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Dwing

Lets design the Ginivex-class Starfighter.

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Asaaj Ventress incredible fast and nimble Blade fighter.

S´This ship would be for the CIS faction and I think probably not a team player ship like the rest of this factions ship, and aggressive fast fighter, set out to hunt enemy ships on its own

Should this be our second ship with a white k-turn? Lots of blue straights.  I think its should have 2 attack for another one in its bulls eye firing arc. like the Eta-2. 3hull, 1 shield with one recurring charge. The idea behind the charging shield, is as long as the ship is not destroyed, its huge sail will power up its shield again. Like the Eta its should be really nimble but very fragile if caught. Actions: Maybe reinforce instead of evades. Focus, TL red into boost, BR and Boost.

 

Pilots: 

* Asajj Ventress: I5. 2 force.  At the start of the Engagement Phase, you may choose 1 enemy ship in your bulls eye fireing arc  at range 0-3 and spend 1 force . If you do, that ship gains 1 stress token unless it removes 1 green token.

* Talzin: I3. 3 force. Force tokens cannot be used to modify attacks against this ship.

** Nightsister: I3. 1 force. Decoyed (similar to the Naboo handmaidens)

Zabrakian Defence force: I2.

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16 minutes ago, Dwing said:

3hull, 1 shield with one recurring charge. The idea behind the charging shield, is as long as the ship is not destroyed, its huge sail will power up its shield again. Like the Eta its should be really nimble but very fragile if caught.

I think that probably just gets really unfun.  Lots of folks really hate Regen, and an automatically regenerating CLT (that's kinda what this is, based on your statline) is something we probably shouldn't see.

A thought I'd had before: what if it gets free (maybe even white) reinforces, but it's a 2/1/4/1 or 2/2/3/1?  That'll bring some of the "sail amps up the shields" feeling, but damage will be permanent, rather than disappearing.  Plus the sail is a big target.

If it does have an auto-regen shield, it certainly has to be max 2 agility, maybe even 1 agility.  Or 1 agility, but the ship ability gives it a bonus defense die if the opponent is in the Front or Rear arc.  Easy to hit from the sides, but presents a minimal profile on the attack.

 

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Whatever its design is, it would need to be different from the magna guard (which would be a fun ship to design next....)

 

I like the idea if having a bonus die while in the front or rear arc. 
 

[company’s name here] fan blade: at the start of the engagment phase, you may gain a reinforce token. While you defend, if the attacker is in your (front arc) or (rear arc) you may roll an additional die. 
 

Also, for the Ventress ability, I would rather have it be strain/deplete. It feels like they are under used. And it could be more thematic. 

Talzin should be 2 force?? And the Nightsisters three pip limited. 

Edited by Gupa-nupa

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I like the idea of a white-2 k-turn.  Blue-1 hard, no other 1-speed maneuvers.  All-blue 2-speed standard maneuvers.  Blue-3 straight, white banks.  White-4 straight.  5 k-turn.  If virtually all pilots are Force-users (and I know nothing of the canon apart from Ventress), then I like a 2/2/3/1 statline linked to that white reinforce idea.  Or, "While you are shielded, after you fully complete a maneuver, you may perform a free Reinforce action."  Fragile and dice dependent, but can be astonishingly tanky.  All of which would help to keep the points down?  I do like @theBitterFig's suggestion of of making it a broader defense profile from the sides, but that would feel like a heck of a wall of text on the card?  The white reinforce probably helps sort of cover the feel, as if the pilot had slightly angled the ship to present the more slender fore/aft profile to sort of "deepen" the shields?  If we're really stretching, I mean. 

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48 minutes ago, Gupa-nupa said:

Talzin should be 2 force?? And the Nightsisters three pip limited. 

My opinion is that WAY too many ships have 3 force as is, most should be 1 or 2 force with ONLY Darth Vader and Yoda having 3 Force (yes, not even Anakin)

But as things are now, considering Talzin is more or less all force powers I think it'd be silly to make her 2 Force, though I also think it's silly to make her a pilot for the CIS so... *shrug*

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Talzin and the Night Sisters shouldn't be CID pilots. We should see them as Scum crew cards, if we see them at all.

I would rather see a test pilot, a two-pip Geonosian Ace generic, with some ability, and Vulpus, a character from the General Grievous comic who flies one (according to Wookiepedia). Give it some unique, cool pilots, rather than making this the "Separatist Delta-7."

Also, it would make more sense to me, for the fan to be a Configuration.

Fanblade (open)

-1 agility.

Increase your Bullseye Primary by 1.

After you fully executed a maneuver, you may perform a white Reinforce.

Fanblade (closed)

(No stat mods resulting in 2 \/ attack, 2 || attack, 3 evade)

Increase the difficulty of your speed 3-5 maneuvers.

