Possible wave 4 expansion: Z-95 and Mag Pulse

By TheRealStarkiller, in X-Wing

There has been discussions about the Z-95 as the rebel swarmer all over. People await the Headhunter to see in every upcoming wave - now in wave 4 i think its the time for the Z-95.

I'm pretty sold that it will be straight forward with 2-2-3-1 and a missile upgrade slot.

So a no-brainer here, left for the point costs.

Now what I think is that the Z-95 will come along with a new weapon: the Mag Pulse.

Some of you will remember the Mag Pulse from Star Wars computer games.

Basically its a missile that overloads the targets weapon systems. Thats right, target ship can't use its weapons for a brief amount of time. How could this look like in X-Wing?

Here is the first attempt to translate the Mag Pulse to X-Wing:

Mag Pulse (3) (Missile Upgrade)

Attack [Target Lock]: Spend your target lock and discard this card to perform this attack. Hits does not do any damage. For each uncancelled [hit] or [critical hit] the ship receives 1 Mag Pulse token. Attack: 3. Range 1-3.

Mag Pulse Tokens: (Rule Card Text)

For each token assigned, reduce the attack value of your primary weapons and cannon upgrades by 1 (to a minimum of 0). Use an action to remove one token. Large ships must have at least 2 assigned tokens to suffer the effect of 1 token. So if a large ship has assigned 3 tokens, it suffers only the effect of 1 token. A large ship may remove up to 2 tokens with an action.

Since the Mag pulse is a Imp weapon I think it should come with the Missile Boat.

The Missile Boat?

One laser cannon and about 80 Concussion Missiles? I don't know how this ship could work in X-Wing.

Not without 'special ship rules'

There is nothing hard about making the Missile Boat within the rules we have right now. It CERTAINLY does not need some "special ship rules" to make it work although it may need to expand a bit on upgrades.

I can only assume the reason one would think the Missile Boat needs special rules is because it carries "about 80 concussion missiles" but that is easy enough to do without adding some special ship rule. How's that? It can be done simply by making a "missile" upgrade that is NOT discarded when used. Worried about this find its way on to all other missile carrying ships then maybe this special missile should require two upgrade slots instead of just one; this wouldn't be anything special about the ship but instead has to do with the upgrade.

2-2-2-2 seems too much to me, when compared to the X Wing. Those stats have the defense die and shielding the same, when my very uninformed and basic internet-fu reveals the z95 as being slower, less maneuverable, less armed and with less shielding. To me, 2 attack, 1 defense, 1 shield and 2 hull sounds right ... Or maybe 1 shield and 3 hull, which would give it the same hull.

Seems like a missile slot is mandatory.

Dial is maybe a cross between the hwk and the X. Maybe no koiogran and a 4 straight being red? 1 banks and 1 straight green, 2 banks and straight white, 3 straight and 3 banks white, 3 turns red and 4 straight red.

Named pilots being Corran Horn and Mara Jade?

Like the Mag Pulse idea.

PS2 'Perimeter Defence Pilot' 2-2-3-1: 14 points ?

2/2/2/2 Is about right- less firepower and weaker than the X-Wing, but not signifigantly so. Just a focus action base, but maybe give it a title card Z-95-AF4 for 3 points that adds a target lock action and missile slot.

I'd be curious, since the Z-95 has been around for as long as it has, many are familiar with its working. I could almost see that it could have a minimum pilot skill of 2 or even 3, rather than PS1, in order to represent the widespread nature of the class.

Another observation as "old" as the Z-95 is, keep in mind that really it's only about 25 years old in relation to the time frame that this is played in. The F-18 is still a widely used aircraft in many air forces today, and it was first introduced in 1983. Yes, the X-wing is newer, but the Z-95 is reliable, and widely available. I'd favor the 2-2-3-1 profile, which is maneuverable at slower speeds, but takes stress to push it faster.

So 2-2-3-1 with a minimum PS2, missiles or torpedoes, and no astromech option since they don't have hyperdrive.

Edited by Agatheron

The X-Wing's shields were twice as strong as the shields of the Z-95 - while hull plating was about the same, so 2-2-3-1 is the Z-95. And I would go wit the TIE Fighter line, ps-wise: 1,3,4 for the grunts, 5-7 for aces and 8 for the star.

Id love to see an ARC 170. I know its from a different era, but there's no reason someone's still not flying one or two..

It's a prequel design. Let it age a bit before introducing it to this game. I'd rather see designs from the WEG-era of Star Wars made before we even think about including stuff made post-1999.

The Z-95 I think should be a 2-2-3-1. Attack reflects the lower power of the ship's blaster armament. Defense is about what you'd expect from something which isn't a slow, ungainly bomber but which also isn't a top-line fighter like the TIE Interceptor. Its armor is inferior to the X-wing, but then so is the armor on the TIE Fighter and it has a value of 3, so I'd keep it the same as the X-wing. Shields should be 1, because that's as low as you can get, and the Zed does have shields.

Low PS ships I think should have no missile, while higher-PS ships should. This reflects how pilots with more experience with their fighters modified them with missile launchers, and this would provide some interest and variety. It would also be an interesting analogy to the F-4 Phantom, with the X-wing being the equivalent to the F-16.

It needs to have TL regardless.

The maneuver dial should be inferior to the X-wing, but superior to the Y-wing. It was, after all, used to escort the bombers, so it needs to be able to function as such but not be as good as the X-wing.

Edited by Millennium Falsehood