Ace-ify the ships

By AtomicFryingPan, in X-Wing

Got this idea from the show us your elite Y-wings thread. If you could create an aces expansion for any ship what would be it. New pilots, upgrades, titles, the whole 9-yards.

I'll start with the hwk-290

I would add 2 new pilots lol I suck at names but that's not the important part.

Kel Dolar-PS5-no ept-at the beginning of the combat phase select 1 ship within range 1-3 including this ship, that has a target lock agaisnt it may remove the opponents target lock and acquire a target lock on that ship.

Ben Ja'min-ps7-with ept-you may increase or decrease turret range attacks by 1.

New unique-ship title-Highwind-when you acquire a stress token you may perform a free boost action.

New turrets.

Turbo laser turret,range 3,attack dice 2, any uncancelled hits or crits count as 2. (If you roll 2 hits and they both go through it counts as 4 damage. 1 hit would be 2 damage)

Point-Defense Turret, range 1, attack dice 4. (Thinking about letting it attack ships that you are bumped with, but that would probably be way too op)

New Crew.

Imperial Defector-unique rebel only-at the beginning of the combat phase take a stress to give an evade token to any ship range 1-3.

New modifications

Twin linked-increase primary attack value by one. (Would probably make this like 5 points)

Heavily Modified-ship can take any 2 modifications including duplicates. (Like royal guard tie but wouldn't be free and would let you take 2 of the same mods)

So those are my ideas of a rebel aces Hwk-290 please offer any feedback (be gentle) and feel free to ace-ify any of your favorite ships. I wouls love to see your ideas. I know I didn't add any point values really but if I think of some I'll try to give out ideas of point cost for balance reasons

I would do an X-Wing 3 pack and call it Rogue Squadron. I'd have Corran Horn(with an appropriate version of his E-wings ability), Ooryl Quig(think I have the name right, and put Tycho into an X-Wing, keeping the same ability, and three more Rogues.

I'd have the paintjobs for Wedge's X-wing, Corran's, and Ooryl's.

From there I would include and X-wing only title that gave bonuses for keeping your ships in formation and working together at 1 point per X-wing, but only if you're whole squad was X-wings. And I'd add a mod called Torpedo Tube. For 3 points it would allow you to discard it instead of the first Torpedo you used.(Only Torps, not missiles.) Beyond that, I dunno.

I would do an X-Wing 3 pack and call it Rogue Squadron. I'd have Corran Horn(with an appropriate version of his E-wings ability), Ooryl Quig(think I have the name right, and put Tycho into an X-Wing, keeping the same ability, and three more Rogues.

I'd have the paintjobs for Wedge's X-wing, Corran's, and Ooryl's.

From there I would include and X-wing only title that gave bonuses for keeping your ships in formation and working together at 1 point per X-wing, but only if you're whole squad was X-wings. And I'd add a mod called Torpedo Tube. For 3 points it would allow you to discard it instead of the first Torpedo you used.(Only Torps, not missiles.) Beyond that, I dunno.

generic ps5 or 6 rogue squadron pilot with ept!

Gonna start in order of how important I feel it is to address these ideas. *cracks knuckles before typing*

Twin Linked is way WAY too cheap. It makes Heavy Laser Cannon worthless since you can add it to any ship, plus can be used at range 1, thus it needs to be at least 8 points, if not more . And for 8 points I can simply get, and put the upgrade on another ship. And you can put it on the TIE Phantom, which already has 4 base attack.

Heavily Modified-ship is broken (and free? Why...?), especially when you can just take two Twin Linked upgrades.

Kel is... okay, but needs to be a few points (I say at least 3-5) more expensive than Roark Garnet. The wording is quite confusing though. Change it to "At the beginning of the combat phase you may reverse a blue and red target lock on this or an allied ship within range 1-3."

Ben is going to need to be a lot more expensive than Jan Ors given his rather powerful ability. This means I can use a Turbolaser Turret at range 4 and 2? Super! I can use an Ion Turret or Blaster Turret at range 3? Rad! I can use Point Defence Turret at Range 2? Well, it completely contradicts the meaning of Point Defence, but okay!

The turbolaser turret was actually something I've been thinking about for a short time myself, but I'm not really feeling it for range 3 only. Maybe 2-3 like Heavy Laser Cannon. I like the way it works though! How much does it cost though, since it's sort of better than HLC?

Short range turret is dumb (outside of Ben) unless it's only 1 or 2 points or something. Nobody will use it otherwise. The problem is that it makes you horribly easy to predict and since you have to be close to enemy units you're going to be extremely vulnerable in nearly every situation.

Highwind is broken. Sorry, it is. Make it a unique talent.

Yeah I wrote those ideas really without thinking of points and I just wanted to throw the general ideas around.

The heavily modified would definitely have to be like 2-3 points which makes each normal modification 2-3 points more but would allow you to double up on shields.

lol that sounds much easier to switch the red and blues, thanks couldn't think of how to say it.

