We need more pilots for the Y-wing, so If anyone has anything to share, please feel free to do so.
We need more pilots for the Y-wing, so If anyone has anything to share, please feel free to do so.
Me...
I guess we will see a crew icon slot for these now that the B wing is trying to steal the Y wings thunder.
I just want a Longprobe variant with a sensor upgrade and the turret replaced by an ion cannon slot.
Maybe an Aggressor Squadron with PS 5 or Sword Squadron with PS 3.
PS: I always knew Leia had good taste...
Edited by DB Draft
At the risk of revealing secrets from my own brainstorming file:
Tiree (PS5) Cost: 22
You may ignore the effects of obstacles and do not skip your Perform Action step after colliding with another ship.
Davish Krail (PS7, EPT) Cost: 24
During the End Phase, you may remove one stress token from your ship.
Lt. Telsij (PS3) Cost: 20
At the beginnign of the Combat Phase, if there is at least one enemy ship at Range 1, you may assign a focus token to your ship.
The existing unique Y-wing pilots have strong abilities, so I continued that trend while filling gaps in the skill spectrum. Tiree was described as having good navigational skills, so I figured letting him ignore asteroid and/or collission effects was a good fit and added an interesting twist to gameplay. Krail was a stalwart veteran ("Stay on target"), so I gave him high PS, an EPT and a stress related ability that seemed a lot more interesting before the recent crop of stress manipulation spoilers for Rebel Transport and Wave 4. For Telsij ("There's too many of them!") I took a crack at something dealing with the number/proximity of enemy ships.
At the risk of revealing secrets from my own brainstorming file:
Tiree (PS5) Cost: 22
You may ignore the effects of obstacles and do not skip your Perform Action step after colliding with another ship.
I liked what you had so I combined our ideas.
Going over some of the information, I can agree on swapping Tiree's and Pop's PS, but I do not think there is any justification to give the former PS9. That seems to be only for well established super pilots. Also "base" contact" is not a thing in the X-wing rules. They use "overlap" for the asteroids, but ships do not stay overlapped when they collide with each other.
After digging through the old Decipher cards, I have actually moved in a different direction with Tiree. They said his ship was specially modified for increased maneuverability to better draw and evade enemy fire, thus:
Tiree (PS7, EPT) Cost: 24
When defending, increase your agility value by 1 if the attacker is in your arc.
I already had this idea in my file, so it was interesting to see someone else come up with the same concept. Not particularly digging the double ion effect ability. It is absolutely worthless against small base ships and obscenely powerful against large ones. Does not seem like a good mechanic. There are no current pilot abilities completely dependant on what the enemy brings. Bount is a hard counter to Stealth Devices sure, but anyone who takes him has the choice to equip an assault or ion pulse missile.
"When attack with an Ion Weapon (Insert Name Here) deals one Critical Hit instead of one Hit."
-or-
"When attack with an Ion Weapon deal upto 2 Hits and discard all remaining cards."
Also Wedge Subtracts Dice so why limit the bonus agility one to just inside your Firing Arc?"
-or-
"When rolling Defense Dice if you roll at least one Evade roll another Defense Die and add it to (Insert Nane Here) Defense Pool." Kinda like a Basketball 1+1 >8p
Another Ideal might be to add something for maneuverability something like;
"If not stressed may perform a Red 1 Hard turn." Will need to think on R2s with this one.
-or-
"May perform a Red 5 Straight instead of a Red 4 Straight."
-maybe even-
"If not Stressed may perform a Red 3 Soft Turn instead of a White 2 Soft Turn."
What about some kind of re-roll Secondary Weapon Attack skill similar to Captain Jonus? Maybe just one Die instead of 2.
-or-
"When attack with primary weapon (Or Secondary think Torps here) at Range 3 add an addition Attack Die." (For a Total of 4. 2+1+1)
-or-
"When using an Ion Turret may attack out to Range 3."
Edited by Rambler
Going over some of the information, I can agree on swapping Tiree's and Pop's PS, but I do not think there is any justification to give the former PS9. That seems to be only for well established super pilots. Also "base" contact" is not a thing in the X-wing rules. They use "overlap" for the asteroids, but ships do not stay overlapped when they collide with each other.