After you successfully perform an action, you may perform a red Evade action.

That way it can be a durable ship in both modes, but flies differently from the Defender and the N-1. With the wings closed, it isn't as fast, but it's **** hard to hit. With the wings open, it's shields kick into play, and it's primary gets stronger.

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I agree that it makes little sense to have Talzin and the nightsisters in cis, but in the same vain as Jango they are some what working what Dooku, more than I ever think they would be Scum. And also I had to do something with the other pilots than Asajj ;). So I gave it kind of Naboo spin where you could fluff wise kind of make a night Sister/Dathhomir list and ignore the rest of the cis. I like the idea of having fewer greens in the side arc, that's seems a nice design reversal of always buffing/nerfing the red dice. 

Edited by Dwing

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2 hours ago, Gupa-nupa said:

Whatever its design is, it would need to be different from the magna guard (which would be a fun ship to design next....)

 

I like the idea if having a bonus die while in the front or rear arc. 
 

[company’s name here] fan blade: at the start of the engagment phase, you may gain a reinforce token. While you defend, if the attacker is in your (front arc) or (rear arc) you may roll an additional die. 
 

Also, for the Ventress ability, I would rather have it be strain/deplete. It feels like they are under used. And it could be more thematic. 

Talzin should be 2 force?? And the Nightsisters three pip limited. 

I think there is loads of design Space here between the ginivix and Magna guard fighter. They are droid pilots after all in a very ordinary fighter. 

Edited by Dwing

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Ok, heres my take on the ship:

Statline: 2/2/3/

Actions: Focus, Target lock, Boost -> Focus, Barrel-roll -> Focus

Dial (credit goes to @Kleeg005):

One Speed: Turns

Two Speed: Straight, Bank, Turn, K-turn

Three Speed: Straight, Bank

Four Speed: Straight

Five Speed: K-turn

Configuration (Probably stays at 0 points like the X-wing):

Huppla-Pasa Fan Blade (Open): After you fully execute a maneuver, you may gain one reinforce token. While you defend, if the attacker is in your [front arc] or [rear arc], you may roll one additional die, if they are in your [left arc] or [right arc] you must roll one less defense die. 

Huppla-Pasa Fan Blade (Closed): You may only attack targets in your [bullseye arc]. (adds evade action)

 

Pilots:

Zabrakian Defencer (I2): No pilot ability

* Vulpus (I3): After a friendly ship preforms a primary attack, they may remove a tractor token.

(This may be way to good, but I am trying to create some synergy with the Nantex. Maybe someone else can come up with a better pilot ability.)

*** Nightsister (I2 +1 force): No pilot ability

(I dont think that they should have a pilot ability, as they are somewhat similar to the Inquisitors. Maybe there is some creative space for someone who knows more about the Night-sisters better than me.)

* Asajj Ventress (I5 +2 force): At the start of the Engagement Phase, you may choose 1 enemy ship in your bulls eye firing arc at range 0-3 and spend 1 force. If you do, that ship gains 1 strain token unless it removes 1 green token.

(This is stolen from @Dwing's original post. I just think that strain fits Ventress better than a stress. Also, like I said earlier, I would like to see more of strain/deplete in the game)

* Talzin (I3 +3 force): Force tokens cannot be used to modify attacks against this ship.

(Also stolen from @Dwing. I originally said that maybe it should be a 2 force ship, but maybe 3 force is ok? I will have to do more research)

 

 

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Ginivex-class Starfighter (Fanblade Starfighter)
Base: Small
Stats: 2 \/  3|| 3  2  2 
Actions: Focus - Evade - Target Lock - Barrel Roll >> Focus - Boost >> Focus
Upgrades: Sensor

Narrow Profile: While you defend, if the attacker is in your Bullseye Arc, you may change 1 die result to an Evade result.

Dial:
fzYnEhR.png

Pilots:
     •Asajj Ventress (Dark Acolyte) [Initiative 5 + Force: 2 + Force Slot]
     •••Nightsister [Initiative 3 + Force: 1 + Force Slot]
     •Commander Vulpus [Initiative 3 + Talent]
     Geonosian Test Pilot [Initiative 3 + Talent]

Edited by ImperialAce95

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I'm a big fan of this ship.  /rimshot

 

But honestly, a recharging shield + reinforce just means you might be literally unkillable in an endgame situation.  Not quite as bad as if you have 2 regenerating shields like a certain Huge ship does, but I've experienced that enough to know it can be really unfun (and I was the one playing it!)

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12 hours ago, Gupa-nupa said:

strain/deplete. It feels like they are under used

There's not a huge amount of deplete yet, but it feels like every other release uses strain somewhere in it lately.

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Why would Asajj be i5? Did she become a worse pilot when Dooku fired her?

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

I like the idea of of the fan being a configuration.

