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[old] Odanan's custom cards

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I'm compiling here most of my custom cards.

Edit: I started a new, clean thread here. The old one will be phased out.

Assault Gunboat custom expansion pack: 

x_wing_assault_gunboat_expansion_pack_by


x_wing_custom_expansion_assault_gunboat_  
Gunboat showcase:

x_wing_miniatures_game___assault_gunboat
x_wing_miniatures_game___assault_gunboat
CONSIDERATIONS:
 
It's an expansion that not only to add the "Imperial Y-Wing", but offer some useful upgrade cards.

The dial is a cross between the X-Wing and the Y-Wing. Maybe too good? The ship was quite capable of keeping track of the enemy in the PC games.
 
I made it 1 agility because this was hard to dodge enemy fire (maybe because of the large profile?) - but 2 agility wouldn't be far fetched (in this case, the hull or shield should be reduced).
Lore-wise, it would have 5 hull (equivalent to the Y-Wing) and 3 shield (better than the X-Wing), making it tough to kill.

It has only 2 missiles (lore accurate) and the cannon, but an upgrade card that allows it to replace 1 missile for 1 other ordnance (the ship was known to carry torpedoes when needed).
 
The "Alpha Strike" elite upgrade can be used by pilots with more than one ordinance/canon/turret, but it is specially useful in the Gunboat, allowing an easy missile+cannon combo. Would Tomax Bren be broken with it? You tell me. (if yes, I can restrict the upgrade to the Gunboat or just replace it with another card)
 
The Gunboat is the most produced/deployed Imperial hyperspace capable starfighter, which I explored in the title: "Imperial Reinforcements". It adds an interesting mechanic, which really differentiates the Gunboat of the TIEs. Since the common TIEs had no hyperspace, and the high tech, hyperspace capable TIEs (Defender, Avenger), are so rare that wouldn't be available everywhere, that's the job of the Gunboats. It also emulates the massive military power of the Empire and remind the PC old sims (where the Imperials are able to call Gunboats as reinforcements).
I don't know if the price is right (is deploying later, but where you want, actually a drawback?) 
 
Xeal was a colleague of Mareek Stele's who was MIA and later returned to action with "Killer Eyes".  
Noble Calder's ability is kind of uninspired, so suggestions are most welcome. Not many information about this guy, except that he was the commander of a squad (Veerpal?). Maybe he could be the lower PS unique pilot instead of Xeal (swap the PS of both).
I added the other guy (Arajen Turmen) here, with a wonky ability, as an alternative. 
Mareek Stele piloted the Gunboat, but this wasn't one ship who made him famous (like the Defender, the Avenger and the Missile Boat).
 
Possible pilots: (in Legends)

  • Gunboat generics (Squadrons): Nu, Tau, Mau, Mu, Rho, Eagle, Raven, Talon, Veerpal
  • Gunboat uniques: Arajen Turmen, Noble Calder, Xeal (but not specially this ship), Mareek Stele
Edited by Odanan

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TIE Avenger custom expansion pack:
 
x_wing_miniatures__tie_avenger_pilots_by

 Maneuver dial here.

 x_wing_miniatures__custom_tie_avenger_up

Reference card for the "Jamming Beam" upgrade here.

Maneuver dial here.

Showcase:

x_wing_miniatures__tie_avenger_showcase_

CONSIDERATIONS:

 

The weaker hull was made to differentiate it from the Advanced and Defender, even if this ship wasn't bad armored. This is compensated by the 3 points shield.

Title TIE/ad: adds the canonical tractor beam and explores the famous high recharge rate of the ship. Could cost 1 squad point more.

Title TIE/x2: cheaper alternative. Would make it more similar with the TIE Interceptor.

Possible pilots: (in Legends)

  • Generics (Squadrons): Avenger, Obsidian Dagger, Black, Onyx
  • Uniques: Commander E.C. "Easy" Nerwal, Captain Quinllan Yorr (already in the game), Lieutenant Tanbris
Edited by Odanan

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"If you have 1 or more Damage cards, you may roll 1 additional attack die."

 

"You may equip up to 2 different Modification upgrades (instead of 1)."

 

"After you perform a barrel roll, you may receive 1 stress to execute a 1<kturn> maneuver."

 

"Increase your hull value by 1.
You cannot acquire target locks on ships outside your firing arc.
You cannot perform boost actions.
This card has a negative squad point cost."

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"If you have 1 or more Damage cards, you may roll 1 additional attack die."

 

"You may equip up to 2 different Modification upgrades (instead of 1)."

 

"After you perform a barrel roll, you may receive 1 stress to execute a 1<kturn> maneuver."

 

"Increase your hull value by 1.

You cannot acquire target locks on ships outside your firing arc.

You cannot perform boost actions.

This card has a negative squad point cost."

 

Wow, thank you!!

 

BTW, added one more upgrade card.

