Hazards - Negative Point Cards

By Crabbok, in X-Wing

How would you feel about cards called Hazards?

The idea is that they would be negative point costed cards, but they would be a downgrade to a ship. The point cost reduction would be very small compared to the stat lost however.

Examples:

Loose Metal -Modification: reduce Agility by 1 (-1 point cost)

Power Failure - Cannon: reduce primary weapon by 1 (-2 point cost)

Fire Fire Fire - Modification: Deal one faceup damage per turn (-3 point cost).

Drunk Pilot - EPT: All White Maneuvers are now RED. (-2 point cost).

I doubt we will ever see stuff like this, but what would you think if we did?

just looking at those all should be -2 to -10 in cost, imho.

Loose Metal -Modification: reduce Agility by 1 (-2 point cost)

Power Failure - Cannon: reduce primary weapon by 1 (-3 point cost)

Fire Fire Fire - Modification: Deal one faceup damage per turn (-8 point cost).

Drunk Pilot - EPT: All White Maneuvers are now RED. (-4 point cost).

Purely because of how drastically they change things. the deal one faceup damage per turn is crazy, save 3 points for your ship to die in 2-8 turns (pre wave 5), only possibly useful on large ships.

Edited by robo bobo

Isn't that what the new A-wing missile upgrade from Rebel Aces is? You sacrifice the missile slot to cut the cost of the ship by 2 points. The ones you suggested though are definitely sacrificing more than they are worth as they would have you sacrificing both the upgrade slot itself and another ability.

This ship now serves as a deadweight obstacle: -95% cost

Yes but it's not "bad" if you weren't using a missile anyway.... and I don't expect it to be re-done very many times.

Basically I costed each hazard low because it enables you to get a strong PILOT ABILITY out there for cheaper, which COULD be game breaking. For example imagine howlrunner with reduced weapon value - her strength isn't from her OWN weapon so that is easy to sacrifice. But it could be game breaking if costed too cheap.

Well seeing as you suggested that one (-1 attack) being a cannon slot, and howl doesn't have a cannon slot that's a pretty poor argument...

Edited by robo bobo

Someone else suggested a similar idea (pilots with downsides for lower point cost). An astute observer pointed out the tendency for players to forget crits with downsides on their ships. While if you forget most upgrade cards it is only to your detriment, if you forget these, it is to your opponent's detriment. So now the burden of tracking all your negative effects is also placed on him, which I do not like.

Um... I wouldn't mind seeing "damaged ship" pilot card printed for some generics. They could have fun names cost a few points less and have some fun flavor text.

Xwing- red squadron battle survior, damaged droid, no droid slot -1pt

Ywing- grey squadron, ?, out of torps, -1pt

Tie - Black Squadon, stretched thin, -1ps and no evade,-2pts

But I like something:

Production model: you may equip no other upgrade cards: -1pt

just looking at those all should be -2 to -10 in cost, imho.

Loose Metal -Modification: reduce Agility by 1 (-2 point cost)

Power Failure - Cannon: reduce primary weapon by 1 (-3 point cost)

Fire Fire Fire - Modification: Deal one faceup damage per turn (-8 point cost).

Drunk Pilot - EPT: All White Maneuvers are now RED. (-4 point cost).

Purely because of how drastically they change things. the deal one faceup damage per turn is crazy, save 3 points for your ship to die in 2-8 turns (pre wave 5), only possibly useful on large ships.

Fire Fire Fire at this cost would equal 25 tie fighters or Z-95s :blink:. That is craziness. It would also make ships with high health values (Falcon, BH, B-Wings) a lot more powerful, as the health loss doesn't really impact them as much. Seven B-Wings with a couple of points for initiative bid! I think this point modification needs to be much lower, or not happen at all...