8UYOjcI.png

The blade being open creates a greater profile, reducing agility, but the solar sails charge the shielding allowing for the reinforce action instead of shield regeneration (because is it hated). The blade being open allows full firepower as all four guns are on target.

EXYByyV.png

Closing the blade, allows full use of the agility of the ship, but lowers the attack profile as the guns that are on the blades are more rigid and have less flexibility. As the solar sails are closed, the charges on the blade do not recur.

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

I don't know how I feel about Nightsisters flying the ship as, well, they didn't as far as we know in canon. Asajj can be some play on her current ability.

Vulpus was a fan of cyborg and cyborg-ing folks, so I recommend his ability being this:

Vulpus I2: After a friendly ship at range 0-1 performs a focus action, it may spend 1 focus token to receive 2 calculate tokens.

Then put Berwer Kret is this ship, too, as this is a Geonosian starfighter, and he is the one Geonosian pilot whose ability doesn't play with tractor tokens.

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I like the idea of putting Berwer Kret in the ship, that's a good call!

And I like the play of Vulpus doing calculates. He was also interested in Force, though. So you could have his ability be "at the beginning of the engagement phase, a friendly ship at range 0-2 may spend 1 Force or Focus token. If they do, assign two Calculate tokens to that ship."

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On 10/25/2020 at 10:28 PM, Gupa-nupa said:

 

*** Nightsister (I2 +1 force😞 No pilot ability

(I dont think that they should have a pilot ability, as they are somewhat similar to the Inquisitors. Maybe there is some creative space for someone who knows more about the Night-sisters better than me.)

* Asajj Ventress (I5 +2 force): At the start of the Engagement Phase, you may choose 1 enemy ship in your bulls eye firing arc at range 0-3 and spend 1 force. If you do, that ship gains 1 strain token unless it removes 1 green token.

(This is stolen from @Dwing's original post. I just think that strain fits Ventress better than a stress. Also, like I said earlier, I would like to see more of strain/deplete in the game)

* Talzin (I3 +3 force): Force tokens cannot be used to modify attacks against this ship.

(Also stolen from @Dwing. I originally said that maybe it should be a 2 force ship, but maybe 3 force is ok? I will have to do more research)

 

 

How about a special shipability or force upgrade for the nightsister clan.

Coven of Sisters

When an attacker hits you , you may spend 1 force and receive 1 stress to chose a friendly Nightsister with Coven of Sisters at range 0-1 in the attackers arc and cancel 1 hit or crit result. If you do the chosen Nightsister receives a matching result and 1 stress.

 

Talzin also gets: When a friendly ship at range 0-2 spends a force for Coven of Sisters you may spend 1 force. If you do that ship recovers 1 force.

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On 10/26/2020 at 6:02 PM, 5050Saint said:

Why would Asajj be i5? Did she become a worse pilot when Dooku fired her?

Nice design on the config although I feel it's a bit too similar to S-Foils...eh that's kinda what it is anyway. The charges do complicate things. I'd still have them recharge since the open side is the only side that allows you to spend them anyway. Although I'd be more inclined to have two recovering charges that have different effects depending on if the blade is open or closed. It's a bit too early for me to come up with something though.

-

As for your comment above, assuming isn't not simply you making a joke and there is an element of serious question to it (internet subtext is often lost on me); remember that Initiative is not Pilot Skill anymore and this example probably is a good indication why. Initiative is an abstract design space within the game that can be informed on how well a pilot is/can be but doesn't HAVE to be. I mean, is Leia a better pilot that Chewie? We've seen more of Chewie's flying than Leia but it's impossible to tell without some comparative scenes.

Asajj is the character most associated with the Ginivex and so she should be the premier pilot with the highest initiative. Although it's not unheard of for the opposite to occur, look at Xizor and the StarViper. That being said, having Asajj be upstaged initiative wise would seem weird. It would be like Boba being upstaged by an Initiative 6 Firespray flown by Jodo Kast (and before anyone brings up Jango, he's the only character where it makes sense).

If you want to justify why she can be higher in the Ginivex, she flew that for years and became very in tune with it whereas she only had the Lancer for a short while comparatively, plus you're talking about someone experienced in flying a fighter moving to flying what is essentially a freighter sized assault ship. One of Star Wars' many inconsistencies is that elements suggest that moving between different types of vessels isn't as simple as moving between a car. An example of this is I recall somewhere the X-Wing is mentioned as being based on a common control layout found in airspeeders which made it easier for the Rebellion to train pilots, although visual media has often contradicted this given how most 'hero' characters can jump from one ship to another no problem.

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Thought I'd offer some of my own ideas.

