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Commander Kaine

Re-design any 1 ship of your choosing

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So here is a little something something for the weekend. 

 

You were blessed by the gods, and you were given the right to COMPLETELY redesign ANY one already existing ship. Will you raise some old school ships from obscurity? Or will you give Lord Vader the power he always deserved? Will you swing the mighty NERF HAMMER, or you cherry pick some powerful abilities for your favourite ship? The choice is yours!

 

 

Here's them rules: 

- You may NOT create upgrade cards independent of the ship. An Elite or Crew upgrade that synergizes really well with the ship is not an acceptable card, but a title upgrade is. 

- You may NOT create new pilots, but you MAY change the abilities and PS of any existing pilots, as you see fit. 

- You may NOT exceed the limitations of the game. 4 actions on the action bar, 7 upgrade slots, etc. 

- You may NOT create new maneuvers, actions, upgrade slots, etc. not already in the game. 

 

 

Now, aside from these, you can do pretty much anything you want. Add extra maneuvers or upgrade slots, change stats, rework titles... anything. 

 

Which ship do you change, how and why? 

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falcon, mobile arc, add mobile arc swivel action, done

 

otherwise, Punisher

1.) TIE/IT: Title. when defending, if the attacker is inside your firing arc at range 1-3, you may add an evade result to your roll. -2 points

2.) Epts for Black 8 Squaddie, Deathrain, and Redline. Drop a torpedo slot from everyone to make room

3.) Instead of double locks, Redline ignores ATTACK restrictions and gives re-rolls when performing attacks with a secondary weapon

 

Edited by ficklegreendice

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VT-49 Decimator

Gains a System slot. Attack increased to 4.

Dial gains white speed 1 turns, Speed 1 straight becomes green. 2 turns become green. 3 turns become red.

All pilots drop in cost by 2 pts.

VT-49A: Title. 0 pts. VT-49 Decimator only. You may equip an additional title. You may not equip an additional title if it is non-unique. Your upgrade bar gains 2 Cannon upgrade slots and loses all Torpedo and Bomb slots. When performing secondary weapon attacks, you may attack ships outside your arc. When performing primary weapon attacks, you may not attack ships outside your arc.

VT-49B: Title. 5 pts. VT-49 Decimator only. You may equip an additional title. You may not equip an additional title if it is non-unique. Your action bar gains the Reload action. Reduce your Primary weapon value by 1. You may perform secondary weapon attacks against ships outside your firing arc. You may perform secondary weapon attacks while you have a weapon disabled token if you also have a red target lock token on the defender.

 

Two titles that can both be taken with the Dauntless title, but are mutually exclusive with each other.

The first turns the Decimator into a turret with Cannon weapons, at the expense of losing the ability to Primary attack outside of arc.

The second turns the Decimator into an expensive 360 Torpedo platform that can theoretically fire each turn, at the expense of a weakened primary weapon and being much more expensive.

Edited by BadMotivator

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The HWK should have had a built in 2 die primary turret instead of a turret upgrade slot.  It should also have a better dial

The Firespray should have had a barrel roll.  Boba Fett should have had Krassis Trellix's pilot ability

Engine Upgrade should be small ship only.  Only certain ships like the IG-2000 or the Falcon title should give large ships boost

Advanced Cloaking Device should give you a stress token when you take the free cloak action after shooting

Direct Hit damage cards should read "Your opponent may choose and discard one of your equipped upgrade cards OR they may deal one face down damage card to you.  Then flip this card over.

Harpoon Missiles should be 5 points

TIE Punisher needs a title that lowers the cost of ordnance it equips or one that allows it to discard ordnance to stop damage cards (like integrated astromech)

Punishing 1 title should be cheaper but should give you a salvaged astromech slot and a torpedo slot and allow you to roll one extra die when performing a primary weapon attack out of your primary arc once per round.  The Jumpmaster should have a slightly worse dial (red one turn one side and white one turn on the other side, no S-loop on one side and red S-loop on other side).  Contracted scouts shouldn't have EPT's.  Dengar should be PS 8

Scurrg shouldn't have an EPT slot

Sabine should only work at range 1-2

TLT should have the Attack: Focus header

B-Wing E-2 should have been a title and not a modification

Miranda's pilot ability should only work on her primary weapon

Kylo Ren (TIE Silencer) pilot ability should trigger when he performs an attack that hits instead of when an attack hits him.

Wookie Gunships should not have 6 hull.  They're small base and made of wood yet they have more hull than the YT-2400

This one's going to be controversial: They should have left ordnance the way it was before Guidance Chips (only reliable if you had a target lock and focus at the same time) but made it much cheaper.  That way dedicated bombers that can take long range scanners would be the primary alpha strikers.  It would make Ordnance harder to use but cheap enough that you might chuck 1 in even if you weren't building around it.  It should be fairly situational (as depicted in the movies).  Right now its so easy to use that you can lose games in the opening exchange of fire due to the intense damage spike.

 

Edited by KommanderKeldoth

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The HWK is my pick. 

>Give it a dial modeled on the E-Wing, changing it to having green 2 turns and only the 4 k-turn. 

