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Babaganoosh

Custom Card League: Submit your entries now!

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I might say By Your Command should be limited to ships with 2 attack or less.  Adding 2 dice to another ships attack is good, but still has some limits (for instance if you're at range 1, you're sacrificing your range 1 bonus if you use it), but adding 3+ dice to someone elses attack starts to get scarier.  If you have 2 phantoms you could get an 8 dice attack at range 2-3, or 9 at range 1.  Without any other requirements as long as you're within range 1 of each other.  That'll one-shot any low health ship a lot of the time if you have focus/TL for the attack.

 

At the very least it should have some downsides and/or limitations.  Can only add your dice to another ship that you could attack yourself, stress for both ships when you use it, something.  Should probably also limit it to only being able to have a single ship boost an attack at a time.  Otherwise Imagine a black squadron pilot swarm with this on everyone.  All of a sudden    a tie fighter could have its attack boosted by 5 howlrunner and the other 4 blacks and have a 12 dice attack.  Or you could throw 2 6 dice attacks.

 

Or say Echo who never actually decloaks, and instead spends her game staying in range one of Whisper, to giver her a 8/9 dice attack.....

 

 

"Instead of performing an attack" to me means you have to be ABLE to attack to do it.  If echo's cloaked, she doesn't get an attack (which astually would be dangerous to do the 2 phantoms together I guess, since if you don't attack, no ACD).  Ditto blinded pilot or asteroids.

 

Yea, I find the Phantom example to be fair with the idea of an 8 dice attack being scary but if you have Whisper on the board purely for the dice adding mod, I don't see your list going very far.

Also, it's worded so you would have to buff up the attack of a lower or same PS ship or else you just boosted an attack for nothing.

Possible danger zone is swarms, but I want to shake things up with the card to an interesting point and not make it OP.... I think limiting to a 2 dice attack is fair to avoid it on a Defender and possibly adding "Gain 1 stress token".

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Final Submission:

Tie Striker!

*Note: ISB Patrol is not a unique, I just wanted Eons to remove the flavour text style.tumblr_o7e8ldNUG41vuhrgho1_400.jpgtumblr_o7e8jtOSNa1vuhrgho6_400.jpgtumblr_o7e8jtOSNa1vuhrgho5_400.jpg

tumblr_o7e8jtOSNa1vuhrgho2_400.jpgtumblr_o7e8jtOSNa1vuhrgho4_400.jpg

 

tumblr_o7e8jtOSNa1vuhrgho3_250.jpgtumblr_o7e8jtOSNa1vuhrgho1_250.jpg

 

I had very limited art to use for this! But I really wanted it out there for this league, because I think the idea is exciting. I imagine this thing being a prototype and only flown by the best. It's a small profile with extended engines, so It's 4 natural defence, with an amazing dial! However, it can't take Autothrusters, or any modifaction due to it being in such small production. So it's at the will of it's impressive spread of dice to keep it alive. However, I think the title is where it shines. Mr. Director only chose the best and most talented pilots to fly his new toys and ones not afraid to take action when the enemy is near. SO, you could equip Expose on your Striker and wait to see if the enemy falls in your arc to then activation Expose, and still have 3 agility and a focus!

Or you could wait and see if the enemy outsmarted your and has you in arc... TO Expertly handle a roll out of arc and remove a TL!

Same goes with Daredevil, a quick turn for a better angle post movement.

Hope you all like it.

i like By your Command. it will lead to new squad lists. it might be borderline OP but can benefit two attack dice ships as well so seems like it would be really interesting card to build around.

I'll also add if you leave the text that way, it would only allow higher PS ships to skip attacking and add dice to a lower PS ship. If you add "at the start of combat phase" then lower PS ships could add to higher PS. Like a swarm+ATC Vader giving a PS 9/10/11 some crazy potential 8-10 dice + a crit for ATC on some poor soul

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I don't think a reliable 8 die single attack can be considered balanced: it's a hefty nerf to anything reliant on agility for defence. Not even ordnance gives you that at the moment. To balance it you'd probably need to double the agility of the defending ship and it'd still be more powerful than two 4 die attacks, as against anything without the same agility value you're still spiking higher and you can modify all those dice with single tokens.

 

You'd also need to rephrase it to refer to a single attack (or you'd outright break the Raider) and you'd probably want to require the donor ship to have the target in arc too.

 

 

Furthermore, there's a reason native agility 4 doesn't exist: 3 agility with mods is already almost too strong for 2 die attacks to penetrate reliably.