The Ben ability is supposed to be captain Rhymers but with turrets, forgot to add to a maximum of range 1-3.

Probably should make the high wind it's own unique pilot skill. Thanks for the criticism and I definitely suk with coming up with point costs lol!

For Twin Linked, give the extra attack die until you roll two or more blanks on an attack. Force players to TL every turn with it or risk losing it. Or only give the extra attack die when the ship is at range 2-3. Or reroll all crit results into blanks. There are ways to balance it other than points.

It would be cool just to get card booster(?) packs without any new models even.

So I would prefer they release a thematic 2-ship pack featuring a TIE Advanced and a Y-Wing. I'd call it "Trench Run" while other smart people prefer Battle of Yavin, which also sounds pretty good to me. (Some of this is overlapping the Y-wing aces thread)

So here's what I would include (notwithstanding its all completely unplaytested):

*Only new cards listed

Y-wing (design note: themes around gold squadron and the use of TL)

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.

TIE Advanced

You can't really have a Trench Run themed pack without Vader so at first I thought about a new version of Vader but it would be difficult to design one that was of equal utility as the original. Instead I would make a Vader only EPT for this pack:

The Power of the Dark Side (or Alter) EPT cost 3. Vader only.

Action: you may alter a token of any one ship within Range 1 into ANY other token

TIE Adv. Test Pilot (or whatever EU pilot I don't know about) PS 6 once per combat phase, if a friendly ship within Range 1 scores a hit, you may change it to a critical hit.

(Maybe this could Maarek Stele more useful)

TIE ADV x2 Title. TIE Advanced only. Your upgrade bar gains the (system) icon. Modifications cost -1

SIENAR Refit (missle) Cost -2

Advanced Targeting Controls (system upgrade) cost 3

If your agility is greater than target's agility then roll +1 attack dice with your primary weapon.

(Picture Vader frantically turning knobs. This addresses the problem of the limited firepower of the Adv. with a system upgrade that won't be exploited by B-wings and Shuttles.)

I Have You Now! (EPT) cost 2. If your PS is greater than target's PS, you may change one of target's evade results to a focus

Wampa

TIE Fighter Pilot

PS7 with EPT

When attacking, the defender does not receive additional evasion dice from range 3 or obstacles.

Ekelarc Yong

Y-Wing pilot

PS5, no EPT

It took 2 TIE fighters to shoot him down, so how about this pilot ability:

When defending, you may discard the first facedown damage card you receive each round.

Makes him have to be focus fired.

And his astromech:

R5-P9

Once per round, when you receive a face up damage card, you may flip it face down.

Sort of an improved generic R5. Thought the pilot/astromech combo might add some synergy and survivability.

Edited by Engine25

Ekelarc Yong

Y-Wing pilot

PS5, no EPT

It took 2 TIE fighters to shoot him down, so how about this pilot ability:

When defending, you may discard the first facedown damage card you receive each round.

Makes him have to be focus fired.

And his astromech:

R5-P9

Once per round, when you receive a face up damage card, you may flip it face down.

Thought the pilot/astromech combo might add some synergy and survivability.

Like the sentiment, but might be a little OP as is.

Maybe requires a result on a die roll instead of an auto-dismissal.

Tie bomber ace - insert name - secondary weapon damage done in -insert name's - arc counts as critical damage. Ps 8. 28 points.

Tie suicide bomber - as a response to receiving damage equal to or greater than your hull value you automatically drop all bombs on your ship. Ps 0 17 points.

Dive bomber mod - you may drop your bomb 1 ahead instead of one behind. 1 point

Bombarder - torpedo spot - torpedo spot becomes crew spot.

A bit too early since the ship isn't even released yet but I would like to see a new cannon for the defender, something like "Integrated Ion Cannon: when attacking with your primary weapon, you may change one uncancelled (crit) result into a (hit) result, then apply one ion token to the defender." Preferably I would limit this to the defender as other ships who could use this upgrade probably don't need it, but it is at least fair to say that in the fluff B-wings do also come with ion cannons stock and can link them to fire with their primary lasers. I would also add a 2nd new cannon upgrade to the pack, although I don't have any good ideas as to what they would be/do. Perhaps some kind of "sniper cannon" that is either limited to range 3 or is available at range 2-3 but has a stronger effect at range 3, to possibly take advantage of the defender's (apparent) ability to go forward quickly and perform a white k-turn maneuver.

I would also add Maarek Stele as a defender pilot, possibly with a new ability. Not sure what else to add to this, but the integrated ions and Maarek are the two things I would most like to see for the defender, until such time as the ship is released and some potential weaknesses or major gaps in its capabilities may be found that need addressing

and yes, I do know that such a cannon upgrade could potentially be very powerful and may need to be expensive or otherwise diminished in power to maintain game balance. Also perhaps "linked ion cannon" might be a better name, or something else entirely

Edited by Effenhoog

Samuel Raider was an x wing pilot who was known for 2 things. #1, he had no issue fighting interceptors and wasn't bothered by their speed and maneuverability. Also, he was known for deliberately bumping ships to damage them with his deflector shield.