>Att value increased to 2.

>Dace Bonearm's ability losses the stress cost.

>HWK only mod that gives it a bomb slot (based on its use in Star Wars: Commander)

>Make Blaster Turret HWK only and remove all firing costs. Possibly point reduction.

>Moldy Crow title's cost possibly reduced.

>Alternately, up the Moldy Crow's price for an extra primary attack die.

 

The pilot abilities across the HWK (except for the above mentioned Dace) are really solid, from the Rebel trios' support abilities and the dirty tricks of the other two Scum pilots. 

Edited by SabineKey

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I pick the decimator.

4 attack dice. Mobile firing arc. Free decimator-only Mod with free Reinforce action (with mobile arc instead of front/back) (so no engine upgrade).

Adjust in points accordingly. Enjoy a menacing tank, not a whimsy arc dodger.

 

Otherwise: kwing. Change bombs/slam so that on reveal bombs work mid slam. Lower mirandas ps to 6.

Mirandas pilot skill is restricted to in-arc.

 

Third choice: tie advanced. Add red 1-turns and boost. Accordingly, raise vaders points by 2 (so basically free autothrusters for the engine upgrade build)

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Ooo, these are fun!

Alright, my pick! 

The B-Wing! The vanilla version, reduce the cost of the pilots by 2 across the board and throw in the reload action. Adds a red U-turn at speed 4 and red turns at speed 3
Titles- B-Wing/E remains unchanged from current E2 modification
            A/SF-01 - Costs 4 and adds a second cannon slot and reinforce action.


RUNNERS UP!

K-Wing - loath this ship, but since I can't nuke it from space, change Miranda's ability to primary arc only
Anything with a PWT - Whatever it's attack value is at, reduces by 1 outside of it's primary arc to a minimum of 1 (gotta look out for the poor HWK). Mobile arcs aren't affected by this AND would allow for new crew to negate this limitation (rule wouldn't apply to Epic ships) 
 

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I choose the B-wing : 

- the dial : add 3 T-rolls.
- B-wing /E2 : Title, B-wing only : add a crew slot and a second system slot. 0 pts.
- A/SF-01  : Title, B-wing only : add a cannon slot or a missile slot; decrease your primary weapon value by 1. -4pts.
- Assault deflector shields : Modification, B-wing only : when defending against an enemy in your primary arc, increase your agility value by 1. 0pts.

Basically, you now have the choice between a specialized assault ship (A/SF-01) or a crew carrier (/E2). Both get a little boost in jousting value due to the new deflectors..

NB : I didn't limit the deflectors to range 1-3, since I kept Epic games in mind : B-wings get the assault bonus also when approaching those dangerous long-range weapons on capital ships.

Edited by Giledhil

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Lambda.  White turns. 

 

 

Really, it’s the biggest flaw of any ship.  It’s not going to OP anything or cause it to take over the Meta but it’s so obvious and needed.  A generic title could be included in a campaign pack or something.  This thing was in wave 3, it’s about FAQing time.

 

 

also no one read the rules.

 

 

 

Edited by GrimmyV

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43 minutes ago, Wedge Nantillais said:

Red turns and a rear arc with 2 dice.

Rear arcs with different dice value are difficult to pull off and clumsy in writing.  It’s only worked with att 2 ships with an increase of dice in the primary arc.  I suppose giving the Lambda 2 att and a printed rear arc could work as long as it was around 18 points, because Mangler or HLC will be stapled to it.  4 HLC shuttles sounds awesome actually.

 

 

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5 hours ago, KommanderKeldoth said:

The HWK should have had a built in 2 die primary turret instead of a turret upgrade slot.  It should also have a better dial

The Firespray should have had a barrel roll.  Boba Fett should have had Krassis Trellix's pilot ability

Engine Upgrade should be small ship only.  Only certain ships like the IG-2000 or the Falcon title should give large ships boost

Advanced Cloaking Device should give you a stress token when you take the free cloak action after shooting

Direct Hit damage cards should read "Your opponent may choose and discard one of your equipped upgrade cards OR they may deal one face down damage card to you.  Then flip this card over.

Harpoon Missiles should be 5 points

TIE Punisher needs a title that lowers the cost of ordnance it equips or one that allows it to discard ordnance to stop damage cards (like integrated astromech)

Punishing 1 title should be cheaper but should give you a salvaged astromech slot and a torpedo slot and allow you to roll one extra die when performing a primary weapon attack out of your primary arc once per round.  The Jumpmaster should have a slightly worse dial (red one turn one side and white one turn on the other side, no S-loop on one side and red S-loop on other side).  Contracted scouts shouldn't have EPT's.  Dengar should be PS 8

Scurrg shouldn't have an EPT slot

Sabine should only work at range 1-2

TLT should have the Attack: Focus header

B-Wing E-2 should have been a title and not a modification

Miranda's pilot ability should only work on her primary weapon

Kylo Ren (TIE Silencer) pilot ability should trigger when he performs an attack that hits instead of when an attack hits him.