Edited by Blue Five

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I like the idea of By Your Command but I'm not enamoured with the execution.

 

I see a couple of issues - first there is the aforementioned problems involved both with stacking a bonus from multiple sources and with its interaction with high attack ships (I would immediately worry about a swarm of Black Squadron TIEs each with the upgrade. Any ship that doesn't have a shot, or even that has lost its focus token can just hand more dice over to the ships in a better position.) Second, it doesn't feel thematically right for a ship like a TIE fighter or an Interceptor to be giving orders to anyone, particularly a pilot like a generic Black Squadron.

 

I think I'd like to see a few changes to this upgrade:

  • Make it unique. This solves the problem of stacking multiple instances of the buff onto the same ship.
  • Make it a crew card, rather than an EPT. If you want a card that's all about giving orders, it would be great to have a face on it.
  • Instead of basing the buff on your own primary weapon value, just put it at a flat value of '2'.

With all of that in mind, and keeping to the Rogue One theme, you'd be looking at something like this.

 

LouYoaf.jpg

Edited by Mangipan

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Hi all.  I'm LastAbys, pleasure to meet you guys.  I'd like to put my input in this league as well with a new ship.  Images for Nebulous and Hex are forthcoming, my painter is working on their ships.

 

Submission Form: Ship

 

Eclipse Viper

 

Author: LastAbys

 

Faction: Scum And Villainy

 

Size: Small

 

Attack: 3

Attack Type: Forward Arc

 

Agility: 3

 

Hull: 4

 

Shield: 2

 

Action Bar: Focus, Target Lock, Boost, Barrel Roll

 

Upgrade Bar: System, Tech, Torpedo, Illicit, Modification

 

Dial: Starviper plus a 3 red K-turn and green hard 1 turns.

 

Generic Pilot 1: Binary Squadron. Ps 1.  28 Points.

 

Generic Pilot 2: Nebula Squadron. Ps 4.  31 Points.  EPT.

 

Design notes:  The Eclipse Viper is what happens when a group of adventurers is able to steal the Virago and allowed to improve upon the older design of the base Starviper chassis.  The point cost is based similarly to how the Tie/Fo and T-70 are compared to their base ships. 

 

Binary Squad:  Droid brains programmed by Hex to fly as training partners for Nebulous during the designing and upgrading process of the Eclipse Viper.  They are meant for mass production. 

 

Nebula Squad:  Pilots that Nebulous trained to fly the new ship as both escorts for important jobs helping the Core during the removal of any Imperial Remnant, and pilots that were to stay on with him in his task to help find peace for the Force.

---------------------------------

Pilot

 

Pilot Name: Hex

 

Ship: Eclipse Viper

 

Faction: S&V

 

Pilot Skill: 4

 

Ability Text: Action: You can suffer a stress and an ion to remove one face down damage card.

 

EPT: No

 

Cost:  35

 

Design notes: Hex is a Jawa who is  both a ship mechanic and droid tech.  He's worked so hard on making them, he knows how to fix them up as best he can with what little tools while in flight.  One reason his cost is 35 is from the strength of removing damage cards, but also so he could fly with 2 Binary Squad members all loaded out with Autohrusters and Hex with the Nebula title and R3-V6 at 99/100 points. 

 

------------------------------------

 

Pilot

 

Pilot Name:  Nebulous

 

Ship: Eclipse Viper

 

Faction: S&V

 

Pilot Skill: 7

 

Ability Text: Red Maneuvers do not generate stress for this ship. 

 

EPT: Yes

 

Cost:  37

 

Design Notes:  Nebulous is an ex-inquisitor who was part of the TIE initiative.  He has always flown dangerous missions and leaving the Inquisition didn't change that.  He managed to get behind a TIE/PH and take it out in a Headhunter. His ability symbolizes the fact that he has had to fly some extremely difficult maneuvers just to survive. 

 

----------------------------------

 

Upgrade

 

Nebula Dragon(Unique)

 

Type: Title

 

Upgrade Text:  Eclipse Viper Only.  PS 4 or higher.  Gain a salvaged astromech slot.  All upgrades on this ship have their cost reduced by 1 to a minimum of 0. 

 

Cost: 1

 

Design notes:  This is the ship that Nebulous chose for himself after modding and upgrading the Virago.  Nebulous suggested that the Starviper chassis could benefit from an astromech, but at the moment this is a highly modded prototype.

