New damage deck.

By CPTMcMurphy, in X-Wing

With many of the new upgrade types the old damage deck doesn't flip critical damage that can cripple ships in as many interesting ways as it could.

Here are some examples.

Critical that kills copilots.

Communication damage that transfers a stress token to all ships (including self) within range 1.

Etc, Etc, let imagination go on, but don't be to mean.

To encourage players to take up the new deck, reduce the number of double damage to a ship. Give the backs a new scheme so players can tell which deck is being played.

Edited by CPTMcMurphy

Not likely to happen while this is still the same version of this game. Nor should it. Multiple damage decks are going to be a horror for tournaments. Nor should the damage deck something you should be choosing. Upgrades affected or not, the damage deck is still very nasty.

Just me? Or am I have a deja vu?

Just me? Or am I have a deja vu?

Nope, this happened again.

Entirely unnecessary, as the more complicated the damage deck becomes the less impact critical hits would have.

Take for example the "kills crew member/co-pilot" card suggested. The vast majority of ships in the game don't use crew members or co-pilots, so it would have no relevant effect.

The damage deck is fine as it is. A clear case of overthinking a non-existent problem.

Just me? Or am I have a deja vu?

Nope, this happened again.

/Facepalm

Jesus Christ on a pogo stick.