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ImperialAce95

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About ImperialAce95

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  • Birthday 07/11/1995

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  1. Condition Card that is applied by the 2 ** I1 generics during setup: Decoyed: While you defend, each friendly Naboo Handmaiden in the attack arc may spend 1 evade token to change one of your results to an evade result. If you are a Naboo Royal N-1 starfighter, each friendly Naboo Handmaiden in the attack arc may spend 1 evade token to ADD 1 evade result instead. So basically the Republic has two generic Biggs to work with, except its better. Yikes...
  2. Cloaking rules are fine. Sigmas should keep their talents. Juke is not a problem and should not have gone up. Making a unique point system for increased cards (pilot or upgrade), or for upgrades on certain chassis is stupid - FFG already has too many scaling point systems for cards, it's getting too hard to keep track. The problem here is that the 4 Phantom list is still too efficient for its points - even though the list is about skill and positioning, which is what the devs want X-Wing to be about. Here's what I think the optimal solution should have been - the Phantom generics should have been limited from the start. *** for Imdaars, ** for Sigmas. When I first saw the CIS vulture generics that were also limited, I immediately thought "This should have been designed for other ships. Why wasn't it?". If generic pilots and some upgrades were limited we wouldn't be having this conversation. (Should have also been the case for Barrage Rockets, Veteran Turret Gunner, maybe rebel Y-Wings, etc. But that's another thread.) Now, I don't think every generic should be limited - some are meant to be spammed, like regular TIE fighters; some ships are meant to be limited by their price. Making some generics limited would create more faction identity - within a certain faction, said faction has limited access to a certain chassis. TIE Phantoms were very expensive and rare because of their cloaking tech. Limiting generics could also encourage players to be more creative with listbuilding instead of spamming the most cost effective/efficient thing. I always liked TIE Salad lists. Heck, if this was the case Phantom prices could come DOWN. But we don't live in a perfect world, so what's the solution? Unfortunately, I think the only way this will be fixed is to raise prices on phantoms - it's the chassis that is the problem same as the Punisher (which is still good). Now, this might make some people angry, but FFG can't make everything perfectly balanced and happy. On the bright side, I'd rather pay a lot for a well-designed ship than peanuts for a poorly-designed one (see the TIE Aggressor). However, there's another solution that could work. FFG could errata the card, making them limited. This could REALLY make some people mad, but would be good for the game in the long term. And these possible upcoming card packs could be a way for them to re-release the corrected cards. Just tossing the idea out there. TL;DR - Phantoms are the Problem, not Juke. Generics should go up. X-Wing 3.0 when (sarcasm)
  3. Yeah, I wanted to give it the ability to make attacks against an enemy ship at range 0-1 with only 1 attack dice (it's not a ship, calm down), but I thought it might be too powerful. Imps would love the extra locks and jam as is, so I just left it at that. What ideas did you have for Vipers?
  4. That's an interesting idea, but I wanted to have a bit more downside to using this, in addition to the stress from failing a red action. Which is also why I made it unique, didn't want people spamming large base ships with this. Damaging yourself also puts a hard cap on how many times it can be used, rolling a red die might enable you to do it a lot more times in a game. This card could also be a powerful psychological weapon to your opponent by anyone decent at flying. Dunno, auto damage during activation that can be used at any initiative feels a bit too much like 1.0.
  5. So I wanted to make a card that recreated the scene in SOLO when Han slams the falcon against the tie fighter. Ships that can use this card: JumpMaster 5000 Sith Infiltrator YT-1300 (Scum) YT-1300 (Rebel) YT-1300 (Resistance) YT-2400 Light Freighter Ships that can't use this card: Lambda-class T-4a Shuttle Lancer-class Pursuit Craft MG-100 StarFortress Upsilon-class Command Shuttle VCX-100 Light Freighter VT-49 Decimator YV-666 Light Freighter
  6. Some problems that I see about said Ion Bombs: it doesn't affect medium or large-base ships unless multiple bombs are involved. I didn't want the bombs to instantly ionize everything at range 0-1 when it detonates, because I think that that would be a little too much. So, here's an alternate idea >> Reference card: System: After you drop an Ion Bomb token, place 4 Ion tokens on this card. At the end of the Activation Phase, this device detonates. When this device detonates, you must remove 4 ion tokens and assign them to ships at range 0-1 of the bomb token. When you assign ion tokens this way, ships that are Ionized cannot be assigned any more ion tokens, unless there are no more ships in range that are not Ionized. This way, enemy large base ships can be affected, but the owner's own ships aren't immune as well. In other words: Scenario 1: 1 to 4 small ships are ionized Scenario 2: 1 to 2 medium ships are ionized Scenario 3: 1 to 2 small ships and 1 medium ship are ionized Scenario 4: 1 small ship and 1 large ship is ionized
  7. Because it's not in the game yet. Which is weird, because they were in 1.0 and these would be amazing counters to droid swarms. (Yeah, I know it's supposed to say "Bomb" above the paragraph, but I can't get the text box on the website to edit that in correctly.) Reference card: At the end of the Activation Phase, this device detonates. When this device detonates, each ship at range 0-1 gains 1 ion token.