Wookie Gunships should not have 6 hull.  They're small base and made of wood yet they have more hull than the YT-2400

This one's going to be controversial: They should have left ordnance the way it was before Guidance Chips (only reliable if you had a target lock and focus at the same time) but made it much cheaper.  That way dedicated bombers that can take long range scanners would be the primary alpha strikers.  It would make Ordnance harder to use but cheap enough that you might chuck 1 in even if you weren't building around it.  It should be fairly situational (as depicted in the movies).  Right now its so easy to use that you can lose games in the opening exchange of fire due to the intense damage spike.

All of this.

And:

  • TIE Silencer missile slot.
  • Starwing's titles named "Missile Boat" and "Assault Gunboat". Also, K-turn for the Gunboat.
  • TIE Striker bomb slot.
  • TIE/SF with boost and a small increase on cost.
  • U-Wing small base (and with K-2SO crew and pilot) or, like several ships, a medium base.
  • Lambda with auxiliary arc (even if only 2 attack dice).
  • Resistance Bomber: larger model, increase of attack (to 3) and cost.

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T-65 X-Wing gains natural boost, and one to attack power.

Pilot point costs go down by 2 across the board. for the X-Wing

All Disney Sequel Ships, upgrades, and weapons are removed from the game.

 

Tie Fighter generic pilot point costs reduced to 10 per ship.

Swarm Tactics and Swarm Leader costs 1 less point per card, and are Imperial Only.

Edited by Zeoinx

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Rather than pick my favourite ship and make it overpowered, like a few people (not all) have done, I'd give X-wings barrel roll and TIE Fighters boost (and remove their barrel rolls). I never understood why the stupidly fast TIEs have barrel rolls whilst the constantly rolling X-wings didn't.

If I were to stick to the OP's rules, I'd give Horton and Dutch EPT slots (and maybe reduce their cost by a point or 2) and add green 1 banks to the Y-Wing.

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X-Wing Gets

  • Dial gets White 1 turns and Green straight 3, and 3 Talon Rolls
  • Title that says when using an Astromech that asks you to roll a die for an effect, you may change your die result to any die result.
  • Barrel roll added to action bar
  • Air superiority title cost?: When attacking or defending at range 2 roll one additional die (T-65 and t-70)
  • Assault Title 0 points: Upgrade bar gains 2 torpedo slots, reduce the cost of all equipped torpedoes by 2 to a minimum of 0.

B-Wing

  • E2 adds the text, reduce the cost of equipped crew by 2 to a minimum of -1

HWK

  • 2 Primary
  • Dial adds 3 red turns

A-Wing

  • Chardaan Cost is +2 points, adds 1 to primary weapon value

Tie Fighter, Tie interceptor, Tie/fo

  • Hull value is 4
  • Dials get 3 speed Segnors (except fo)

Lambda

  • Dial gets 2 speed turns to white, adds red 1 turns

Tie Advanced

  • Dial adds white 1 turns and green 1 straight
  • Title adds same wording cost discount to mod slot as well as system slot.

 

Now going outside the OP's parameters what I would really want to do instead of all that stuff above is this:

Change the whole game 

  • Every ship in the game adds 1 to Primary Weapon value
  • Every ship in the game adds 1 to Agility value
  • Every ship in the game with at least 1 Shield adds 1 to shield value and 1 to hull value (make it 2+2 or 3+3 for Huge)
  • Every ship in the game with a shield value of 0 adds 2 to hull value
  • Defensive range bonus die applies to all directed energy weapons (primary, cannon, turret, illicit) at range 3 and all attacks at all ranges from outside the attacker's firing arc.

A naked red die is 12.5% more effective at scoring a hit than a green die is at adding an evade.  By upping both, games will tend to see more hits per attack get through. This will especially be true against some of the tankier ships.  Being able to mitigate 2 damage per attack makes 2 dice primaries useless, but having to face that extra die each turn means some damage will get through.  Will make 2-3 ship list harder to win with, will make 4-5 ship lists better, will make primary weapons in arc the preferred method of attack.

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VT49 Deci is my choice

CMDR Kenkirk, Adds evade result instead of a green die

All pilots reduce cost by two, increase primary weapon by one

and a new title: made using Strange eons, its great, Disclaimer: Art is the FFG art for Dauntless Title, I am not claiming that I made it, (just to be safe on the legal side)

deci heavy.JPG

Edited by CMDR Ytterium

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Imperial Boba Fett new pilot ability: At the start of the combat phase, if you are at range 1 of an enemy in their primary firing arc but they are not in yours, you may perform a free boost or barrel roll action.  

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TIE Defender:

-Gains boost to its action bar

-Hull goes from 3-4

-Dial gains a red 3 Talon Roll, maybe a 1 white straight

-Upgrade bar gains a system or tech upgrade slot; either would be fine

-Titles would somewhat change; x7 is the same, but lets 2 speed manuevers be counted as green; TIE/D is the same, but reduces the cost of your system or tech upgrades by 2 or 3.  

Rationale: the Defender is supposed to be one of the fastest, most powerful fighters in Star Wars.  It was also one of the most maneuverable and advanced fighters out there.  These changes would be a step in the right direction for the Defender, but shouldn't leave it broken. 

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