Ginivex-class Starfighter
Base: Small
-Attack: 2 Dice 90 forward
-Attack: 3 Dice Bullseye
-Agility: 3
-Hull: 2
-Shield: 2

Actions: Focus - Evade - Target Lock - Barrel Roll >> Focus

(I ditched the option for the boost because from what I can find it's just barely faster than a TIE Fighter)

Upgrades: Sensor, Modification

Dial: same as @ImperialAce95s above

Ship Ability:
None
or
Micro-Maneuvering thrusters: When you perform a barrel roll, you may treat it as red to use the 2 straight speed template instead of the 1 straight speed template.

(I go back and forth if that is even a good ability and even if it is...should it be a ship ability or part of the config?)

--

Configuration:
Greatly inspired by @5050Saint config

2 Charges, reccuring 1 per round
Fan Blade (Open):
"While you defend, roll 1 fewer die.

After you execute a maneuver, you may spend a charge to perform a red Reinforce action, or two charges to perform a white Reinforce action.

Before you activate, you may flip this card."

Fan Blade (Closed):
"While you perform a primary attack, if the target is in your bullseye, roll 1 fewer die.

While you defend, you may spend a charge to reroll up to two defense die. You may spend two charges to change a die to an evade result.

Before you activate, you may flip this card."

(I wanted to give a use for the charges on both sides of the card and a feeling that while closed the ship is very defensive, using it's very small profile to be very evasive, while open the ship is more aggressive. Some may feel reinforce makes it defensive but I think reinforce on this ship is used to be aggressive, to fly right up into the face of the enemy and let loose. A ship that that has options to benefit a risk vs reward playstyle.

Balance and testing would be required. Part of me feels for the config to be that good it needs to be 3 dice primary attack with the closed side removing a dice entirely rather than the 2-90 3-bullseye.

Essentially the ship switches between 3 attack and 2 agility, or 2 attack, and 3 agility with an added bonus each side.)

---
---

Pilots

-
FA-4 Pilot Droid
Initiative: 1
Calculate instead of Focus

(Just tidied up the wording a little using Jyn as a base. I did also extend the range since there's not many ships in CIS that can take focus and figured it would benefit from a larger range. I did debate giving the target a strain or deplete since essentially this creates a 'battery' for Networked Calculations to pull from, but figured it was a bit too much)
-
Nightsister
Initiative: 2
Force: 1
Force Upgrade Slot

You may equip Elite Pilot Talents instead of Force Upgrades.

(This is me having abit of fun with lore and integrating it into gameplay. As per the roleplaying books and references, the Nightsisters don't technically use the Force, they use Ichor. While I thought it appropriate to give them a Force charge to represent this, I wanted their unique 'thing' to be versatile in that they can equip either EPTs or Force Upgrades)
-
Vulpus - Cyber-Obsessed Officer
Initiative: 3
Tactical Relay Slot

After a friendly ship at range 0-2 performs a focus action or would gain a focus token, it may receive 2 calculate tokens instead.

(Credit to @BCL-Alen for this, although I did up his initiative and modified the wording a little using Jyn as a base. I did also extend the range since there's not many ships in CIS that can take focus and figured it would benefit from a larger range. I did debate giving the target a strain or deplete since essentially this creates a 'battery' for Networked Calculations to pull from, but figured it was a bit too much)
-
Asajj Ventress - Force of Dissent
Initiative 5
Force: 2
Force Upgrade Slot

At the start of the Engagement Phase, you may choose 1 enemy ship in your firing arc at range 0-1 or in your bulls eye firing arc at range 0-3, and spend 1 force. If you do, that ship gains 1 strain token unless it removes 1 green token (this does not count as spending for the purpose of game effects)

(Credit to @Dwing for Asajj, although again some modifications. I felt the bullseye was a little restrictive so I gave her an 'Anakin-like' trigger where the enemy can either be in your bullseye or at range 1 in arc. I also wanted to clarify that the removal of the token does not count as spending so that Obi Wan can't prevent the removal of the token. Given their interactions in the series I felt Asajj being a foil for Obi Wan was appropriate and it doesn't shut down Obi Wan entirely as he can still prevent a token being removed on attacks, there's just one less target for his ability UNLESS the played opted to take the strain.)

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2 hours ago, Ebak said:

Although I'd be more inclined to have two recovering charges that have different effects depending on if the blade is open or closed. It's a bit too early for me to come up with something though.

I like the idea of spending the charges for something else on the closed side, but I shy away from writing novels like the droid struts configurations. I just find it aesthetically displeasing to crama whole book into a text box.

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6 minutes ago, 5050Saint said:

I like the idea of spending the charges for something else on the closed side, but I shy away from writing novels like the droid struts configurations. I just find it aesthetically displeasing to crama whole book into a text box.

While I understand the sentiment. The text box exists for a reason. I feel it's very limiting to have that space and not use it. Not saying every ability needs to be a novel as you suggest, but it's there. To each, their own.

Edited by Ebak

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