Your upgrade card ideas?

By Jo Jo, in X-Wing

Does anybody else think up different upgrades when they're bored? I know I do.

Here are a few of mine (most of the point values are educated guesses):

EPT

- Defy the Odds: When flying through an asteroid, do not roll a damage dice. Instead you may perform an action and then receive a stress token. ~ 3 points

- Fire on my Target: All friendly ships within range 1 do not have to spend Target Locks to use secondary weapons against a ship you have a Target Lock on. You must maintain a target lock to use this ability. ~ 4 Points

System

- Sensor Scrambler: Action: You may move an enemy target-lock to another friendly ship at range 1. ~ 3 points

Cannon

- Repeating Blaster: Attack 2 (range 1-2): On a hit or a crit roll an additional die. Keep rolling die until a blank or focus that you cannot modify is rolled, you may roll up to 4 additional dice this way. ~ 6 points

Torpedo

- Long Range Proton Torpedoes: Attack 4 (range 4-5 :) ): Spend a Focus and discard this card to perform this attack. The defender rolls one additional agility die. ~ 5 Points

Bomb Upgrade

-Remote Detonator: This card may be attached to any Proton Bomb or Seismic Charge. You may chose when to detonate a seismic or proton bomb you have dropped at the end of any future activation phase. ~ 2 Points

Modification

- Emergency Reverse Thrusters: After you reveal a straight maneuver, you may change that maneuver to a speed one less than the one you chose. ~ 2 Points

- Dynamic Power Converter: Action : You may recover up to 2 shields up to your shield value, and your weapons value is 0 until the end phase. OR you may remove 2 shields to increase your attack value by 2 until the end phase. At the end phase your weapon value is returned to normal and any shields you removed, you may recover. (the wording on this one needs work) ~ 5 points

Crew

Imperial Maintenance Droid: Action: Discard this card to remove one face-down damage card and to flip down one face-up damage card. ~ 4 Points

Obi-Wan: Action: Discard this card to perform this action. Your ship cannot be targeted until the end of the round. It can still suffer from damage not directly targeted at your ship. Vader ignores this card. ~ 5 Points

Anybody else got any?

Edited by Jo Jo

My understanding is that one of the main strengths of the stock YT-1300 was that it was so upgradable. To me this suggests a relatively low capability ship on which you can then add a large number of upgrades. Whilst I would have liked this card to be YT-1300 only, all the named pilots are already piloting a heavily upgraded YT-1300, and so I have limited this to the ORS.

Stock Freighter

Outer Rim Smuggler only. Title.

Any number of modifications may be added to this ship. Additionally, you may add one of the following to the ship's upgrade bar: Astromech, Bomb, Cannon, Crew, Missile, Torpedo, Turret, System.

? points

Anyone have any ideas on what the cost of such a Title would be?

I agree about the YT. It's kind of ridiculous to have Han Solo, Lando or Chewbacca without the "Falcon" Title. So they happen to be flying a different heavily modified YT-1300 on certain missions?

I think it would have been cooler to have the Falcon title add all of the stat and upgrade bonuses (in addition to the evade action) and just make it a 20+ point upgrade.

Not that it really matters. Just being a nerd

Modificaton:

Ion Shielding: This ship requires one additional Ion token to trigger the Ionization effect ~3 points

How much would you pay to put astromech R2-D2 on a YT-1300? There's a reason the crew version comes with risks and limitations as opposed to the astromech version.

CREW:

Skid Plate: C3P0 - When overlapping any obstacle discard Skid Plate to ignore any and all obstacle effects and act as normal.

"R2-D2, Where are you?"

"We'll be smashed to bits!!!"

"Oh, Oh, Oh, Oh,"

"Oh My, Oh Oh no!!"

"(whine), (whine), (b!tch), (moan)"

"Spice Mines of Kessel, Eeek, Oh, Oh, Oh!!!"

"Help, I'm melting!!"

I like a lot of your ideas. I won't debate point cost, I'll leave that up to others.

The only upgrade I have a problem with is the repeating blaster. The concept is very unique and interesting, however it is VERY high risk/reward, so depending on the cost no one might take it.

