Zero-G Assault Stormtrooper

By KnightShift, in X-Wing

I couldn't wait for an official release (if there ever is one) so I came up with a Zero-G Assault Stormtrooper. Am gonna get the Spacetrooper 5x that Steve3d has on Shapeways and put these bad boys into the game!

pic1752990_md.jpg

This is the "Spacetrooper" model that was described in Heir to the Empire and X-Wing Alliance. He's basically a harasser: a nuisance that the Rebels should take out as soon as possible. There's no need for a dial: reflecting that it's a human in a space suit, he can go 1 white in any direction, at the Imperial player's total discretion. Fairly high skill of 7, a 360-degree firing arc of attack 3, and crazy agility of 5! Focus and Evade. Plus he's cheap at 4. This little guy can do a lot of damage, and if deployed en masse by shuttle (I'm gonna scratch-build a troop carrier) they obviously become a major headache to deal with.

However they also have no shields and a hull of 1. A single hit will take them out. I wanted him to be powerful, but *not* invincible by any means. If a Rebel player really wants to he/she/it can kill him fairly easily.

Thoughts? Comments? Suggestions? Any productive critique would be appreciated :)

Broken. A squad of 25 of these would destroy ANYTHING.

That is 75 attack dice a turn.

I'm sure this idea would be fun to play with. They are too cheap at 4 points though.

Broken. A squad of 25 of these would destroy ANYTHING.

Ummmmm... good point! Maybe make them more expensive, perhaps?

I'd also thought of having them deployed by the transport, similar to bombs and seismic charges.

With that stat line, i would think they should be 10 points at least. I would also maybe have a rule similar to "(Crits) cannot be canceled by defense dice."

An no one mentions the broken amount of defense dice? I realize it's supposed to be a hard target to hit, but that's a bit much. I realize there is only 1 hull, but still...

Edit: also, it had the evade action? How the heck does a "ship" with only 1 maneuvers evade anything? He already has 5 defense dice, add an evade token and good luck hitting him with your measly 3 attack dice.

(also, to the above comment, making it so his crits can't be cancelled on top of everything else makes this wayyyy more valuable than a 10... Come on, compare it to an academy pilot.)

Edited by Cptnhalfbeard

Perhaps make him expensive at 15, reduce his attack value to 2 and his agility to 3?

The Spacetroopers were rather powerful in the Timothy Zahn novels: laser, missile/grenade launcher, a mini proton torpedo launcher. A few of them did a LOT of damage to the shipyards in Heir to the Empire before they were finally taken out. Just trying to get this lil' guy to reflect that :D

They also have no actions either. Focus tokens can't be used from a self source, so 5 dice isn't that unbelievable. They were hard as hell to hit in XW:A too. Hated those little bastards.

Perhaps make him expensive at 15, reduce his attack value to 2 and his agility to 3?

The Spacetroopers were rather powerful in the Timothy Zahn novels: laser, missile/grenade launcher, a mini proton torpedo launcher. A few of them did a LOT of damage to the shipyards in Heir to the Empire before they were finally taken out. Just trying to get this lil' guy to reflect that :D

So a tie fighter? C'mon, 5 agility is believable along with the 3 firepower, but no actioins and 1 hull is enough to nerf them as a stat line. They do need a point increase by a LOT though.

Playing around with him based on these suggestions. His stats are now...

3 attack (360 arc), 5 agility, 2 hull, no actions, and cost is 15. Crits cannot be canceled by defense dice.

And possibly "Must deploy by Troop Carrier"?

Edited by KnightShift

X-Wing Boss fight. GO!!!

Fine, but if you are trying to make a Stormtrooper where "A few of them did a LOT of damage to the shipyards" then their points cost needs to reflect that a FEW of them can do a LOT of damage. If it makes sense to you, consider that even today by far the most expensive and difficult to replace component of an aircraft is the pilot. Regardless of how expensive a plane/ship is, a pilot can only be trained just so fast.

Also, Ag 5 is much too high. As you stack Ag beyond 3 it gets far more effective. Ag 4 would be tough enough to hit already. You may want to consider limiting his range also, it would make sense to have that high firepower but I cannot envision him having the same range as a ship with targeting computers and a stable firing platform.