 

----------------------------------------------

 

Upgrade

 

R3-V6(Unique)

 

Type: Salvaged Astromech

 

Upgrade Text:  When you are assigned a stress token, you may instead gain an ion token.  When you are assigned an ion token, you may instead gain a stress token. 

 

Cost: 3

 

Design notes:  This is Hex's personal astromech.  He was the first astromech to be put on a Starviper.  With R3's help, Hex was able to work out any bugs that happened in the first couple test flights of the Nebula Dragon, allowing Hex to think calmly and unstressed for some of the more harmful ones, and allowing the Nebula Dragon to not have long lasting electronics issues.

 

------------------------------------------------

 

Upgrade

 

NB-U14(Unique)

 

Type: Salvaged Astromech

 

Upgrade Text:  You may perform red maneuvers when stressed.  When you perform a red maneuver, you may gain an evade token or boost. 

 

Cost: 3

 

Design notes:  NB-U14, or Nebula as her own calls her, is the astromech that was created by both Nebulous and Hex, to Nebulous' specifications on what he wanted in an astromech for his style of flying. 

 

 

*Edited to fix the names of the droids

Edited by LastAbys

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Cartel Connections

Scum only, 1 modification

Whenever an illict card instructs you to discard itself, you may instead discard this card/extra munitions token.

Buffs some of the one-shot illicts like hotshot blaster and Glitterstim, and also buffs cloaking device, allowing you to fail the die roll once and still keep it.

Doesn't end up buffing anything that would be OP with EM for illicts either. If Brobots take it they don't have Autothrusters.

I suppose 6x Hotshot blaster, 6x Cartel Connections, 6x Binarye Pirate would be stupid. 2 points then?

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I like the idea of By Your Command but I'm not enamoured with the execution.

 

I see a couple of issues - first there is the aforementioned problems involved both with stacking a bonus from multiple sources and with its interaction with high attack ships (I would immediately worry about a swarm of Black Squadron TIEs each with the upgrade. Any ship that doesn't have a shot, or even that has lost its focus token can just hand more dice over to the ships in a better position.) Second, it doesn't feel thematically right for a ship like a TIE fighter or an Interceptor to be giving orders to anyone, particularly a pilot like a generic Black Squadron.

 

I think I'd like to see a few changes to this upgrade:

  • Make it unique. This solves the problem of stacking multiple instances of the buff onto the same ship.
  • Make it a crew card, rather than an EPT. If you want a card that's all about giving orders, it would be great to have a face on it.
  • Instead of basing the buff on your own primary weapon value, just put it at a flat value of '2'.
With all of that in mind, and keeping to the Rogue One theme, you'd be looking at something like this.

 

KrgtRA0.jpg

Maybe if it cost 8 points. Even the Emperor can only affect one dice. So adding 2 attack puts it above Cloaking

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Maybe if it cost 8 points. Even the Emperor can only affect one dice. So adding 2 attack puts it above Cloaking

Honestly, I just took the concept and tweaked it while leaving the cost.

It does, though, have a lot of limitations Palapatine does not. It can only be used on a ship at Range 1, it costs you an attack for the round and it can't be used defensively. Most importantly, it can only be used to benefit pilots with an equal or lower skill than you, so short of an expensive platform like VI Rear Admiral Chiraneau, you're never going to be able to buff any of your aces. The classic Omicron Group Pilot carrying Krennic couldn't benefit much more than Academy Pilots.

You're probably right that 2 is too low. Turning an Academy TIE into a 4-dice ship is potent (And the ability would be great even if it only added one die, perhaps that's a better way to balance it.) But it isn't Palpatine, by any stretch of the imagination.

My gut says that 3 or 4 points might be the sweet spot. I'm leaning toward 4 just to keep him out of the TIE Shuttle.

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Furthermore, there's a reason native agility 4 doesn't exist: 3 agility with mods is already almost too strong for 2 die attacks to penetrate reliably.

I think the Scyk proves what high agility is capable of without the proper modification from Autothrusters, stacked tokens or Palp. The fact that you can't add another with Stealth and Autothrusters is forbidden I feel adds to it being possible and not overpowered. You're honestly at the will of green dice at that point, which fail.

I will concede that "By your command" needs some tweaks and raise the point cost of the generic 1 by 1. 

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I like the idea of By Your Command but I'm not enamoured with the execution.