  8. The Firespray should have a rotating arc to the front and back. Change my mind. Boba isn't overcosted, the chassis is just too efficient with two arcs. It should have been designed a medium-base TIE/SF. But w/ bombs & stuff, etc. Want to shoot out both arcs? Lock the primary out the back and get an Ion Cannon (which Boba's Slave 1 had). Want to shoot out the front, but cover your rear? Bombs are a thing. Or take Krassis Trelix. Don't get me wrong, I love the Firespray, I just think it wasn't designed accurately.
  9. New token, perhaps new weapons to inflict them. I didn't think the 1.0 versions of Flechette cannons & Torps would work for 2.0, but this new token might be why FFG didn't immediately convert them. Treacherous sounds pretty cool for the Separatists, but I don't want inflicting strain to be faction locked (plus, the Seps have enough faction-specific weapons). Seems most likely that strain works similar to stress, a ship needs only 1 to be "strained". How about: Flechette Cannon - Front Arc, Range 1-2, 3 dice, 6 pts(?) Attack: If this attack hits, the defender suffers 1 damage and, if the defender is not strained, receives 1 strain token. Then, cancel all results. Flechette Torpedoes - Front Arc, Range 2-3, 3 dice, 2 charges, 5 pts(?) Attack(Lock): If this attack hits, the defender suffers 1 damage and, if the defender is not strained, receives 1 strain token. Then, cancel all results. Discuss.
  10. TIE Aggressor: Synced Turret While you perform a Turret attack, if you have a lock on the defender, you may change all of your Focus results to Hit results. A man can dream.
  11. Here's a list of Separatist ships that I had been working on for some time. Let me know what you think! Droid Starfighter Base: Small Arc: Front(90) Attack: 2 Evade: 3 Hull: 3 Actions: Calculate - Evade - Barrel Roll Upgrades: Sensor Pilots: 61st Flight Unit [Initiative 3] 88th Flight Unit [Initiative 2] 103rd Flight Unit [Initiative 1] Sith Infiltrator Base: Medium Arc: Front(90) Attack: 3 Evade: 2 Hull: 5 Shield: 3 Actions: Focus - Target Lock - Reinforce - Cloak Upgrades: Sensor - Crew - Modification Pilots: •Darth Maul [Initiative 4 + Force: 2 + Force Slot] Sith Apprentice [Initiative 3 + Force: 1 + Force Slot] Sienar Test Pilot [Initiative 2] Firespray-Class Patrol Craft Base: Medium Arc: Front(90) & Rear(90) Attack: Front 3 + Rear 3 Evade: 2 Hull: 6 Shield: 4 Actions: Focus - Target Lock - Reinforce - Boost Upgrades: Cannon - Bomb - Crew - Missiles - Modification Pilots: •Jango Fett [Initiative 5 + Talent] •Boba Fett [Initiative 2] Separatist Mercenary [Initiative 2] Nantex-class Territorial Defense Starfighter Base: Small Arc: Front(90) Attack: 2 Evade: 2 Hull: 4 Shield: 1 Swivel Cannon: You can perform (Front Arc) special attacks against ships inside your (Full Front Arc). Actions: Focus - Target Lock - Barrel Roll Upgrades: Cannon - Modification Pilots: •"Sha-cek the Vicious" [Initiative 4 + Talent] I made this guy up •"Lizan" [Initiative 3 + Talent] 2rd Group Pilot [Initiative 2 + Talent] 10th Group Pilot [Initiative 1] Vulture Droid Base: Small Arc: Front(90) Attack: 2 Evade: 3 Hull: 3 Actions: Calculate - Evade - Target Lock - Barrel Roll Upgrades: Sensor - Missiles Pilots: Alpha Flight Unit [Initiative 4] 11th Flight Unit [Initiative 3] 27th Flight Unit [Initiative 2] 31st Flight Unit [Initiative 1] Ginivex-class Starfighter (Fanblade