The idea was particularly difficult to translate for the cards. I gave him PS 9 because cannon talked about what a great pilot he was, yadda yadda, and there is no PS 9 for the y. We need one.
I liked your original SA for Tiree but it might be interpreted to include mines/bombs/huge ships.
I already had this idea in my file, so it was interesting to see someone else come up with the same concept. Not particularly digging the double ion effect ability. It is absolutely worthless against small base ships and obscenely powerful against large ones. Does not seem like a good mechanic. There are no current pilot abilities completely dependant on what the enemy brings. Bount is a hard counter to Stealth Devices sure, but anyone who takes him has the choice to equip an assault or ion pulse missile.
We are getting the ion missile, which I would guess gives small ships two ion tokens, so they drift for two rounds. I don't think the SA is obscene, it is limited to one pilot. I would have to disagree too, I think it is uber-powerful against smaller ships and not big ships, but it is something we are going to see in the Z-wing pack. How is a double ion effect dependent on what your opponent brings? You can hit anything with ion.
Rambler:
The first two have some potential.
"When attacking with an ion cannon turret, deal one critical damage instead of one damage if the attack hits."
"When attacking with an ion cannon turret, deal two damage if you had at least two uncancelled [hit] or [crit] results.
The bonus defense die is limited for balance, so that it does not become a permanent Stealth Device worth 4-5 points. I could perhaps be convinced to make it only for ships outside his arc. Another option from my idea file might work as well:
"When defending, increase your agility value by 1 if the attacker is making a primary weapon attack at Range 2.
This increases the "long range" bonus to include Range 2 while not granting another extra die at Range 3 or affecting secondary weapons. A combination of the two might even be in order.
"When defending, increase your agility value by 1 if the attacker is making a primary weapon attack at Range 2 from outside your arc."
The problem with adding maneuvers is that the Y-wing dial does not have them, so you either have to word the ability to allow the use of [x template] when revealing [y maneuver] or are limited to changing the colors of existing maneuvers. I would be very hesitant to do that for any speed 3-4 maneuvers and the others can be affected by R2 Astromechs and thus are redundant. Also, the Y-wing already has a white 3 [bank], so I am not sure how the one suggestion is useful unless you are going for a Boba Fett analog.
Rolling an additional attack die is a big deal, especially for secondary weapons where the defender is denied an extra defense die at Range 3. Too powerful I think. Rerolling dice for secondary weapons would be a duplication of two existing pilot abilities, and FFG has been pretty reluctant to do that. Extending ion turrets to Range 3 is ludicrously powerful. In math terms you are over doubling the area that can be hit. Think how much play area a YT can cover with its turret. No way I would recommend that without an extreme cost increase (like 5+ points).
Edited by Rekkon
Going over some of the information, I can agree on swapping Tiree's and Pop's PS, but I do not think there is any justification to give the former PS9. That seems to be only for well established super pilots. Also "base" contact" is not a thing in the X-wing rules. They use "overlap" for the asteroids, but ships do not stay overlapped when they collide with each other.
The idea was particularly difficult to translate for the cards. I gave him PS 9 because cannon talked about what a great pilot he was, yadda yadda, and there is no PS 9 for the y. We need one.
I liked your original SA for Tiree but it might be interpreted to include mines/bombs/huge ships.
I already had this idea in my file, so it was interesting to see someone else come up with the same concept. Not particularly digging the double ion effect ability. It is absolutely worthless against small base ships and obscenely powerful against large ones. Does not seem like a good mechanic. There are no current pilot abilities completely dependant on what the enemy brings. Bount is a hard counter to Stealth Devices sure, but anyone who takes him has the choice to equip an assault or ion pulse missile.
We are getting the ion missile, which I would guess gives small ships two ion tokens, so they drift for two rounds. I don't think the SA is obscene, it is limited to one pilot. I would have to disagree too, I think it is uber-powerful against smaller ships and not big ships, but it is something we are going to see in the Z-wing pack. How is a double ion effect dependent on what your opponent brings? You can hit anything with ion.
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Too little information on Tiree to make that call. All we have is that Dutch thought he was pretty good. And still no justification for a PS9 Y-wing. Only 1/3 of the ships even have a PS9 option. Bombs are not obstacles, says so on their card. Not seeing any problem with huge ships. The point was to be able to take your action if you collide, which is why my version specifically said that. If friendly huge ships ram friendlies to death, my Tiree does nothing to prevent that.
