A Rogue Squadron pack only seems fair after the Imperial Aces!
A star destroyer only seems fair after the rebel capital ships!
...
But I couldnt afford it
A Rogue Squadron pack only seems fair after the Imperial Aces!
A star destroyer only seems fair after the rebel capital ships!
...
But I couldnt afford it
According to the ship bio, A-wings used their jamming to hype into convoys, stop communications, make a hit and fade attack, and then escape all before the Imperials could call on reinforcements. So the jamming seems specifically suited to communications and that fits with their reputation as interceptor/hit and run style fighters. I could look it up but the reason I remember it is because the famous Ralph McQuarrie painting of two blue A-wings (the art used for the Prototype pilot card) shows them breaking towards an Imperial fleet -- it's always reminded me of that specific role.
I agree that the ability to negate a pilot's text seems inappropriate (why couldn't Chewie fix his own ship? Vader do two actions?). But I don't think it would be appropriate to give them the ability to mess with targeting computers, radar, etc since not only does the Sensor Jamming card we already have do that, but it's not true to their fluff usage. How about:
Comm Jammer: Select a ship in your primary firing arc that you have a target lock on. It may not use or benefit from pilot text abilities that affect friendly ships. Effect is lost if the target lock is used, broken, or the ship is no longer in your firing arc.
That keeps the spirit of communications being jammed (they can't 'communicate' abilities that affect other ships or likewise receive abilities since jamming works both ways). So, for example, Backstabber can still benefit from his ability since it only affects himself but Howlrunner can't allow other ships at range 1 to reroll an attack die because it affects another ship. Likewise, if it were Backstabber being jammed, he could still use his ability but couldn't reroll an attack die if Howlrunner were nearby because he'd be receiving another ship's ability. The target lock component mediates some of the ability, prevents A-wings from using the TL reroll if it wants to keep the ship jammed, and now also keeps it teathered to this ship, manueverable though it may be.
I still think it should be A-wing only though because it is the only ship explicitly mentioned as having such jamming equipment, nevermind its backstory specifically calling it out as a hit-and-run ship using that jamming to fulfill it's role. In game it also keeps the A-wing balanced. Adding another die alters the stats too much like another ship (see: TIE Defender values thread, question of new dice). Comm jamming via a TL trades the natural rerolling that would improve it's attack but ties the player's hands if they want to keep the jamming up. It bites back slightly, trading an attacking benefit the A-wing usually wants and keeping it teathered. Between that and keeping it in your primary firing arc (which is no gaurentee), point cost would balance everything out.
I would go with something like
"Action: Remove a Target Lock token from an Enemy Ship within Range 1-2."
That would allow you to take the target lock off a Bomber that is about to APT your Falcon. Stopping them using missiles.. I think that is reasonable, and it could be quite a cheap card.
I have to imagine that if Maarek Steele is already a pilot card, that any expansion, especially for X-wings, would see a Keyan Farlander?
He was supposed to be able to use the force to cause pilots to steer into his sights- perhaps the ability to use a focus token to slide one enemy ship along a template a short distance, like the second movement of a barrel roll.
wow so much to comment on.
1st I think it will be a Rogue Squadron pack. it makes total sense & honestly is the only one that does.
2nd I like the idea of an A-wing jammer that stops Pilot abilities from effecting other ships (stopping Howlrunner for example). that isn't too powerful if it's within a certain range (1-2) and add a dice roll in there somewhere. plus it has to be an action.
I really like the idea, but I have a slightly different take on it.
Strike Craft (Title, A-Wing, non-unique)
Enemy craft within range 1-2 of your firing arc cannot give benefit to or receive benefits from allied craft through pilot abilities or upgrade cards.
Cost 5 points.
The cost is steep, but think of the range this affects. The reason I list it this way as a constant benefit to the ship is that A-Wings were in fact designed to have this as an automatic boon to their already impressive performance. Not only that, but it paints the ship using it as a big fat target.
I would go with something like
"Action: Remove a Target Lock token from an Enemy Ship within Range 1-2."
That would allow you to take the target lock off a Bomber that is about to APT your Falcon. Stopping them using missiles.. I think that is reasonable, and it could be quite a cheap card.
My only question about that is Imperial swarms don't tend to be TL heavy. Granted the TIB/B has it and ImpAces has the upgrade, but I'd wonder how useful it would be for the Rebels to have an ability that counters something Imperials rely on less. That's why I've been leaning toward it affecting abilities.
Likewise, I could see you making it expensive as LeoHowler suggests because, good as it would be, you would be a flying target.
Idunno, what I'm saying about Imperials and TL make sense? Beyond the fact that it seems repititous with the theme of the Sensor Jamming card and gets away from the Comm Jaming purpose of being unable to call for reinforcements/the benefit of others.
Version 1:
A-Wing jammer, Modification, 2pts, A-wing only.
"Spend an Action and force any ship attacking you that round to reroll 1 attack die, after attacker has made all modifiers."
Version 2:
A-Wing jammer, System upgrade, 3pts, A-wing only.
"Force any ship attacking you to reroll 1 attack die, after attacker has made all modifiers."
That way you don't make TIEs utterly uselss, yet it's still powerful enough to support the A-wing's high agility. The first version doesn't allow you to chose the Evade action. The second version supports the Evade action, but costs more, as it frees up the Action AND keeps the modification slot open - for f.x. Stealth
Hmm... I love that Green A-wing, but on the subject of Y-wings...
Y-wings need more love.
How much does a repaint go for? I've actually wanted the red stripes on the X-wings to be more correct, and I've also wanted a green stripe X-wing as well.
OK.....please, please please start a how-to thread to make your metal pegs!
OR if that doesn't work.....
(As I wave my hand slowly) You will start a how-to peg making thread....
Er.. I have a complete guide to my metal pegs in my blog on here..
I've been thinking about this.
Imp Aces is if PS is greater than 4, become Royal Guard Tie...
Now you can take 2 ship mods
Sooo,...
Rogue sqn elite
If PS is greater than 4, become Rogue sqn...
Now you can take 2 pilot skills....
Think about the possibilities ![]()