Just for funzies: Crew and Cargo Ideas

By R22, in X-Wing

Just for funzies.

Modification - Small Ship Only

Maneuvering Thrusters [2pts]

Your action bar gains the barrel role icon.

Crew

Radar Operator [2pts]

You may acquire a free target lock at the beginning of the combat phase.

Crew

Flight Controller [4pts]

At the beginning of the action phase, you may grant a free focus or evade action to a small ship within range 1-3.

Crew

Exec. Officer [4pts]

You may ignore the first stress that would be assigned to your ship by enemy action each round.

Crew

Dock Master [2pts]

Your ship gains +1 cargo slot.

Crew

Stowaway [5pts from your own list total ]

Place this card on an enemy ship without a small base, regardless of ship capacity. Stowaway distracts crew members from using their abilities until captured. Cannot be captured in the first round. Action: Roll an attack die, on a critical hit, stowaway is captured.

Cargo

Unorthodox Wiring - Limited [7pts]

Action: Gain an additional two energy this round in exchange for producing one less in the next round. Cannot be used again the following round.

Cargo

Special Modifications - Limited [7pts]

Forward movements cost one less energy (to minimum of 1).

Cargo

Engine Flair - Limited [6pts]

When a small ship ends its movement phase facing and within range one of the rear base, it gains a stress.

Hardpoint

Reinforced Bulkheads - Limited [6pts]

Gain two additional hull points.

Hardpoint

Anti-Missile Systems [7pts]

You may roll a defense die when attacked by a secondary weapon.

Hardpoint

Stripped Hull Plating [8pts]

Reduce hull by two in exchange for producing an additional energy each round.

Hardpoint

Modular Design - Limited [6pts]

Reassign one hull point from the opposing section of the ship to this one.

Hardpoint

Salvaged Parts - [5pts]

You may flip a face up damage card down with "hull" or "engine" in the title upon receiving it without resolving the effect. Then discard this card.

Team

Damage Control Team [4pts]

Action: Spend a focus to flip a damage card upside down with "fire" in the title.

Team

Suppressing Fire Team [7pts]

When targeted by a secondary weapon, it must be fired from its maximum range.

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I am admittedly no good with point assignments so feel free to alter them.

Edited by R22

Cargo: Smuggling compartments

Gain an extra crew slot

Hot Cargo

You are carrying a Cargo of illegal arms that is booby trapped and ready to be jettisoned. Treat this upgrade as a Seismic Charge.

Non-Standard Configuration

You may take 2 different Modifications.

Retro-Thrusters

You may perform a red stationary maneuver.

Tactical Officer

You may activate your ship with your normal PS or a PS of 1 at the start of the Activation Phase.