And what the heck is "SA". X-wing pilots have "pilot abilities."
Check the ion token card again. Two tokens does nothing extra to small base ships. Ion Pulse Missile is best aimed at large ships.
* Activation Phase: The owner moves the ship as if it were assigned a white 1 [forward] maneuver. After executing this maneuver, remove all ion tokens from the ship. It may perform actions as normal.
There is no Z-wing pack. It is a Z-95 Headhunter.
I took a shot at designing a hypothetical Y-wing aces type pack (along with a TIE advanced for a "Trench Run/battle of Yavin pack)
Davish "Pops" Krail: PS 6 You and each friendly ship within Range 1 may spend a TL to gain an Evade token
(Pops is a veteran pilot and peer of Garven hence PS 6. Thematically he suggested they switch power to rear deflectors when the turbo lasers suddenly stopped. A defensive use of TL seemed appropriate here)
Tiree: PS 5 You may TL a friendly ship. While in range 1 of your TL, you may suffer any uncancelled crits instead of target locked ship.
(Tiree was Dutch's wingman and the first to be destroyed by Vader. Taking the hits allows his leader more time to stay on target)
R5-?? Cost 1 If R5-?? has no TL token, you may may transfer your blue TL token to this card and use it as your own.
R2-?? Cost 3 If R2-?? has less than 2 stress tokens, you may transfer your stress token to this card.
Action: remove all stress tokens from R2-??
Gold Squadron Veteran cost 0 title. Y-wing only.
Your upgrade bar gains (EPT). This can only be played on pilots of Skill 5 or higher
Gray Squadron cost 0 Title. Y-wing only. Your upgrade bar gains the (Crew) icon
Bomb bay refit cost 0 (photon) your upgrade bar gains the (Bomb) icon
Stay on Target (EPT) cost 2. If a ship in your firing arc that you have a TL on boosts or barrel rolls you may immediately perform a boost or barrel roll.
At the risk of revealing secrets from my own brainstorming file:
Tiree (PS5) Cost: 22
You may ignore the effects of obstacles and do not skip your Perform Action step after colliding with another ship.
I liked what you had so I combined our ideas.
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What would be a better way to say it?
You may perform actions if you overlap an asteroid or bump into another ship?"
"Computer's Locked. Getting a Signal... The guns. They've stopped." --- Tiree
When this ship has a Target Lock on an Attacker you may change up to 2 of the Attacker's focus results to blank results.
PS6 2A 1D 5H 3S :: Astromech, Torpedo x2, Turret :: 24pts
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"Say about twenty guns; some on the surface, some on the towers." --- Davish "Pops" Krail
You may acquire and maintain up to 2 Target Locks. (unlike Weapon Engineer you can double lock a single target)
PS6 2A 1D 5H 3S :: Astromech, Torpedo x2, Turret :: 24pts
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Generic Y-Wing Veteran
PS5 2A 1D 5H 3S :: Astromech, Torpedo x2, Turret, EPT :: 22
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Expert Gunner :: Title, Y-Wing Only :: 1pt
Turret Weapons fired in the Primary Firing Arc may increase or decrease the weapon range by 1 to a limit of Range 1-3.
---
As much as I would like to see Named Y-Wing Pilots with EPTs most pilots who are Aces or Veterans with Y-Wings would most likely be transferred to a more "specialized" Squadron not flying Y-Wings.. Which is why outside of a Generic with an EPT any named veteran pilots should be okay with out; provided that their Unique Ability is equal or better than current EPTs available.
Pops and Tiree's ability should have good synergy with Dutch which is why I gave them both abilities that benefit from Target Locks. As well as PS6 to match Dutch so you have the option of moving Dutch last to share TLs if you have Dutch flying with them.
Gold Squadron Veteran cost 0 title. Y-wing only.
Your upgrade bar gains (EPT). This can only be played on pilots of Skill 5 or higher
Gray Squadron cost 0 Title. Y-wing only. Your upgrade bar gains the (Crew) icon
Bomb bay refit cost 0 (photon) your upgrade bar gains the (Bomb) icon
These would be so great to get for the trusty ol' Y.