Starfighter) Base: Small Arc: Front(90) Attack: 3 Evade: 3 Hull: 2 Shield: 2 Actions: Focus - Evade - Barrel Roll - Boost Narrow Profile: When defending, if the attacker is in your (Bullseye Arc), you may change 1 die result to an (evade) result. Upgrades: Sensor - Modification Pilots: •Asajj Ventress [Initiative 5 + Force: 2 + Force Slot] Sith Assassin [Initiative 3 + Force: 1 + Force Slot] Rogue-class Starfighter Base: Small Arc: Front(90) Attack: 2 Evade: 3 Hull: 3 Shield: 2 Actions: Calculate >> Barrel Roll - Target Lock - Barrel Roll Upgrades: Sensor - Modification Pilots: •Cad Bane(Scum) [Initiative 4 + Talent + Illicit + (Calculate) >> (Focus)] Escort Flight Unit [Initiative 2 + Talent] 8th Strike Wing Unit [Initiative 1] Belbullab-22 Fighter Base: Small Arc: Front(90) Attack: 3 Evade: 2 Hull: 4 Shield: 2 Actions: Focus - Target Lock - Slam - Reinforce Upgrades: Sensor - Torpedoes - Modification Pilots: •General Grievous [Initiative 4 + Talent] General Kenobi... Hyena Bomber Base: Small Arc: Front(90) Attack: 2 Evade: 2 Hull: 6 Actions: Calculate - Target Lock - Reload Upgrades: Sensor - Torpedoes - Missiles - Missiles - Bomb - Bomb Pilots: Alpha Flight Bomber [Initiative 4] 11th Flight Bomber [Initiative 3] 27th Flight Bomber [Initiative 2] 31st Flight Bomber [Initiative 1] Droid HMP Gunship Base: Medium Arc: Full Front(180) Attack: 2 Evade: 1 Hull: 6 Shield: 3 Actions: Calculate - Target Lock - Reinforce - Reload Repulsorlift Drive: After You execute a (0 Stop) maneuver, you may rotate your ship 90 or 180 degrees. Upgrades: Sensor - Cannon - Missiles - Missiles - Bomb - Bomb - Modification Pilots: 2nd Group Unit [Initiative 3] 8th Group Unit [Initiative 2] Planetary Patrol [Initiative 1] Droid Tri-Fighter Base: Small Arc: Front(90) Attack: 3 Evade: 3 Hull: 4 Actions: Calculate - Evade - Target Lock - Barrel Roll >> Target Lock - Boost >> Target Lock Upgrades: Sensor - Cannon - Missiles - Modification Pilots: Trident Group Unit [Initiative 4] 19th Wing Unit [Initiative 3] 38th Wing Unit [Initiative 2] 76th Wing Unit [Initiative 1]
  12. Here's a list of Republic ships that I had been working on for some time. Let me know what you think! N-1 Starfighter Base: Small Arc: Front(90) Attack: 2 Evade: 3 Hull: 3 Shield: 2 Actions: Focus > Barrel Roll - Evade - Target Lock - Barrel Roll Upgrades: Torpedoes - Astromech - Modification Pilots: •Captain Typho [Initiative 5 + Talent] •Anakin Skywalker [Initiative 4 + Force: 1 + Force Slot] After you perform a (Barrel Roll), you may spent 1 (Force) token to assign an (Evade) token. •Ric Olie [Initiative 4 + Talent] •Gaven Sykes [Initiative 3] Bravo Flight Pilot [Initiative 2 + Talent] Naboo Rookie [Initiative 1] Delta-7B Interceptor Base: Small Arc: Front(90) Attack: 2 Evade: 3 Hull: 3 Shield: 3 Actions: Focus - Evade - Barrel Roll Upgrades: Force - Astromech - Sensor - Modification Pilots: •Anakin Skywalker [Initiative 5 + Force: 3] After you perform an action, you may spend 1 (Force) token to perform an action. •Adi Gallia [Initiative 4 + Force: 2] •Plo Koon [Initiative 4 + Force: 2] •Ahsoka Tano [Initiative 3 + Force: 2] •Obi-Wan-Kenobi [Initiative 3 + Force: 2] Low Altitude Assault Transport Gunship Base: Large Arc: Front Full(180) & Rear(90) Attack: Front 2 + Rear 2 Evade: 1 Hull: 8 Shield: 2 Actions: Focus - Target Lock - Reload Upgrades: Missiles - Crew - Crew - Gunner - Modification Pilots: •"Hawk" [Initiative 4 + Talent] •"Jinx" [Initiative 2] Red Squadron Scout [Initiative 1] V-19 Torrent Starship Base: Small Arc: Front(90) Attack: 2 Evade: 2 Hull: 3 Shield: 1 Actions: Focus - Target Lock - Barrel Roll Upgrades: Missiles - Modification Pilots: •"Warthog" [Initiative 4 + Talent] •"Axe" [Initiative 3 + Talent] Red Squadron Pilot [Initiative 2 + Talent] Blue Squadron Pilot [Initiative 1] BTL-A4 Y-wing Base: Small Arc: Front(90) Attack: 2 Evade: 1 Hull: 6 Shield: 2 Actions: Focus - Target Lock - Barrel Roll - Reload Upgrades: Turret - Gunner - Torpedoes - Bomb - Astromech - Modification Pilots: •Captain "Fireball" [Initiative 4 + Talent] •"Broadside" [Initiative 3 + Talent] Hunter Squadron Pilot [Initiative 2 + Talent] Shadow Squadron Pilot [Initiative 1] Z-95-C Headhunter Base: Small Arc: Front(90) Attack: 2 Evade: 2 Hull: 2 Shield: 2 Actions: Focus - Target Lock - Barrel Roll Upgrades: Torpedoes - Modification Pilots: •"Hawk" [Initiative 5 + Talent] •"Killer" [Initiative 4 + Talent] Foxfire Squadron Pilot [Initiative 3 + Talent] Red Squadron Escort [Initiative 2] ARC-170 Heavy Fighter Base: Medium Arc: Front(90) & Rear(90) Attack: Front 3 + Rear 2 Evade: 1 Hull: 6 Shield: 3 Actions: Focus - Target Lock - Barrel Roll Upgrades: Torpedoes - Astromech - Crew - Gunner - Modification Pilots: •"Oddball" [Initiative 4 + Talent] •Captain "Jag" [Initiative 3 + Talent] Razor Squadron Pilot [Initiative 3 + Talent] Red Squadron Pilot [Initiative 2] Eta-2 Interceptor Base: Small Arc: Front(90) Attack: 3 Evade: 3 Hull: 3 Actions: Focus - Target Lock - Barrel Roll > Focus - Boost > Focus Upgrades: Force - Cannon - Astromech - Sensor - Modification Pilots: •Anakin Skywalker [Initiative 6 + Force: 3] After you perform an action, you may spend 1 (Force) token to perform an action. •Saesee Tiin [Initiative 5 + Force: 3] •Ahsoka Tano [Initiative 4 + Force: 2] •Obi-Wan-Kenobi [Initiative 3 + Force: 2] Flying is for droids Jedi Ace [Initiative 3 + Force: 1] Alpha-3 V-Wing Starfighter Base: Small Arc: Front(90) Attack: 3 Evade: 2 Hull: 3 Shield: 1 Actions: Focus - Evade - Target Lock - Boost Upgrades: Sensor - Modification - Modification Pilots: • Squad Seven Ace [Initiative 4 + Talent] • Squad Two Ace [Initiative 3 + Talent] Squad Seven Pilot [Initiative 3 + Talent] Squad Two Pilot [Initiative 1] T-2c Theta-Class Shuttle Base: Large Arc: Front(90) & Rear(90) Attack: Front 3 + Rear 2 Evade: 0 Hull: 8 Shield: 4 Actions: Focus - Reinforce - Coordinate Upgrades: Sensor - Cannon - Crew - Crew - Gunner - Modification Pilots: •Captain Kagi [Initiative 4 + Talent]
  13. Here's my version that I think would be cool to see: Buzz Droid Missiles: [CIS] (3 Attack - Front Arc(90) - Range 1-3 - 2 Charge) Attack(Target Lock): Spend 1 charge. If this attack hits, deal the Buzz Droids condition card to the defender. Then cancel all results. Buzz Droids(Condition): At the start of the End Phase, roll one attack dice. On a (damage) or (critical) result, receive one faceup damage card. You may discard an equipped (Astromech) to ignore any dice results. If you perform a red maneuver, discard this card. Dealing a faceup damage card won't be guaranteed, but the defender would have to roll for it at least once. There's the Astromech thing for thematic purposes, and I think it would be cool to have to "shake" the metal buggers off.
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