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Everything posted by Ulf Beorstruk
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The Partisan Aces Expansion? ... YEAH, Prolly!
Ulf Beorstruk replied to Joe Boss Red Seven's topic in X-Wing
I like the idea that there are rebels that are not part of the Rebels. -
The Viper's 'wings' are not the same idea as s-foils. The books describe each one as having a thruster on the tip (where autothrusters comes from), and each is constantly moving while in flight to get the ideal angles of thrust. Dash Rendar describes it as one of the most unsettling sights he's ever seen. To my mind, it needs something like giving the SLAM action with the wings closed, and one free reroll while attacking with them open (four cannons with s-foil cooling is supposed to have a very fast cycle rate). They are already action-starved, so maybe you can flip it at the beginning of the activation phase. After moving seems like it would be too strong, so that might be the compromise without taking the actions.
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The Rebels need a ringer crew like Palp/(Insert Scum Crew)
Ulf Beorstruk replied to The Jawa That Shot R2's topic in X-Wing
Admiral Ackbar 8 points, 2 crew slots At the end of the activation phase, you may discard this card. If you do, all enemy ships discard all focus and evade tokens. --- One-time use to set up a rebel attack turn. Ackbar goes all in on one big gamble. -
This would probably never happen for market reasons, but Wraith Squadron expansion
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Descent/IA style game for L5R
Ulf Beorstruk replied to Ulf Beorstruk's topic in Legend of the Five Rings: The Card Game
They've made a great product with Imperial Assault that combines both the campaign style game type and the skirmish game in the same box, and I think something like that would be amazing for this setting. -
Large ships with broadsides, which I've already seen mentioned but would like to repeat. Some more terrain types aside from asteroids and debris, like ion clouds, black holes, or satellites. Some things that would have an effect on the game besides just being run into.
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True, has he made an appearance in the current canon yet?
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Rather than using Jabba to solve as very specific problem of the moment, we can probably play to his theme better. As an information broker, he could potentially be some sort of upgraded Intelligence Agent. I like the idea of him being a fleet-wide upgrade, so if you use the model of Palp (8 points, two slots), then maybe he works like IA except you can change any one of your ships? If instead you wanted to play up the smuggling/goods aspect, then maybe something with Illicit upgrades. Being able to flip them face up would be a good way. He could also act like a fleet-wide Glitterstim. Or maybe give your ships illicit slots? It could also be cool to play up to him as the one setting the bounties. Anyone that attacks him gets a token that any of your other ships can expend to get an extra dice/reroll.
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Swarm Missiles/Torpedoes Range 1-2, Attack 3 Attack (focus): Roll one additional die for each stress the target has.
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I'd watch that movie.
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Imperials absolutely do not need access to Scum upgrades, they've already got a great slate of options.
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Love this! Maybe something to represent the barrel roll's shield ability, like 'after performing a barrel roll, receive an evade token'. Simple but effective as a mod or talent. I remember the charged laser taking a long time to charge up. Maybe "Attack: Place a charge counter on this card. You may not attack this round. Attack(target lock): Spend a charge token to make a 4(?) die attack at range 2-3." Can't wait to see what you come up with for Star Wolf.
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The star wars the force awakens should be a seporate game!
Ulf Beorstruk replied to devotedknight's topic in X-Wing
Why? Your argument was that you liked these movies but not those movies. Not at all a reason to split the game up. Do you have a point, or just trolling? -
TO's report on X-Wing Kart racing event - tons of fun!
Ulf Beorstruk replied to Jyico's topic in X-Wing Battle Reports
The Ion Storms and Mines templates from HotAC could probably be used to great effect in an event like this. I'd probably try to get three different tracks set up ahead of time, and then have your groups rotate between them. It would mean you couldn't re-seed them between races though, but it may be worth it for the time savings. -
A species that has evolved to occlude the Force around them as a response to Force-sensitive predators. It's camouflage, not an absence from the Force.
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Once again though, which one had a bigger or smaller impact is entirely irrelevant. They choose what ships to release based on their own internal reasoning. If you think that profitability for them equals recognizability, then they have already made clear which one they feel is more recognizable. More likely their choice has to do with asset management and design space management, but I don't know, and you don't know.
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Do you genuinely think the Quadjumper is recognizable? That if you showed a Star Wars fan just the model he'll immediately be able to say 'this is a Quadjumper'? The ship appears on screen for the grand total of about 4 seconds, and never up close. Moreover,the ship largely doesn't exist outside the movie either. If you go to wookiepedia to look for a given EU ship from the game, you usually get a significant amount of more-or-less memorable stories. Man, what's your point with all this? What are you trying to get at? That some ships 'deserves' to get made before some other ship? It's their game, they are going to make the ships they want to make, for any reason and in any order. That is solely their prerogative. Nothing 'deserves' to be done first. You don't 'deserve' to get your preferred ship. It doesn't matter how recognizable it is, because the only way 'recognizable' factors into a discussion is people on the forums surmising that more recognizable equals more profitable, but there is no actual to reason think that this is true to their thinking. Maybe this just better introduces gameplay elements they want to highlight. Maybe someone at FFG just loves the look of it. The point is, it doesn't matter why they made the choice, because its their choice to make. Just ... relax, everybody. There's no clandestine ploy to prevent your favourite ships from appearing. There's no sinister plot to kiddy-fy or disney-fy the game. If they don't pull from the EU ever again, its not because they hate you and it. Enjoy the things you enjoy, don't fret over the things you don't. You'll live longer and happier.
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I would get an expansion like that
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Shuttle Tydirium Podcast episode 11: Pilot Progression in HotAC
Ulf Beorstruk replied to Babaganoosh's topic in X-Wing
Loved this episode. The old guy griping about pure support not being as viable as a fighter - in a fighter game - probably needs to just get over it. 'I don't like taking the good combos, but the skills I took are not as good!' -
May we suggest you don't let the door hit you on the way out. Really roleplaying the 'condescending ass' part of the Empire, I see.
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It just doesn't seem like making them better at ordinance is the solution, since they are too expensive in the role of ordinance carrier. The TIE Bomber, especially the new one, fill that role well already, and it seems counter-productive to make them compete for that same role.
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Given Rebels don't seem to be too specific about, say, which ship is which or when this or that was invented, I'm sure the red one in the trailer is his. Just going to blindly treat it as confirmed.
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Anything that you might have to look up in the rulebook during play that can be fit on the sheet. Off hand, I'd have (or at least have page references to); - what you gain XP for - swerve rules - conditions for formations - turn sequence including pre- and post-match and campaign round - mission scaling icon key - new actions and maneuvers All this stuff is in the rulebook very clearly, it would just be a good player aid to have it on hand on a single reference sheet for quick access.
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Has anyone made a reference sheet for HotAC? A one-page rules reference sheet that each player could have handy might be useful, but I won't bother making one up if they're out there already.
