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1 hour ago, Fourtytwo said:

 

5ade2178218db_DeploymentCard-Empire-Dire

 

 

I don't remember the movie very well so these may be unthematic and it's a very interesting figure but a stormtrooper attack with the risk of becoming stunned is very bad for a leader. It may be better for him if you made overconfident shorter and add another ability.

For example: After your attack deals 0 damage you become stunned. If one defeats a figure become focused. (half space same meaning)

For each garrison trooper you have within 2 spaces +1 damage and block and action:that figure moves 1 space and performs an attack.

Maybe make garrison deployment once/round, and an action with 2 threat cost and deploy only one figure. Also the garrison becomes incapacitated when Krennic is not on the board.

With these he would lead the garrison not just deploy them. But he would need setup time and 6 health for 6 threat is very bad so some of these (instead +1dmg pierce 2, weaken, instead +1 acc: +1 acc, recover 2 or simply +4 health) would be necessary for him, even without previous changes to actually live long enough to deploy anybody. Even with tier 1-2 weapons rebels can kill him in one activation with lucky rolls.

 

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Posted (edited)

Hey thanks for all the feedback. I was up way too late while making it, haha, hence the OP nature. I edited it a little better now. As for the Surge for +2dmg, pierce 3 my justification was that He has a highly modified/ high powered blaster. It's now been changed to a double activation and stunned after use for that ability. Also changed the name for "Lead from the front" (Which I had originally gotten the name for it from the page for his blaster pistol https://www.starwars.com/databank/krennics-dt-29-heavy-blaster-pistol but I think this sounds better) It might still be under-priced though.

Deployment Card - Empire - Oeson Krennic (Unique) [custom].png

Edited by SGT Pulc

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I think his health should be six, so that Darth Vader can choke him out in 2 moves unless he starts giving up command cards.  You've got this guy like a special forces commander or something, rather than the bureaucratic worm he actually was.  I still think pierce 3 should only be reserved for lightsabers, but not just because they are magic weapons, because usually their wielders are force users.  The mechanic is a better one than being a single surge, however.  Maybe you could give him a yellow die, reduce the accuracy to 2, and then make +2 damage, +1 pierce a double surge.  Also, Loyal Guards should probably say Once Per Round.  

How does "You Two, With Me" work if it is a group of E-Stormies?  Do you seperate 2 E-stormies from their group to make them part of Krennic's group?  If you want Death Troopers, which was like his personal guards, no, then just call them Death Troopers. 

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32 minutes ago, Rikalonius said:

I think his health should be six, so that Darth Vader can choke him out in 2 moves unless he starts giving up command cards.  You've got this guy like a special forces commander or something, rather than the bureaucratic worm he actually was.  I still think pierce 3 should only be reserved for lightsabers, but not just because they are magic weapons, because usually their wielders are force users.  The mechanic is a better one than being a single surge, however.  Maybe you could give him a yellow die, reduce the accuracy to 2, and then make +2 damage, +1 pierce a double surge.  Also, Loyal Guards should probably say Once Per Round.  

How does "You Two, With Me" work if it is a group of E-Stormies?  Do you seperate 2 E-stormies from their group to make them part of Krennic's group?  If you want Death Troopers, which was like his personal guards, no, then just call them Death Troopers. 

I might lower his health to around 8 to be more rounded with the other officers (Krennic does get shot twice though in the movie, so he is shouldn't be overly weak)  I'll reduce his base accuracy to +2. For his overcharge it'll probably be +2 dmg and pierce 2. Compared to the "Standard" Imperial officer he is not afraid to get his hands dirty and get into a fight.

The idea of "You Two With Me" is supposed to be similar to the Death Troopers "Full Detachment" ability that has been shown, but limited in only being able to have two but more versatile in the possible combinations. The two figures are not being pulled from a squad on the map but from the box (out of play)  In your example though two of the E-Stormies would attach to Krennic's group while the third would be unused. The ability is designed in mind that once the Lothal box is released the E-Death Troopers could be used but I wanted flexibility in the group you can create.