 

I see a couple of issues - first there is the aforementioned problems involved both with stacking a bonus from multiple sources and with its interaction with high attack ships (I would immediately worry about a swarm of Black Squadron TIEs each with the upgrade. Any ship that doesn't have a shot, or even that has lost its focus token can just hand more dice over to the ships in a better position.) Second, it doesn't feel thematically right for a ship like a TIE fighter or an Interceptor to be giving orders to anyone, particularly a pilot like a generic Black Squadron.

 

I think I'd like to see a few changes to this upgrade:

  • Make it unique. This solves the problem of stacking multiple instances of the buff onto the same ship.
  • Make it a crew card, rather than an EPT. If you want a card that's all about giving orders, it would be great to have a face on it.
  • Instead of basing the buff on your own primary weapon value, just put it at a flat value of '2'.
With all of that in mind, and keeping to the Rogue One theme, you'd be looking at something like this.

 KrgtRA0.jpg

Maybe if it cost 8 points. Even the Emperor can only affect one dice. So adding 2 attack puts it above Cloaking

Definitely not worth 8 points. Palpy only modifies one die, but changes it to a guaranteed crit or evade. This just gives you extra dice to roll. They can still blank out the same as any others

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I like the idea of By Your Command but I'm not enamoured with the execution.

 

I see a couple of issues - first there is the aforementioned problems involved both with stacking a bonus from multiple sources and with its interaction with high attack ships (I would immediately worry about a swarm of Black Squadron TIEs each with the upgrade. Any ship that doesn't have a shot, or even that has lost its focus token can just hand more dice over to the ships in a better position.) Second, it doesn't feel thematically right for a ship like a TIE fighter or an Interceptor to be giving orders to anyone, particularly a pilot like a generic Black Squadron.

 

I think I'd like to see a few changes to this upgrade:

  • Make it unique. This solves the problem of stacking multiple instances of the buff onto the same ship.
  • Make it a crew card, rather than an EPT. If you want a card that's all about giving orders, it would be great to have a face on it.
  • Instead of basing the buff on your own primary weapon value, just put it at a flat value of '2'.
With all of that in mind, and keeping to the Rogue One theme, you'd be looking at something like this.

 

KrgtRA0.jpg

Maybe if it cost 8 points. Even the Emperor can only affect one dice. So adding 2 attack puts it above Cloaking

 

 

I think 3 points would be fine.  Even on a TIE Shuttle; you're effectively substituting it's attack for someone else.  And as pointed out, it will only work on pilots of equal PS or lower.

 

Great idea for a card mate.

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Another submission for me

 

Final Submission

-Rookie-One-Front-Face.jpg

 

Love the old computer games where you played as "Rookie One". Was probably some of my first interactions with Star Wars as a kid.

 

The lack of an EPT I think makes 23 points reasonable. Even if he is moving at PS 9 or something around there, you aren't going to have much to take advantage of it, so a cheap cost seems fine.

Edited by Kdubb

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Another submission for me

 

Final Submission

-Rookie-One-Front-Face.jpg

 

Love the old computer games where you played as "Rookie One". Was probably some of my first interactions with Star Wars as a kid.

 

The lack of an EPT I think makes 23 points reasonable. Even if he is moving at PS 9 or something around there, you aren't going to have much to take advantage of it, so a cheap cost seems fine.

i... dont think that ability is worth 3 points by any stretch of the imagination. I'd say cost it identical to a rookie pilot. 

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Another submission for me

 

Final Submission

-Rookie-One-Front-Face.jpg

 

Love the old computer games where you played as "Rookie One". Was probably some of my first interactions with Star Wars as a kid.

 

The lack of an EPT I think makes 23 points reasonable. Even if he is moving at PS 9 or something around there, you aren't going to have much to take advantage of it, so a cheap cost seems fine.

i... dont think that ability is worth 3 points by any stretch of the imagination. I'd say cost it identical to a rookie pilot.

I guess I could, but that would put him sorta in the "Wampa" territory where there is basically no reason to take the generic equivalent over him (and they don't even have the benefit of an EPT like the Black squads do). Not certain I want that. Maybe 22 though? I can adjust if I get some more feedback.

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Introducing the Nimbus-Class V-Wing Expansion. I've got 2 generics, one unique pilot, 2 astromechs, and a dial thus far. I intended for the V-Wing to be the TIE Interceptor of the Rebellion, since that's... what it is. I didn't even bother with the astromech-less imperial version, because it's basically at that point it's JUST a TIE Interceptor.