Edit: 5 agility and 2 hull, with a 360 degree attack 3 and you only have him cost 3 points more than an Academy TIE? He is at least twice as survivable, has many, many times the firepower. Who cares what his "speed" is when he can engage anything in the game with equal or greater firepower no matter what arc they are in. With that stat line he would need to be at least 30 points just to have a chance at having a balanced game.

Edited by KineticOperator

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

ps 1

attack 2

agi 3

hull 1

shields 0

Fire Range limit 1-2

Missiles Slot (limited to cluster missiles due to range)

Target Lock

15 Points

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

Here's Version 2.0 ...

pic1753241_md.jpg

Pilot Skill: 3
Attack: 2
Agility: 5
Hull: 1
Shields: 0

Can perform any 1 white maneuver. It now has Boost and Evade, reflecting the jetpack. Primary weapon Range 1-2. Target Lock in order to use Missiles and Torpedoes. Speaking of which, he may *only* use Cluster Missiles and Proton Torpedoes (the fluff says he uses Concussion Missiles, but those might have been too overpowered for him in this game).

Critical Hits cannot be cancelled.

Points: 12

He's Infantry and can only enter the game after being deployed by a Troop Carrier (which will have the Stormtrooper-ish "Infantry" icon I had to come up with). I'll make a Troop Carrier card eventually, it'll have 5 Infantry icons. The one in the fluff carries 40 but... yeahhhh that might be too much for this game tongue.gif )

Good critique so far! I'm trying to address all the concerns and ideas that y'all are having smile.gif

I'm not familiar with the fiction these come from, so maybe they really are supposed to be ridiculously powerful super-troopers, but this is still waaaay more powerful than a TIE Fighter, in my opinion. You can't hit them, so I don't even care about the 1 hp, and giving them boost just seems ridiculous. It's a dude in a jetpack suit – how is that ever going to be even remotely comparable to a ship designed for space dogfighting?

PS: 3

Attack: 2

Agility: 4

Hull: 1

Shields: 0

Attack is 360°, range 1 only. Whatever little missiles and grenades they have are factored into the attack value already. May not perform any actions. I already think that's good enough, but if you think it's underpowered, as I'm guessing you will, maybe add – Special ability: if 3 or more of them are within range 1 of each other, gain +1 attack.

8 points.

Um...what? I realize a few of these can take out a shipyard, but a single x-wing can take out a Deathstar. Game balance and playability should outweigh fluff and canon. These guys are relatively small, but they are moving extremely slowly. They should be easier to hit than an A-wing. They are more than twice the size of those wamprats I would bullseye back home ;)

I like the idea and I may get some for my Mando mercs.

I would go

PS 3

Attack 1

Agility 2

Hull 1

Shields 0

Target Lock and Focus

4 pts each.

Move 1 white any direction or stay still and pivot on the spot RED.

Another idea would be to place 'squads' on a base 3 or 4 troopers with PS 3, attack 2, agility 2, hull 3, shields none. Same movement suggested above. 8 pts each.

That might seem more fitting.

Ugh, space infantry? Really? Points for originality, but bad idea is bad.

Ugh, space infantry? Really? Points for originality, but bad idea is bad.

It's a real thing, so regardless of whether you don't like it, some people like them well enough. They're formidible opponents in any X-wing game. XWA has a mission I'm currently stuck on where you have to defend against them, and they're very, very nasty.

I'd stat it as follows, based on how it feels in XWA:

2 (its lasers are about as powerful as a TIE Fighter's)

3 (It's hard to hit, but not impossible if you're good enough)

1

0

All speed one maneuvers available, with the 1 koiogran being a red maneuver.

Target Lock

Missile (keep it open for flexibility)

I took out evade and boost. Evade is for ships which have the ability to outmaneuver other ships, and these things wallow like a hutt in a mud pool, relying on their small size to keep from being hit. Boost is used on only the fastest ships, so why would a Spacetrooper be able to use it?

Finally, I'd put this sucker at 14 points.

Fly right into him and shoot something else!

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