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On 4/23/2018 at 1:17 PM, SGT Pulc said:

Hey thanks for all the feedback. I was up way too late while making it, haha, hence the OP nature. I edited it a little better now. As for the Surge for +2dmg, pierce 3 my justification was that He has a highly modified/ high powered blaster. It's now been changed to a double activation and stunned after use for that ability. Also changed the name for "Lead from the front" (Which I had originally gotten the name for it from the page for his blaster pistol https://www.starwars.com/databank/krennics-dt-29-heavy-blaster-pistol but I think this sounds better) It might still be under-priced though.

Deployment Card - Empire - Oeson Krennic (Unique) [custom].png

Why does he have a separate figure cost even though he is one figure? Unique figures can't be redeployed from what I remember.

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Posted (edited)
4 hours ago, QuarrenKing said:

Why does he have a separate figure cost even though he is one figure? Unique figures can't be redeployed from what I remember.

Probably the troopers attached to him can be reinforced. (See You Two, With Me.) Although, I don't think he's intended for campaign, so mainly for figure cost. Makes his own figure cost 4 too though.

Edited by a1bert

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Posted (edited)

Nitpicks Re Besalisk Hunter:
- Rules do not define "enemies". You probably mean "hostile figures".
- Why choose after attacking, and not when the surge is spent? (Would need to change wording of the options though.) How many options can you choose of the two? (The options are also not well marked. Spare limbs is probably not an option you can choose.)
- Does "Damaged enemies" include hostile figures that have suffered damage before this attack? (And see Arc Blasters for inspiration on wording.)
- Weaken is a condition keyword, not a condition (a figure cannot gain Weaken, an attack can gain Weaken). You probably meant "become weakened" and "and you can push them 1 space".
- Spare Limbs - Does "You also gain Assault but are Bleeding." that you gain Bleeding, but cannot discard it?

Edited by a1bert

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35 minutes ago, a1bert said:

Nitpicks Re Besalisk Hunter:
- Rules do not define "enemies". You probably mean "hostile figures".
- Why choose after attacking, and not when the surge is spent? (Would need to change wording of the options though.) How many options can you choose of the two? (The options are also not well marked. Spare limbs is probably not an option you can choose.)
- Does "Damaged enemies" include hostile figures that have suffered damage before this attack? (And see Arc Blasters for inspiration on wording.)
- Weaken is a condition keyword, not a condition (a figure cannot gain Weaken, an attack can gain Weaken). You probably meant "become weakened" and "and you can push them 1 space".
- Spare Limbs - Does "You also gain Assault but are Bleeding." that you gain Bleeding, but cannot discard it?

Yes, bleed remains like hidden with a black ops cards. Choosing during or attacks doesn't really matter because the effects will happen after the attack.

Wanted to make spare limbs with black letters what mark abilities but I didn't find it in the app.

Damaged enemies is meant to be damaged by this attack.

The second option is meant to mean suffering weaken which isn't really good either but didn't want the text to go too small.

Thanks for your advice, going to edit card soon.

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On 4/29/2018 at 2:41 AM, a1bert said:

Probably the troopers attached to him can be reinforced. (See You Two, With Me.) Although, I don't think he's intended for campaign, so mainly for figure cost. Makes his own figure cost 4 too though.

Yes the reinforcement cost is for his troopers attached to him, He is going to be for a home-brewed campaign I'm making. If he is defeated but his troopers remain I won't bring him back in with that way (he would only be brought back in thematically) 

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I have wanted to make Kayn Somos viable from the when I entered the game shortly after the release of Return to Hoth. He seemed really cool, he has some strong abilities, and it just feels very flavorful to have a Stormtrooper commanding other Stormtroopers.

Unfortunately, he is very expensive for what he delivers. Not only is his deployment cost high but his abilities are restricted to adjacent friendly Troopers - for the same 10 points, an Imperial player may choose to bring 2 Imperial Officers which offer more versatility, at the very least.

