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Post by Dendrite on Jan 4, 2010 22:34:46 GMT -5
Flanking Support:
I know it's a little off...I wanted to employ tactics that were kinda x-wing-ish. I figure a bonus to combinig fire that wasn't the same old "+6 not +4" deal might be good.
I suppose an alternative could be one of these pilotish abilities -Artillerist -Blast Cannon (like the fellows in Battlefront) -Gang +X -Synergy for other pilots/squad abilty
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Post by Roque Saber on Jan 4, 2010 23:51:33 GMT -5
Ah, I see where you're coming from. The lack of flying vehicles (or vehicles in general) in SWM make pilots much less useful than they would be in an actual battle.
Blast Cannon could work (off of BF, like you said) and would make for a cool combo with Twin.
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Post by Dendrite on Jan 14, 2010 20:59:54 GMT -5
Tycho Celchu - Rebel - 24pts
HP: 70 DEF: 18 ATT: 10 DA: 20
-Unique -Pilot -Affinity (May be in a New Republic squad) -Stealth -Cunning Attack +20
CE: Pilot allies gain Twin Attack and Blast Cannon
I removed Flanking Support and added Blast cannon to the CE How's that? I was also considering Commando for him as well, though Crix wouldn't help him, but the RCSTL would.
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Post by Roque Saber on Jan 14, 2010 21:05:29 GMT -5
Well, he was more of a pilot than a Commando. If he gives out Blast Cannon, I think it would be suitable for him to have it as well. Now that I think about it, why Blast Cannon at all?
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Post by Dendrite on Jan 14, 2010 21:10:25 GMT -5
Because it's pilot-ish. Could go with Gang +4 for pilots
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Post by Roque Saber on Jan 15, 2010 10:54:29 GMT -5
Gang never seemed useful...at all. He could just give a flat-out +4 attack for Pilots, though.
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Post by saber1 on Jan 15, 2010 11:31:35 GMT -5
If +4 for Pilots, why not simply make him the Jag Fel of the Rebel faction, granting gregarious?
Other Pilot-y ideas: Squad Cover (flying in formation) Squad Assault (attacking as a formation) Blast Cannon (as already stated, from SWBF, and I want +10 Damage for Luke HOY!)
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Post by gwek on Jan 20, 2010 11:34:59 GMT -5
I'd say stay away from Blast Cannon. That's basically a shotgun--which Tycho didn't use, and which pilots don't really use (Battlefront aside). (Also, it makes Dash Rendar pretty brutal!).
Since he might have Affinity for the NR, I'd say we should also avoid Gregarious.
I think something like Gang or a CE version of YV Collaborator is a good direction.
No matter what he gives out, we have to remember that there the Rebs and NR have access to a few pretty potent unique pilots, so we need to make sure the upper end pieces don't abuse the CE.
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Post by bountyhunter9 on Jan 28, 2010 17:52:39 GMT -5
To avoid abusive combos, we could have the CE give out something the very powerful Pilots already have, like Double Attack or Twin Attack. Some things that we could give Pilots that wouldn't make any abusive combinations (that I can think of) would be:
-Charging Fire -Grenades (probably 20) -Penetration (not really useful at all) -Some form of increased movement (Speed 8?)
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Post by Dendrite on Jan 28, 2010 21:30:24 GMT -5
Twin Attack in the CE is on the board, but I don't think Charging Fire would be good since Han STA gives it out. I know Gang isn't very potent, but I think if we boosted it to Gang +4, it could work.
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Post by bountyhunter9 on Jan 28, 2010 23:13:50 GMT -5
Twin Attack in the CE is on the board, but I don't think Charging Fire would be good since Han STA gives it out. I know Gang isn't very potent, but I think if we boosted it to Gang +4, it could work. Ah, good point on CF. It's hard to think up new, interesting things for these factions with over 130 pieces.... I don't really like Gang, both because it's not really playable and that it just doesn't seem to fit. While giving Pilots some form of squad/swarm ability does make sense, because of a pilot's tendency to work in fighter squadrons, a squad/swarm ability would fit with the vast majority of non-Unique pieces. Things like troopers and soldiers would be a much better fit for squad/swarm abilities. It is important to note that pilots worked together while INSIDE their starfighters. What they would do in a tactical ground battle outside of their starfighters would be quite different from swarming enemies in endless hordes, like battle droids or stormtroopers. I think the thing we should stress with pilots is what you need to become an accomplished starfighter pilot in the first place, not what tactics they use in a space battle. Things like their exceptional reaction time (Quick Reactions, Evade), improved conditioning (Speed 8, Mobile Attack, save rerolls), and anticipative skills (Intuition, Recon) should be looked at more than a swarm boost, IMO.
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Post by Dendrite on Feb 1, 2010 22:31:55 GMT -5
Maybe, then, something similar to Ground Pilot +2
Pilot allies gain Twin Attack. Pilot allies who start their move adjacent to (or within 6 squares of, whatever works) this character get +2 (or whatever number) speed.
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Post by gwek on Feb 23, 2010 12:35:28 GMT -5
Tycho Celchu Hit Points: 60 Defense: 17 Attack: 8 Damage: 10
Unique Pilot Affinity (New Republic) Quick Reactions Twin Attack
Commander Effect:
Pilot allies gain Quick Reactions and Twin Attack. Once per round, after initiative is determined, 1 Pilot ally can immediately move up to its Speed before any other character activates.
Design Notes:
His core statistics are nothing to write home about... but then, Tycho is primarily useful when in the thingypit. He's in the same range as characters like Wedge, Carth, etc (other pilots).
Unique/Pilot/Affinity are pretty straightforward. Quick Reactions gives him a "gimmick" (like Wedge's Evade/Avoid Defeat) that reflects his reaction speed as a pilot.
The commander effect grants Quick Reactions (which works thematically with Wedge to help the Rebel pilots be "defensive" whereas the Rebel commandos are "offensive"). As has been previously noted, Twin Attack is a great Pilot commander effect, because it boosts a number of low-end pieces without making any of the stronger pieces abusive (the closest we get is Luke HPU and Biggs, I think).
The second part of the commander effect is a limited version of Revan's commander effect, which works only on pilots. Rather than give Intuition to ALL pilots, I thought perhaps this could reflect his foresight as Rogue Leader.
In the game, it gives him a very interesting roll as "set-up man" for a high-powered pilot like Dash Rendar, Luke HoY, or Luke HPU. While this gives the Rebels a serious (potential) advantage, I think it's balanced by the fact that Tycho himself is pretty fragile.
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Post by bountyhunter9 on Feb 23, 2010 15:48:19 GMT -5
That looks pretty good, Gwek. Cost in the mid 20s?
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Post by gwek on Feb 23, 2010 15:53:29 GMT -5
Yeah, I was thinking mid- to high-20s, but I'm sometimes a bit conservative with pricing.
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