Your upgrade card ideas?

By Jo Jo, in X-Wing

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.

. Emperor's Hand

TIE Defender title. TIE Advanced title.

You set your maneuver dial immediately after the first enemy maneuver dial is revealed.

During the activation phase treat your pilot skill value as 12.

You cannot equip this upgrade if your pilot skill value is 5 or lower.

I'd cost this at about 4 I think as it is really powerful, if not completely broken.

Lightweight Plating: Increase Agility by 1 and reduce Hull by 1.

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...

D'oh I did.

However, I made the title unique, so only one per squad.

Systems Upgrade: Electronic Countermeasures (3)

Double your defense dice against any missile or torpedo attack

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.

. Emperor's Hand

TIE Defender title. TIE Advanced title.

You set your maneuver dial immediately after the first enemy maneuver dial is revealed.

During the activation phase treat your pilot skill value as 12.

You cannot equip this upgrade if your pilot skill value is 5 or lower.

I'd cost this at about 4 I think as it is really powerful, if not completely broken.

That would be really cool. Yeah... I think 4 points would be good. It wouldn't be broken at all. Defenders and Advance's are expensive already.

Lightweight Plating: Increase Agility by 1 and reduce Hull by 1.

Pretty unique but I wouldn't equip it.

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...

D'oh I did.

However, I made the title unique, so only one per squad.

Oops, didn't see the unique. Maybe only equip-able by a named pilot.

I don't really like the countermeasures due to Torps and Missiles being not very good anyway. Having a card that makes them worse would hurt.

Edited by Jo Jo

Intruder Missile

If this attack has at least 1 uncancelled [hit] or [crit] result, remove all shield tokens. Then cancel all dice results.

Cannot target small ships.

(to keep it out of being a Blount auto include).

I like the missile turret idea, but would it require a turret slot?

Maybe drop Ion shielding down to 1 point cost on account of maybe your opponent doesn't field an ion cannon

Passenger:

Emperor Palpatine: (Imperial only) Whenever an enemy ship within range 1 spends a focus token, it immediately gains a stress token

Admiral Piett: (Imperial only) At the beginning of the combat phase, choose one friendly ship at range 1-2, that ship may immediately perform a free barrel roll maneuver

Title:

Shuttle Tyderium: (Omicron Group Pilot Only) This ship may be played as part of a rebel squad. It may not be targeted by an imperial ship unless it has fired upon an imperial ship first

Elite Pilot Talent:

Fly Casual: +1 Defense. If you receive a stress token, discard this card

Nice Shot!: Discard this card to turn 1 blank die result into a Critical hit result

I'd make Tyderium also drop its cover on a red maneuver. You know, fly casual and all. :P .

Not sure how it would work, but I'd like to see an Ejector Seat.

Because of all the Swarm hate that's been building up:

Outnumber

When you declare the target of your attack, if the defender is in more enemy firing arcs than friendly reduce its agility by 1 (minimum of 0).

Not sure how it would work, but I'd like to see an Ejector Seat.

Ejector Seat

Action: remove the pilot card from play. At the beginning of the activation phase this ship moves straight 2. If it overlaps a ship or obstacle, this ship is destroyed. If a ship was overlapped, it rolls 3 red dice and suffers all rolled damage.

This ship is no longer affected by Ion tokens.

Edited by Dagonet

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.

I don't know if Long Range Torps would need to be epic only. It may depend on the cost but I could see them being interesting in standard play although I unfortunately see the long range missile as being more likely.

I do mean never ending missiles for 7 points. Is the HLC "overpowered" because this wouldn't be any better as it would require the TL to fire even if it doesn't automatically turn rolled [crits] into [hits].

If we're going to be honest the Blaster Turret is already next to useless. Now 6 points could be too cheap but at 7 points?

You really don't need a turret to fire missiles anywhere. All you need to do is give them some kind of "seeking" ability. A really crazy idea on that could be:

Seeker Missile: Attack (TL): Spend your TL and discard to perform this attack against one ship within range although it may be out of arc. Attack 4; Range 2-3 or 1-2 outside of primary arc.

Hmz, something like the space bomb from the video games, drop in front, move straight 1 each turn at the very end of activation so people can avoid or shoot it down, deal massive damage if it hits something (asteroids removed).

I like the missile turret idea, but would it require a turret slot?

Maybe drop Ion shielding down to 1 point cost on account of maybe your opponent doesn't field an ion cannon

Passenger:

Emperor Palpatine: (Imperial only) Whenever an enemy ship within range 1 spends a focus token, it immediately gains a stress token

Admiral Piett: (Imperial only) At the beginning of the combat phase, choose one friendly ship at range 1-2, that ship may immediately perform a free barrel roll maneuver

Title:

Shuttle Tyderium: (Omicron Group Pilot Only) This ship may be played as part of a rebel squad. It may not be targeted by an imperial ship unless it has fired upon an imperial ship first

Elite Pilot Talent:

Fly Casual: +1 Defense. If you receive a stress token, discard this card

Nice Shot!: Discard this card to turn 1 blank die result into a Critical hit result

I like all your ideas. Yeah.. there aren't enough ships that have turrets to add a missiles or proton turret.