He is widely regarded as overcosted, many on these forums believe that he should be somewhere in the range of 6-8 points. Personally, I feel that 6 is very aggressive and I want to limit the interplay between Kayn and the soon-to-be released Death Troopers.

Originally, my fix for Kahn was limited to what was suggested in Christopher Emmick's "IA Skirmish Fixes for Deployment Cards." Now, I don't feel that is aggressive enough.

Kayn has two great abilities and struggles to use both of them. I created "Vicious Tactician" to help him earn his place in an army. In keeping with his theme and in order to keep him from becoming too strong, I decided to allow him to ignore friendly Troopers while drawing line of sight for a cost. He is described as being overly vicious, it felt like a nice way to include that and balance him a little bit.

By changing his attack pool to Blue/Green/Green from Blue/Blue/Green and changing his ~: +1 Damage to ~: Pierce 1, I have tried to keep his damage output relatively the same while reducing his accuracy and increasing his chance of getting the surge that he wants to Focus another Trooper. He doesn't need to be sniping from across the map, it makes more sense to me if he had the same attack pool as a Focused Stormtrooper.

Finally, I included a built-in Advanced Com Systems into his abilities to increase his effective range.

Please let me know what you think! Did I go overboard?

ec74c91c35f8d94658f18b149eedfb26.0.png

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Posted (edited)
6 hours ago, TheSharkJuggler said:

ec74c91c35f8d94658f18b149eedfb26.0.png

Good job but his surges are a bit too weak. Weaken would be good to add to one of the pierce surges (also helps troopers attacking that figure)

Moving in position for 3 attack is still hard.  Vicious tactican changes could help that. For example: Your troopers have priority target aganist enemies who are in line of sight of at least 2 friendly troopers. When one such enemy is damaged you or an adjacent trooper recover 1, gain 1 movement point or discard 1 harmful condition. Especially useful as being stunned would too greatly reduce his effectiveness.

Maybe reducing firing squad range to 2 and +1 or 2 cost would compensate for the increased usefulness and flexibility.

Edited by NagyLaci

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Posted (edited)
17 hours ago, QuarrenKing said:

Artillery is way too OP. With assault, blast, and the second half of the Artilley ruling, it is wrecking the entire table.

You are right, I will try to find a replacement for artillery. At least for first half.

Edited by NagyLaci

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Anyone ever seen any ideas for Scout Troopers/Speeder Bikes?

 

Also, how do you decide on threat costs and determine balance with these tools? I wouldn't mind trying my hand at it, but I know that I don't know enough about stats to know if I'd made something gamebreaking or totally worthless. 

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9 hours ago, Pollux85 said:

Anyone ever seen any ideas for Scout Troopers/Speeder Bikes?

 

Also, how do you decide on threat costs and determine balance with these tools? I wouldn't mind trying my hand at it, but I know that I don't know enough about stats to know if I'd made something gamebreaking or totally worthless. 

I haven't seen any.

Changing threat and health can be done easily, so I think you should start with the abilities and the dice. Those are the most interesting part of an unit.

Then you can add static bonuses and give/remove dice. For example the assasin ability (BT-1) limits your maximum damage a bit by trading a die for focus.

A yellow die without strong surges can be damage increase or nothing at all, good if you want an less reliable attack.

If you give it an estimated threat level and health early it will be easy to compare to other units and change things based on that.

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Posted (edited)

Nice tool! Can confirm, does not work on Windows 7 Ultimate even with .NET 4.5.1+. However, I also have a Windows 10 machine, so here's a proper Heavy Weapon specialist stormtrooper I've been thinkign about for a while now. Inspired by Dreamforge's Eisenkern Valkir Support Troopers and the headswap by Agis. Open to suggestions and tweaking.