 

 

68fbb65afde6aa29d55ef2121c18e4d9.png

 

PS1 cost of 19, one point more than the Interceptor due to the additional HP.

 

fe03b1d3959868645f7fa694c1186ac1.png

 

The PS5 generic is designed to be the strongest contender for usage. EPT slot, enough points for a 1 point EPT and an R2 Astromech, 2 point astro, or 2 point EPT, to be able to fit 4 of them in one list above almost all generics in use in the meta.

 

dd0d8b6f35064d5667e26e359c5fcfd0.png

 

Yvonne Clusterburn isn't an official character. I created her for a local Age of Rebellion campaign. She flies a V-Wing. Shut up. There arent any actual named V-Wing pilots. I had to.

Anyways. 

 

e6be48031e3194b1345bc91bd06034f1.png

 

It's a TIE Interceptor dial with green 3 banks. Yeah.

 

beb00224e6e74814d775f7132ab82978.png

 

Ok this is where it gets interesting. This could be great against other high agility Aces with more agility than they know what to do with. 

 

3b55522ce296cbd56e24ea3c000787cd.png

 

This one took a lot of thinking about. I didn't make a typo: ANY token of any kind triggers this(except an evade token). Get stressed? Get an evade. Get ioned? Evade. Get tractor beamed? Evade. focus? Target lock? Evade.

 

Obviously this needed to be capped somehow, so this doesnt work if you already have an evade token, and only once per round. So you can't just go "I get a focus, i get an evade. I got an evade, i get an evade etc etc" This was designed to work hand-in-hand with Yvonne. You put this on her, with autothrusters, and push the limit, and it's token city. 

Edited by Razgriz25thinf

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Introducing the Nimbus-Class V-Wing Expansion. I've got 2 generics, one unique pilot, 2 astromechs, and a dial thus far. I intended for the V-Wing to be the TIE Interceptor of the Rebellion, since that's... what it is. I didn't even bother with the astromech-less imperial version, because it's basically at that point it's JUST a TIE Interceptor.

 

 

68fbb65afde6aa29d55ef2121c18e4d9.png

 

PS1 cost of 19, one point more than the Interceptor due to the additional HP.

 

0f9a8ecff12e3aa7bd0cc130c0084e94.png

 

dd0d8b6f35064d5667e26e359c5fcfd0.png

 

Yvonne Clusterburn isn't an official character. I created her for a local Age of Rebellion campaign. She flies a V-Wing. Shut up. There arent any actual named V-Wing pilots. I had to.

Anyways. 

 

e6be48031e3194b1345bc91bd06034f1.png

 

It's a TIE Interceptor dial with green 3 banks. Yeah.

 

beb00224e6e74814d775f7132ab82978.png

 

Ok this is where it gets interesting. This could be great against other high agility Aces with more agility than they know what to do with. 

 

3b55522ce296cbd56e24ea3c000787cd.png

 

This one took a lot of thinking about. I didn't make a typo: ANY token of any kind triggers this(except an evade token). Get stressed? Get an evade. Get ioned? Evade. Get tractor beamed? Evade. focus? Target lock? Evade.

 

Obviously this needed to be capped somehow, so this doesnt work if you already have an evade token, and only once per round. So you can't just go "I get a focus, i get an evade. I got an evade, i get an evade etc etc" This was designed to work hand-in-hand with Yvonne. You put this on her, with autothrusters, and push the limit, and it's token city. 

Think the generic needs to cost a bit more. Zeb in the attack shuttle comes in at 18 for a full agility less and no boost or TL (but evade instead). Think 21 is probably right for the generic, bump the other to 23, and the named is probably fine at that cost.

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Interesting; what's the rationale behind the cost limit on the astromechs for the tandem cockpit?

1- I like to imagine the rebels engineers modified an original T-65, taking on the astromech parts to make enough space for the copilot. it's to reflect the idea of wingmate who take in charge some fonctions of the droids.

2- R5-P9 and R2D2. I found any T-65 Named + R2-D2/R5-P9 + Chewbacca/R2-D2 (crew) + integrated astromech + TX-65 cockpit too powerfull so I had to cut somewhere... I chose to let the possibility of Wes Janson + Gunner ;)

edit : and I made an error on the TX-65 "tandem" card, it's not 2pts but 0 ^^.

Wow! Wedge R3-A2 & Tactician with a TX-65 title and a squadmate sporting 'Wingman' will be brutal. Even without the squadmate that'll be tough to deal wth.