So, based on these, maybe one of these abilities:

Enemy ships in range 1-2 may not use barrel roll or boost actions.

OR

When you overlap an enemy ship, you take one damage and deal one damage to the enemy ship.

When you overlap an enemy ship, you take one damage and deal one damage to the enemy ship.

Neat.

Sorta a highly mobile 'Darth Vader'

I'd like to see either a interceptor or defender pilot with the ability when K-turning to place the movement template at rear and to not turn your ship at the end, effectively doing a loop maneuver.

I would do an X-Wing 3 pack and call it Rogue Squadron. I'd have Corran Horn(with an appropriate version of his E-wings ability), Ooryl Quig(think I have the name right, and put Tycho into an X-Wing, keeping the same ability, and three more Rogues.

I'd have the paintjobs for Wedge's X-wing, Corran's, and Ooryl's.

From there I would include and X-wing only title that gave bonuses for keeping your ships in formation and working together at 1 point per X-wing, but only if you're whole squad was X-wings. And I'd add a mod called Torpedo Tube. For 3 points it would allow you to discard it instead of the first Torpedo you used.(Only Torps, not missiles.) Beyond that, I dunno.

generic ps5 or 6 rogue squadron pilot with ept!

yes and yes! I am really surprised that a rogue squadron pilot was not released with the transport. When the royal guard was announced, I thought that rogue squadron was surely coming.

I would do an X-Wing 3 pack and call it Rogue Squadron. I'd have Corran Horn(with an appropriate version of his E-wings ability), Ooryl Quig(think I have the name right, and put Tycho into an X-Wing, keeping the same ability, and three more Rogues.

I'd have the paintjobs for Wedge's X-wing, Corran's, and Ooryl's.

From there I would include and X-wing only title that gave bonuses for keeping your ships in formation and working together at 1 point per X-wing, but only if you're whole squad was X-wings. And I'd add a mod called Torpedo Tube. For 3 points it would allow you to discard it instead of the first Torpedo you used.(Only Torps, not missiles.) Beyond that, I dunno.

generic ps5 or 6 rogue squadron pilot with ept!

yes and yes! I am really surprised that a rogue squadron pilot was not released with the transport. When the royal guard was announced, I thought that rogue squadron was surely coming.

I think the reason with this is that the faction identities between the two are significant. With the Empire, you can become a skilled pilot (and a really good one at that: RGI) but still be a faceless, nameless symbol of Justice. With the Rebellion, you are more individualized, people know you by name even if you are a bad pilot. That's why the Imperials get the highest PS Generic while the Rebels get the lowest PS Unique (Tarn @ PS 3).

Night Raider;

Tie Fighter. PS5, no EPT

If Night Raider is not stressed he can do a free 'boost' action after his regular action as if he has the Engine upgrade.

Points; (approx?) 15

Fluke Skytalker:

X-Wing. PS6, no EPT

Custom made sensor jammer is built in the modification slot. Cannot be target-locked.

Points; 24

Edited by Elkerlyc

I would do an X-Wing 3 pack and call it Rogue Squadron. I'd have Corran Horn(with an appropriate version of his E-wings ability), Ooryl Quig(think I have the name right, and put Tycho into an X-Wing, keeping the same ability, and three more Rogues.

I'd have the paintjobs for Wedge's X-wing, Corran's, and Ooryl's.

From there I would include and X-wing only title that gave bonuses for keeping your ships in formation and working together at 1 point per X-wing, but only if you're whole squad was X-wings. And I'd add a mod called Torpedo Tube. For 3 points it would allow you to discard it instead of the first Torpedo you used.(Only Torps, not missiles.) Beyond that, I dunno.

generic ps5 or 6 rogue squadron pilot with ept!

yes and yes! I am really surprised that a rogue squadron pilot was not released with the transport. When the royal guard was announced, I thought that rogue squadron was surely coming.

I think the reason with this is that the faction identities between the two are significant. With the Empire, you can become a skilled pilot (and a really good one at that: RGI) but still be a faceless, nameless symbol of Justice. With the Rebellion, you are more individualized, people know you by name even if you are a bad pilot. That's why the Imperials get the highest PS Generic while the Rebels get the lowest PS Unique (Tarn @ PS 3).

I definitely agree. The royal guards are a faceless organization. It still seems odd to me though that red squadron is described as some of the best the rebels have to offer, but they still have no ept. There is a droid coming out to rectify that, but if I remember correctly, it is a unique.

More than anything, I would like to see a generic x wing with an ept. They could do well with evasive maneuvers, marksmanship, or even push the limit to target lock and focus each turn.