 

The idea is to have a trooper that really feels like a challenge and less like a disposeable enemy, something worthy of having the label "Heavy". My Rebel players often have a "well, f***" reaction to a eE-web or royal gurads showing up, but not heavies. I wanted to change that, so they are basically upgraded eHeavies (8HP 3MP BR), with these differences.

All of these three skills I consider core in essence because they shape the identity of the unit (durable + adaptable HW)

Ironclad: To make them feel like they can really take a beating without going overboard on dice or bonuses, just subtract one from any damage taken. The crucial thing is that you can't chip away at these guys with direct damage, because their armor will protect them from a force push or a tiny amount of blast damage. There's a slight potential for breaking things here, such as they'd get free Experimental Arms use, but since they can't use surges well, I don't think it's too much of an issue.

Brace for aim: A heavy weapon will be a b*** to aim on the move and unless you choose to fire a long range gun, you won't hit much. So instead of moving, troopers can take their time to aim. For practical purposes, moving or accuracy does not make too much of a difference unless you're trying to avoid a melee figure or some other effect, so I decided on giving it a +1 bonus. Not sure if that doesn't make it too good. Or maybe it shouldn't be that versatile and just be a flat 2 for 3 or something(?) - 1 mp for +2 ac and still move 2 seems to good. But with 2mp/+3ac, is the remaining 1 mp of any practical use?

Versatile loadout: Unlike Agis' image I used for the illustration, Valkir Support troops come with a range of different weapons, so I wanted to simulate this by giving you a choice which weapon to use before the attack.

So, eHeavies have +2 Acc. for free and +2DMG on surge, Blast 2 on surge. These guys would get for free one of

  • Long range gun : the freebie of eHeavies without the blast - useful really only if you must move or want to hit something really far away instead of moving in.
  • Grenade launcher: the same Blast that eHeavies get on a surge, with an extra Push the target by one. For close encounters, gain aoe and utility, tradeoff is accuracy lost.
  • Plasma gun: obliterate armor, no blast no accuracy - single target damage, no utility or range

 

That +1 DMG these guys get for free makes their dmg output more consistent then the surge +2 for eheavies. I think +2 is a fair increase in cost, but their versatility makes it harder to run the numbers on this, there will be situation where they will melt face but also where they will perform just like regular eHeavies.

 

And then there's Deadly, which I added only because I felt not getting a choice on surge is lame. I could be wrong about this.  I'm aware this isn't much of a choice either as either you don't need it or it's miles better than +1 dmg, but all of the other simple options didn't work.

  • Focus is too strong I think
  • Hide doesn't make sense, they're hulking power armor suits
  • Universal conditions don't fit the choose-your-weapon thing
  • Recover is too strong, they're bulky enough (?)
  • All of the rest they already get through Versatile loadout

In conclusion, I'm not sure they should have it but I'm not sure what to replace it with or if another surge ability is even necessary - more for FUN reasons than balance.

Deployment Card - Empire - Shocktroopers, Heavy Support (Elite) [custom].png

The center left image on is eHeavies' attack, range 4 against 1 black.

On the far left is Shocktroopers not taking Brace for aim into account. - Red +2 Ac, Green Pierce weapon, Blue Blast weapon.

On the center right, sacrificing at least 1-2mp for accuracy. Red - blast gun, green - pierce gun. It is very strong, but they are giving up movement to do it, so it's almost like assault on an eWeb (far right, for comparison).

image.png.d59d638a46e831fc76e8116c8e7b06c6.pngimage.png.d09126f58c7c14f5f6dd924053c314ec.pngimage.png.65b2c0b22976bc7ce92d53d64ce419f2.pngimage.png.24fa4945156a9468b145e8851ae7fe0e.png

 

Edited by Kraemet
Added stats

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On further reflection, I think they might be too slow since you'll probably want to use Brace for Aim almost every activation, so ditching Deadly and giving them

Quote

surge: +1 movement point after attack ends

might be better, since it would help a little with the positioning issues and make them less reliant on officers, also subtract somewhat from their high dmg potential.

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