Stay on Target (EPT) cost 2. If a ship in your firing arc that you have a TL on boosts or barrel rolls you may immediately perform a boost or barrel roll.
Two words:
Love. It.
"Say about twenty guns; some on the surface, some on the towers." --- Davish "Pops" Krail
You may acquire and maintain up to 2 Target Locks. (unlike Weapon Engineer you can double lock a single target)
PS6 2A 1D 5H 3S :: Astromech, Torpedo x2, Turret :: 24pts
That sounds great. No ept though? really. Just cause they fly old junky ships doesn't mean that the pilots wouldn't master their machines and learn some tricks. pew pew
That sounds great. No ept though? really. Just cause they fly old junky ships doesn't mean that the pilots wouldn't master their machines and learn some tricks. pew pew"Say about twenty guns; some on the surface, some on the towers." --- Davish "Pops" Krail
You may acquire and maintain up to 2 Target Locks. (unlike Weapon Engineer you can double lock a single target)
PS6 2A 1D 5H 3S :: Astromech, Torpedo x2, Turret :: 24pts
We have a precedent in that no Y-wing so far has a baked-in EPT because their abilities are pretty good. I would keep to that trend until proven otherwise.
yes no built-in EPT. At least for the "named" Elites, reason is the Y-Wing's are an "unspecialized" a ship giving a Named Pilot and ability and EPT would require as lackluster ability to balance out.
The Y-Wing is a Tanky Utility Fighter-Bomber. Depending on the Special Pilot Ability + EPT Slot, the cost of the ship would be too high for Equipment such as Turrets and Torpedoes or Astromechs.
Which is why a generic Elite Y-Wing Pilot should be able to have access to an EPT; whereas a Named Pilot would have to use R2-D6.
The Y-Wing isn't a ship for "Hot Shot Aces" its designed around mutual support of other Y's or ships.
Turrets Allow it to fly in "loose" Formations and still support each other; Other ships require to K-turn.
If Horton Salm, who I consider to be the Ace of Aces, in a Y-Wing can survive without an EPT on special ability alone; His ability should be the Benchmark that other Named Y-Wings should try to imitate as far as ability or Base Point Cost.
Let the Generic Elites have the EPTs and the Named Pilots have the "Super" Special Abilities.
EDIT:: Unless it's a Named Pilot with a Minor or Lackluster Special + EPT..
Edited by IvlerIinI must say that Horton Salm has one of the best abilities in the game. Unless he is using a secondary he need never take a TL.
yes no built-in EPT. At least for the "named" Elites, reason is the Y-Wing's are an "unspecialized" a ship giving a Named Pilot and ability and EPT would require as lackluster ability to balance out.
The Y-Wing is a Tanky Utility Fighter-Bomber. Depending on the Special Pilot Ability + EPT Slot, the cost of the ship would be too high for Equipment such as Turrets and Torpedoes or Astromechs.
Which is why a generic Elite Y-Wing Pilot should be able to have access to an EPT; whereas a Named Pilot would have to use R2-D6.
The Y-Wing isn't a ship for "Hot Shot Aces" its designed around mutual support of other Y's or ships.
Turrets Allow it to fly in "loose" Formations and still support each other; Other ships require to K-turn.
If Horton Salm, who I consider to be the Ace of Aces, in a Y-Wing can survive without an EPT on special ability alone; His ability should be the Benchmark that other Named Y-Wings should try to imitate as far as ability or Base Point Cost.
Let the Generic Elites have the EPTs and the Named Pilots have the "Super" Special Abilities.
EDIT:: Unless it's a Named Pilot with a Minor or Lackluster Special + EPT..
I could go with that. Sounds like fun.
The new Astromech that adds an EPT seems to be a pretty clear indicator that FFG realizes it was a mistake not to give some of the wave one rebels an EPT.
And if B-Wing pilots can have an EPT then Y-Wings should definitely be able to have them.
In universe, the B-Wing is far less maneuverable than the Y-Wing; the Y was the rebels main star fighter before the X-Wing came along...
Anyone who played some of the old games (like rogue squadron) will know what I'm talking about.
*insert Y-wing pilot name here*
PS- what ever you think is appropriate
unique pilot ability- at the end of the current round if this ship took no damage regen 1 shield.