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Introducing the Nimbus-Class V-Wing Expansion. I've got 2 generics, one unique pilot, 2 astromechs, and a dial thus far. I intended for the V-Wing to be the TIE Interceptor of the Rebellion, since that's... what it is. I didn't even bother with the astromech-less imperial version, because it's basically at that point it's JUST a TIE Interceptor.

 

 

68fbb65afde6aa29d55ef2121c18e4d9.png

 

PS1 cost of 19, one point more than the Interceptor due to the additional HP.

 

0f9a8ecff12e3aa7bd0cc130c0084e94.png

 

dd0d8b6f35064d5667e26e359c5fcfd0.png

 

Yvonne Clusterburn isn't an official character. I created her for a local Age of Rebellion campaign. She flies a V-Wing. Shut up. There arent any actual named V-Wing pilots. I had to.

Anyways. 

 

e6be48031e3194b1345bc91bd06034f1.png

 

It's a TIE Interceptor dial with green 3 banks. Yeah.

 

beb00224e6e74814d775f7132ab82978.png

 

Ok this is where it gets interesting. This could be great against other high agility Aces with more agility than they know what to do with. 

 

3b55522ce296cbd56e24ea3c000787cd.png

 

This one took a lot of thinking about. I didn't make a typo: ANY token of any kind triggers this(except an evade token). Get stressed? Get an evade. Get ioned? Evade. Get tractor beamed? Evade. focus? Target lock? Evade.

 

Obviously this needed to be capped somehow, so this doesnt work if you already have an evade token, and only once per round. So you can't just go "I get a focus, i get an evade. I got an evade, i get an evade etc etc" This was designed to work hand-in-hand with Yvonne. You put this on her, with autothrusters, and push the limit, and it's token city. 

Think the generic needs to cost a bit more. Zeb in the attack shuttle comes in at 18 for a full agility less and no boost or TL (but evade instead). Think 21 is probably right for the generic, bump the other to 23, and the named is probably fine at that cost.

 

Zeb is also a PS3 Unique pilot. PS1 cost of the attack shuttle is 16 points, 3 points less than the V-Wing. It's statline, dial, and purpose is that of a TIE Interceptor, which has a PS1 cost of 18. It's more expensive than a TIE Interceptor for 1 additional HP. I've run the costing many, many times. I wanted it to, unlike most Rebel ships, not be overcosted.

Edited by Razgriz25thinf

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Zeb is also a PS3 Unique pilot. PS1 cost of the attack shuttle is 16 points, 3 points less than the V-Wing. It's statline, dial, and purpose is that of a TIE Interceptor, which has a PS1 cost of 18. It's more expensive than a TIE Interceptor for 1 additional HP. I've run the costing many, many times. I wanted it to, unlike most Rebel ships, not be overcosted.

 

 

You keep comparing it to PS1, when you're PS2.  A PS2 shuttle would be probably 17 points, which is only 1 less than your ship.  Compared to an intercpetor: An additional hp is worth more than 1 point (the other point being to get the interceptor to PS2 for a closer comparison).  Hull upgrade costs 3, shield costs 4 and both take up your modification slot.  You've got 1 more health than a tie interceptor on top of 2 of that health being shields, to the 0 on an interceptor.  Additionally, you said you're 1 point more than an alpha squadron to reflect the HP, but you're also 1 PS higher than an alpha squadron...which in general 1 PS = 1 point.  Added to that you have the utility of an astromech slot.  And a missile slot.  Generally speaking there's a point cost to adding upgrade slots.  Extra greens on the dial (the green banks you mentioned)?  Also generally costs more.

 

Look at it another way.  Compare it to an X-wing.  Compared to a rookie pilot, you lose 1 hull, gain boost and barrel roll actions and have a way better dial.  And you trade a torpedo for a missile.  And all that for -1 squad point.  In terms of upgrade, you gain 3 points by losing the hull, then lose 4 points from boost (engine upgarde).  Then add on barrel roll (probably worth 2-3 points) and green banks (1 point maybe, going by twin ion engine mk2).  Oh, and you gain an agility.  Which is 3 points just got get temporarily with stealth device.

Granted, you can't cost everything in terms of simly how much you'd pay to add stuff with upgrades, but it still gives you an idea that you're probably too cheap.  One could argue that you lose 2 health from an x-wing since you don't get IA, but even then, I'd say you need to be a minimum of 1-2 points more.

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