Edited by Odanan

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Great work here, cards look gorgeous. Have you happened to have created movement dials for all of the above ships?

I use (and calculated the cost considering) the following:

 

- Assault Gunboat: B-Wing

- TIE Avenger: TIE Advanced

- TIE Hunter: TIE Interceptor (yes, they are deadly)

Edited by Odanan

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First off, I want to say that these cards are gorgeous. Some of the best fan-generated cards I've seen out there.

 

Now for the nitpicks:

 

  • For Xeal, I'd say "If you have 1 or more Damage cards assigned to you . . ." (a la Kenkirk)
  • Morningstar: "...change 1 blank result to a hit result."
  • Blackstar: "After you perform a barrel roll action, you may perform a white (1k) maneuver. Then, receive 1 stress token."
  • General Weir: "...to another friendly ship at Range 1" (Otherwise, he can get double focus -- unless that was intentional). I'd also bring his cost down to about 24 (25 or 26 if you want to let him stack focus). His ability forces him to fly in formation, which is one of the worst things for a squint. I figure that the torpedo and ability together are worth about 2 points, and the RGP is worth 22, as a comparison.
  • Personally, I'd bring down the cost on the Avengers by 1 or 2 points. The generic is pretty much identical to the E-Wing, and I don't think those two points of PS will be enough to offset the inefficiency.
  • Bring down the cost on the Hunter to . . . 17, for the PS 3 generic. It's practically identical to the Green Squadron Pilot. The cannon upgrade slot is worth about as much as the swapping of one shield for one hull, I would say.
  • The First Order Pilot is too expensive. You're charging for upgrade slots, but the upgrades themselves already cost points. I'd say 17 points is a good cost. I'd guess the hull increase to be worth about two points (yeah, Hull Upgrade costs 3 -- but how often do you see that on a TIE?), and one point for freeing up the Mod slot and the Turret, Crew, and System.
  • I'd make the Sunspot Squadron Pilot 14 points and PS 4 -- a la Black Squadron, but swap the EPT for a torpedo.
  • Love the Slave Dancer  ;)  :P . But I'd change it to "Remove 1 stress token," or perhaps "remove 2." As is, it completely decimates Panic Attack; with the change, it'd still be very strong for one point (opens up the dial) without being a hard counter.

 

Again, beautifully-made cards. Excellent work!

Edited by Ailowynn

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Upgrade cards:

custom_upgrade_card___a_wing_title_by_od

 

x_wing_miniatures_game___custom_upgrade_

Not too sure about the R-22. You're basically penalising the A-wing by limiting it's target lock and taking away it's boost and the trade off is 2 points cheaper and only one point more hull strength. It doesn't seem balanced to me. The fluff on the R-22 says there was a two-seater version. I would be tempted to make the title a two-seater and give the regular A-wing a crew slot, or give it a weapons engineer type ability for 0 points.

 

The Slave Dancer is too OP for just 1 point. And you can't perform actions while stressed, so this one is a rule breaker straight away, regardless of the additional text. You'd be better off removing the Action: header and trading it for something else like "You may roll one less attack die on your next attack to remove up to 2 stress tokens."

 

Just a couple of ideas. :)

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Not too sure about the R-22. You're basically penalising the A-wing by limiting it's target lock and taking away it's boost and the trade off is 2 points cheaper and only one point more hull strength. It doesn't seem balanced to me. The fluff on the R-22 says there was a two-seater version. I would be tempted to make the title a two-seater and give the regular A-wing a crew slot, or give it a weapons engineer type ability for 0 points.

 

If anything I'd say R-22 is too good.

Stack it with Chaardan Refit on Prototype Pilot and it's 13 points for a 2/3/3/2 with an A-wing dial. Run 7 for 91 points, giving you some upgrade room, and you just outclassed the TIE swarm.

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The Slave Dancer is too OP for just 1 point. And you can't perform actions while stressed, so this one is a rule breaker straight away, regardless of the additional text. You'd be better off removing the Action: header and trading it for something else like "You may roll one less attack die on your next attack to remove up to 2 stress tokens."

 

 

Card's can contradict rules. Look Tycho that can take actions while stressed. 

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Not too sure about the R-22. You're basically penalising the A-wing by limiting it's target lock and taking away it's boost and the trade off is 2 points cheaper and only one point more hull strength. It doesn't seem balanced to me. The fluff on the R-22 says there was a two-seater version. I would be tempted to make the title a two-seater and give the regular A-wing a crew slot, or give it a weapons engineer type ability for 0 points.

 

If anything I'd say R-22 is too good.

Stack it with Chaardan Refit on Prototype Pilot and it's 13 points for a 2/3/3/2 with an A-wing dial. Run 7 for 91 points, giving you some upgrade room, and you just outclassed the TIE swarm.

 

Doesn't leave many upgrade options. There's no EPT, the title's already taken, and there's not many modifications left. But I agree it would make them more than a match for a TIE swarm.