- Fire on my Target: All friendly ships within range 1 do not have to spend Target Locks to use secondary weapons against a ship you have a Target Lock on. You must maintain a target lock to use this ability. ~ 4 Points

I really like this idea. It would be a great use for a high PS TL capable ship... Like say Vader? Or even Maarek? It would alleviate two of the concerns that alpha strike teams have (getting the TL, and getting a F to modify the attack), though it would make Wes AWESOME against alpha strikes...

I've liked the idea of a "Missile Bank" that would basically make a missile that isn't discarded through use. Some of my ideas and then some critiques:

(Missile) Missile Bank 7 points

Attack (Target Lock): Spend your TL to make this attack. Attack 4, Range 2-3.

(Missile) Flare: 2 points

Attack: You may make this attack against any target ship even outside of your firing arc. Attack 1; Range 1.

(Cannon) Heavy Ion Cannon: 5 points?

Attack: Attack 1 ship. If attack hits target receives 1 ion token. Attack 3; Range 1-3

(Turret) Laser Turret: 6 points.?

Attack: Attack 1 ship (even outside your firing arc) Attack 3: Range 1-2

I know I've had more but that's a few for now.

-Defy the Odds: Could change the mechanic from taking damage for running over an Asteroid to just taking Stress tokens instead. Also removes automatic loss of actions although if it takes Stress that could cover that event.

-Fire on my target: I think this could allow allied ships to spend your TL token to make their secondary weapon attacks.

-Long Range Proton Torpedo: Danger here is you need the extended ruler. I'd drop minimum range down to R3 but +1 Defense die at R4 and +2 at R5.

-Stock Freighter (title): Not sure it would need a cost as you'd still need to pay for any additional upgrades. It may need some limits however otherwise you need to price it for the "worst case scenario" which is probably why that new Astromech costs a point.

(Cannon) Heavy Ion Cannon: 5 points?

Attack: Attack 1 ship. If attack hits target receives 1 ion token. Attack 3; Range 1-3

(Turret) Laser Turret: 6 points.?

Attack: Attack 1 ship (even outside your firing arc) Attack 3: Range 1-2

Both these cards exist already, exactly as you described them, just cheaper.

(Cannon) Heavy Ion Cannon: 5 points?

Attack: Attack 1 ship. If attack hits target receives 1 ion token. Attack 3; Range 1-3

(Turret) Laser Turret: 6 points.?

Attack: Attack 1 ship (even outside your firing arc) Attack 3: Range 1-2

Both these cards exist already, exactly as you described them, just cheaper.

Really? Where? Because I don't remember seeing them anywhere.

Yes, they are very closely related to the Ion Cannon and Blaster Turret but you should notice that this Ion weapon doesn't alter the damage mechanics one bit and the turret doesn't require spending a Focus to use.

I had made a post about weapon refits for the Bomber to replace two of one kind of secondary for one of another secondary but it could be expanded to the Y-Wing or other ships as well.


Mod:
Weapon Refit: This ship may replace any two of the same secondary weapon systems for one of another secondary system the ship could take. 3~ points

Admiral Acbar - Pilot

He give plus 1 to breakfast Cereal and 3 def to your ship if it's a trap.

Edited by Cubanboy

jar jar binks - pilot

All ships gain plus 10 shields but if you roll a dice you lose the game and get punched for using this card

Edited by Cubanboy

Young Skywalker - Pilot

+2 evd but you have to shout nooooooooooooo whenever you lose a ship.

Edited by Cubanboy

George Lucus - Pilot

switch the movement dial with any ship and lose all focus when moving ships 1,2 and 3 in your list.

If you give an opponent a ship to use you get 10 more points over the asking price from Disney err your opponent.

Edited by Cubanboy

Harrison Ford - Pilot (55)

Always shoot first and never do anything else unless your paid 1 point per round after this one

JJ Abrams - Pilot (0)

Roll an attack dice

if it's a hit gain 5 points to use

If it's a crit gain 10 points to use

If it's a blank you lose 25 points and make all fans cry.

