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K13R4N

Mario Kart Ship creation!

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Right. Here are the rules:

•You have 60 points to build a ship

•It has to be small base 

•no afterburners/ ion abilities/ lone wolf/ dead man's switch 

May the best build win! 

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(35) Zari Bangel
(7) Proton Rockets
(1) Heroic
(3) Daredevil
(6) Ferrosphere Paint
Points 52

Total points: 52

 

RZ-2 A-Wing for speed and rear arc.

Zari to still have actions when bumping.

Daredevil to take sharp turns with a boost.

Heroic to re-roll those blank-outs.

Ferrosphere Paint to make people think twice about locking you.

And Prockets just in case anyone manages to overtake you!

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36 minutes ago, Phclostermann said:

Talonbane Cobra- 50

Elusive- 3

Shield Upgrade- 6

Total- 59.

7hp, a nice dial and a reroll to help with the 2 defense die. 

Don't know how often red manouvers are used and no boost could hurt

14 minutes ago, DexterOnone said:

(35) Zari Bangel
(7) Proton Rockets
(1) Heroic
(3) Daredevil
(6) Ferrosphere Paint
Points 52

Total points: 52

 

RZ-2 A-Wing for speed and rear arc.

Zari to still have actions when bumping.

Daredevil to take sharp turns with a boost.

Heroic to re-roll those blank-outs.

Ferrosphere Paint to make people think twice about locking you.

And Prockets just in case anyone manages to overtake you!

I like it, especially ferrosphere paint!

 

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Rogue Squadron Escort (56)
Fire-Control System (2)
R4 Astromech (2)

Total: 60

I'm not sure how well FCS is going to work when you are likely to be jammed in with the other ships in such a tight formation, so you could always swap it out for a talent.

Wedge Antilles (52)
Outmaneuver (6)
R4 Astromech (2)
Servomotor S-foils (0)

Total: 60

Alternatively, just let a couple ships get ahead of you and go to town on them, then boost away into the sunset! At least until they respawn.

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6 minutes ago, Jo Jo said:

Major Vynder (39)
Trick Shot (2)
Fire-Control System (2)
Proton Torpedoes (12)
Advanced SLAM (3)
Xg-1 Assault Configuration (0)
Tractor Beam (2)

Total: 60

 

Wow totally forgot about slam, I would be guessing that's banned thinking about it now. Would defo be too good.

11 minutes ago, Wildonion said:

Rogue Squadron Escort (56)
Fire-Control System (2)
R4 Astromech (2)

Total: 60

I'm not sure how well FCS is going to work when you are likely to be jammed in with the other ships in such a tight formation, so you could always swap it out for a talent.

Wedge Antilles (52)
Outmaneuver (6)
R4 Astromech (2)
Servomotor S-foils (0)

Total: 60

Alternatively, just let a couple ships get ahead of you and go to town on them, then boost away into the sunset! At least until they respawn.

I made the same Wedge, definitely a good option, just a shame you can't fit R3 in to get double locks.

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1 minute ago, K13R4N said:

Wow totally forgot about slam, I would be guessing that's banned thinking about it now. Would defo be too good.

 

What do I win? 😄

Edited by Jo Jo

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18 minutes ago, K13R4N said:

Wow totally forgot about slam, I would be guessing that's banned thinking about it now. Would defo be too good.

We banned SLAM and Cloak. Also more than one non-maneuver re-position per turn. Runaway leaders are too hard to stop otherwise.

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5 minutes ago, ObiWonka said:

We banned SLAM and Cloak. Also more than one non-maneuver re-position per turn. Runaway leaders are too hard to stop otherwise.

Isn't that why you have Mario Kart abilities? Or do you think it's still too difficult? 

We could always increase the chances of getting a blue shell to slow down the leaders, Make them 1.5x more common

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I have seen 1 game of Mario Kart and I don't really know all the rules but it seems to me that you have to try and get around the board the quickest.

I am an Ello Asty fan so I would go with:

Ello Asty (56)
Heroic (1)
Jamming Beam (0)
R4 Astromech (2)
Integrated S-Foils (0)

Total: (59)

White Tallon Roll into sharp corners and boost out seems pretty good. I don't know Mario Kart strategy though and there may be more to playing it than just trying to get around the fastest.
 