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First off, I want to say that these cards are gorgeous. Some of the best fan-generated cards I've seen out there.

 

Now for the nitpicks:

 

  • For Xeal, I'd say "If you have 1 or more Damage cards assigned to you . . ." (a la Kenkirk)
  • Morningstar: "...change 1 blank result to a hit result."
  • Blackstar: "After you perform a barrel roll action, you may perform a white (1k) maneuver. Then, receive 1 stress token."
  • General Weir: "...to another friendly ship at Range 1" (Otherwise, he can get double focus -- unless that was intentional). I'd also bring his cost down to about 24 (25 or 26 if you want to let him stack focus). His ability forces him to fly in formation, which is one of the worst things for a squint. I figure that the torpedo and ability together are worth about 2 points, and the RGP is worth 22, as a comparison.
  • Personally, I'd bring down the cost on the Avengers by 1 or 2 points. The generic is pretty much identical to the E-Wing, and I don't think those two points of PS will be enough to offset the inefficiency.
  • Bring down the cost on the Hunter to . . . 17, for the PS 3 generic. It's practically identical to the Green Squadron Pilot. The cannon upgrade slot is worth about as much as the swapping of one shield for one hull, I would say.
  • The First Order Pilot is too expensive. You're charging for upgrade slots, but the upgrades themselves already cost points. I'd say 17 points is a good cost. I'd guess the hull increase to be worth about two points (yeah, Hull Upgrade costs 3 -- but how often do you see that on a TIE?), and one point for freeing up the Mod slot and the Turret, Crew, and System.
  • I'd make the Sunspot Squadron Pilot 14 points and PS 4 -- a la Black Squadron, but swap the EPT for a torpedo.
  • Love the Slave Dancer  ;)  :P . But I'd change it to "Remove 1 stress token," or perhaps "remove 2." As is, it completely decimates Panic Attack; with the change, it'd still be very strong for one point (opens up the dial) without being a hard counter.

 

Again, beautifully-made cards. Excellent work!

Thank you for the compliments and corrections!

Tonight I will make some changes in the cards.

 

- General Weir: yes, it wasn't meant to stack focus (will fix the text).

- Are you sure about the Sunspot Squadron Pilot's cost? Mind that the ship has the Target Lock action.

- Slave Dancer: I'm thinking in changing the text to "...remove up to 2 stress tokens".

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I will make the "Jabba the Hutt" crew card tonight (with 2 crew slots, obviously).

I'm thinking in something like a "death mark": choose an enemy ship at up to range 3 and the first attack it receives this turn will roll 2 additional attack dice. What do you think? How can I write this in X-Wing terminology? (I play X-Wing in a different language, so i struggle a little with the texts in English)

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I will make the "Jabba the Hutt" crew card tonight (with 2 crew slots, obviously).

I'm thinking in something like a "death mark": choose an enemy ship at up to range 3 and the first attack it receives this turn will roll 2 additional attack dice. What do you think? How can I write this in X-Wing terminology? (I play X-Wing in a different language, so i struggle a little with the texts in English)

"At the start of the Combat phase, choose 1 enemy ship. The first time that ship is attacked this round, the attacker rolls 2 additional attack dice."

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I will make the "Jabba the Hutt" crew card tonight (with 2 crew slots, obviously).

I'm thinking in something like a "death mark": choose an enemy ship at up to range 3 and the first attack it receives this turn will roll 2 additional attack dice. What do you think? How can I write this in X-Wing terminology? (I play X-Wing in a different language, so i struggle a little with the texts in English)

"At the start of the Combat phase, choose 1 enemy ship. The first time that ship is attacked this round, the attacker rolls 2 additional attack dice."

 

Consider it done! (but I will add the range limit so it won't be that OP)

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kind of an odd range wording, usually they specify the entire range, like:

 

"At the start of the combat phase, choose 1 enemy ship at Range 1-3. The first time that ship is attacked this round, the attacker rolls 2 additional attack dice."

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kind of an odd range wording, usually they specify the entire range, like:

 

"At the start of the combat phase, choose 1 enemy ship at Range 1-3. The first time that ship is attacked this round, the attacker rolls 2 additional attack dice."

Here I go again...

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nice custom

 

but i have a question for 

 

what  is your maneuver dial for the TIE Avenger

 

i have try myself with the even dial of the tie interceptor

sorry for my poor english

Edited by dante005

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nice custom

 

but i have a question for 

 

what  is your maneuver dial for the TIE Avenger

 

i have try myself with the even dial of the tie interceptor

sorry for my poor english

 

 

Great work here, cards look gorgeous. Have you happened to have created movement dials for all of the above ships?

I use (and calculated the cost considering) the following:

 

- Assault Gunboat: B-Wing

- TIE Avenger: TIE Advanced

- TIE Hunter: TIE Interceptor (yes, they are deadly)

 

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