Edited by Cubanboy

- Fire on my Target: All friendly ships within range 1 do not have to spend Target Locks to use secondary weapons against a ship you have a Target Lock on. You must maintain a target lock to use this ability. ~ 4 Points

I really like this idea. It would be a great use for a high PS TL capable ship... Like say Vader? Or even Maarek? It would alleviate two of the concerns that alpha strike teams have (getting the TL, and getting a F to modify the attack), though it would make Wes AWESOME against alpha strikes...

The issue I have with it is that on a ship with a weapons engineer (ie Kath), you can lock up two ships and then have your bombers salvo off your shots, followed by Kath herself, all with TL/focus. It's going to make a 3-ship build even less viable. It's a cool idea but that's also the sort of interaction you need to be careful of with this.

Here is my only thought that is not silly.

Emperor (10) Empire only - crew.

Gain +1 atk again all named pilots.

Batman - Crew (300)

Always win

Text why is batman here because he's batman.

Junker (-2 points) - Modification

When you receive a face down damage card, turn it face up.

Secret Order of the Emperor: Imperial only Unique Title (0 points)

Your upgrade bar gains one upgrade of your choice. You cannot equip turrets, missiles, torpedoes, bombs, or crew unless your upgrade bar already contains one of these upgrades.

Modificaton:

Ion Shielding: This ship requires one additional Ion token to trigger the Ionization effect ~3 points

Kind of cool, but it would be a complete waste if your opponent didn't have an Ion Cannon. Frankly Ion Cannons don't see a lot of play any way.

I like a lot of your ideas. I won't debate point cost, I'll leave that up to others.

The only upgrade I have a problem with is the repeating blaster. The concept is very unique and interesting, however it is VERY high risk/reward, so depending on the cost no one might take it.

That's the point of the repeating blaster. Its a gamble. It could be devastating or it could do worse than your primary. Its a point cheaper than a HLC, and you could end up rolling more dice than one.

Junker (-2 points) - Modification

When you receive a face down damage card, turn it face up.

Honestly I would make this -4 points... Wow could be fun and could backfire quickly.

Secret Order of the Emperor: Imperial only Unique Title (0 points)

Your upgrade bar gains one upgrade of your choice. You cannot equip turrets, missiles, torpedoes, bombs, or crew unless your upgrade bar already contains one of these upgrades.

You forgot astrometrics. I do see a bunch of Academy Ties with HLC's with this one. I'll run a squad of 5 with HLCs. Maybe make it 2 points...

Edited by Jo Jo

I've liked the idea of a "Missile Bank" that would basically make a missile that isn't discarded through use. Some of my ideas and then some critiques:

(Missile) Missile Bank 7 points

Attack (Target Lock): Spend your TL to make this attack. Attack 4, Range 2-3.

(Missile) Flare: 2 points

Attack: You may make this attack against any target ship even outside of your firing arc. Attack 1; Range 1.

(Cannon) Heavy Ion Cannon: 5 points?

Attack: Attack 1 ship. If attack hits target receives 1 ion token. Attack 3; Range 1-3

(Turret) Laser Turret: 6 points.?

Attack: Attack 1 ship (even outside your firing arc) Attack 3: Range 1-2

I know I've had more but that's a few for now.

-Defy the Odds: Could change the mechanic from taking damage for running over an Asteroid to just taking Stress tokens instead. Also removes automatic loss of actions although if it takes Stress that could cover that event.

-Fire on my target: I think this could allow allied ships to spend your TL token to make their secondary weapon attacks.

-Long Range Proton Torpedo: Danger here is you need the extended ruler. I'd drop minimum range down to R3 but +1 Defense die at R4 and +2 at R5.

-Stock Freighter (title): Not sure it would need a cost as you'd still need to pay for any additional upgrades. It may need some limits however otherwise you need to price it for the "worst case scenario" which is probably why that new Astromech costs a point.

Yeah the Long Range Torps would have to be Epic only.. but it would give Bombers more flexibility in attacking Huge ships.

I'm not sure what you mean by a missile bank... Neverending missiles for 7 points? Might be a bit OP.

I like the idea of a heavier Ion cannon that can do a bit more.

A laser turret, even at a higher price, would make the Blaster turret useless.

Maybe something like a missile turret. You can launch CM's, AMs, or HMs out of arc.

Keep 'em coming!

Edited by Jo Jo