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4 minutes ago, Skitchx said:

White Tallon Roll into sharp corners and boost out seems pretty good. I don't know Mario Kart strategy though and there may be more to playing it than just trying to get around the fastest.
 

Yeah Ello could be nice not sure it's the "best" but certainly not bad. To be honest Id be scared if you did know Mario strategy 😂 

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T-70s seem well suited to Mario Kart with their native boost, decent health and access to action economy and special astromechs.

I'm assuming Black One would need to be banned, not sure if you'd want to ban tractor beam too? Either way, here are some ideas:

Temmin Wexley (54)
S-Foils (0)
R5-X3 (5)
Heroic (1)
- Snap will be getting a free boost most of the time and R5-X3 lets you drive through obstacles as needed.

Kare Kun (53)
S-Foils (0)
BB-8 (6)
Heroic (1)
- Kare's hard 1 boost before or after her maneuver really gives her maneuvering options so she can keep her speed up while navigating through tricky areas

If you are allowing Black One and Tractor beam, I'd go for something like:

Temmin Wexley (54)
S-Foils (0)
Black One (2)
Tractor Beam (2)
R4 Astromech (2)

 

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I use a 50 point limit for Mario Kart, but the ship that has won the last two games we played was Arvel.  On Saturday the winner was

Arvel Crynyd
Outmaneuver
Intimidation
Cluster Missiles.

Edited by joeshmoe554

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(33) "Double Edge" (TIE Aggressor)

(7) Proton Rockets
(2) Dorsal Turret
(6) Veteran Turret Gunner
(6) Outmaneuver
(6) Shield Upgrade

Total points: 60

Edited by Jagos

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Thane Kyrell (48)

Proton Torpedoes (12)

S-Foils (0)

I guess there will be a lot of ships racing, and a lot of damaged ships flying around so Thane's ability could be well and insidiously exploited. :D

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1 hour ago, joeshmoe554 said:

I use a 50 point limit for Mario Kart, but the ship that has won the last two games we played was Arvel.  On Saturday the winner was

Arvel Crynyd
Outmaneuver
Intimidation
Cluster Missiles.

Yeah, the ability to deliberately boost into the back of another ship, remove two green dice and still attack at R0 is brutal!

A-Wings, whether Rebel or Resistance, are pretty great for Karting.

In 1.0 I quite liked Gemmer Sojan with Stealth Device... 5 green dice at Range 1 made him quite tough to kill, and then he just sped off and left everyone else in his dust! ;)

Edited by DexterOnone

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Arvel Crynyd — RZ-1 A-Wing 34
Daredevil 3
Intimidation 3
Cluster Missiles

5

 

Arvel zooms in and does Arvel things. The clusters could be swapped for Proton rockets, but shooting at multiple targets seems like a good idea, especially if you can take down somebody as they are trying to get ahead of you.  

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On 2/20/2019 at 10:04 AM, K13R4N said:

Isn't that why you have Mario Kart abilities? Or do you think it's still too difficult? 

Outside of Blue Shells and Death Star towers it can be hard to take someone down before they get out of range. It depends on the track, too, though. I love my current setup, but we're going to try something more like a simple figure 8 next time to see if that cuts down on that (and adds the ability to do more laps; currently with 4 players on a standard X-Wing map a single lap surprisingly takes 3 hours!). That said, everyone's Kart rules are a little different, so others may find it's not as much of an issue or may have found other solutions.

 

On 2/20/2019 at 10:28 AM, Skitchx said:

White Tallon Roll into sharp corners and boost out seems pretty good.

That's exactly why I went with Elusive Jek. Worked like a charm.

Edited by ObiWonka

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I can tell you haven't looked for too many abuses with Mario Kart.   Cloaking breaks the game.

Sigma Squadron Ace (46)
Elusive (3)
Advanced Sensors (10)

Total: 59

The ability to either stay relatively hidden or perhaps uncloaking to move ahead in the race is just crazy.   Decloak, 4 forward, then reclok at the end of the round really can move you forward.  

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