about to capture. They were mainly harassers and a nuisance. Hard to detect and find (because of their size), but not actually that powerful, and the main problem was that no one was expecting them and they occasionally took fighters unaware. Now, inside the confines of a starship, the level of protection and the firepower those things carry around would be devastating against any crew trying to defend a ship.
I would personally rate them as having a similar offensive impact as a single Tie, but shorter ranged (limit range 1? Maybe 2, or just have much steeper penalties than everyone else faces for range, like no close range bonus, -1 at range 2 and another at range 3?). I wouldn't give them 5 evasion dice either, but maybe just give them a bigger bonus for being further away (2 dice, but +1 at range 2 and another +1 at range 3?). It was mostly their size that seemed to be their defence, rather than any particular ability to evade.
They did have a microtorpedo launcher, which I believe is the rationale for the secondary slot.
Make it have a special attack that doesn't fit but can sabotage or damage ships it overlaps.
(Necroed because there recently was a similar post)
Edited by MarinealverI think the scale of the troopers weapons means that while its powerful *as infantry* compared to the cannons on a starfighter they are popguns.
Attack of 1 red dice tops...
Make them a stand of five guy on a regular size base.
K turns.. why? just let them rotate to any direction for free
move of 1.
I was going to write some house rules for these for boarding actions against large and huge ships. Allow them whenin base to base contact to 'take over' ships by rolling a critical or hit for every hull point the ship had (not rolling their red dice for starfighter attacks.. instead rolling on a dice for each man in the stand to represent this is what their weapons are designed for... infantry actions, not slugging it out with xwings!). A controlled ship is then out of the game.
Give them five hull points by all means to represent five guys (losing boading action dice as they lose hull points) but their evade should be 1 as well, 2 tops. as they are sitting targets really for anything able to manouvre around them.
I'd allow large ships to be able to transport 5 of them.