Pilot Building Game: Defender Edition

By That One Guy, in X-Wing

PS 6 Defender

When an enemy ship within your firing arc performs a boost or barrel roll action, you may perform a boost or barrel roll action.

That makes them a middle PS ship that can still chase after the bigger guys.

I thought about it and, somewhat similar to the intent behind Rebel Aces, I wanted to give the Defender some situational advantages and additional options without overtly making it more powerful.

PS 5 Defender (no Elite Pilot Talent) - 34 points

When attacking a ship with a higher pilot skill, you may reroll one of your attack dice.

PS 5 is a weird place. You have the advantage against generic pilots, but most named pilots are going to have the advantage over you. If you're short on points, this is a reasonably-costed Defender that can bite back against higher pilot skill attackers. I elected to have no EPT to justify the low increase in cost and preclude the use of Decoy shenanigans.

PS 6 Defender (Elite Pilot Talent) - 35 points

When attacking, if the defending ship has at least 1 stress token you may change one of your hit results to a critical hit result.

I know PS 6 is already occupied by Colonel Vessery, but he is somewhat dependent on running a list with ships that can target lock and I still had one idea left after the ships at PS 5 and 7. Abilities that apply or use stress tokens seem to be an increasing trend, and this ship punishes users of Push the Limit and Opportunist as well as any ship that K-turns while jousting with the Defender.

PS 7 Defender (Elite Pilot Talent) - 36 points

After executing a maneuver, if there are no enemy ships within your firing arc you may perform a free barrel roll or boost action.

With its white K-turn and all-green straight maneuvers, the Defender moves not unlike a rook in a chess game, storming up and down the board in straight lines. It's a powerful piece for pin and skewer tactics, but careful positioning is key. In flying the Defender and trying to line up those long-range HLC shots, I've found that a single boost or barrel roll is often the difference between having a great shot and no shot at all. A free action for positioning helps, and access to the boost maneuver gives us more flexibility.

Comments are always appreciated.

Edited by LaserBrain

PS 5 - When attacking, for each Ion token the defender receives, they must roll one attack die. If they roll a [hit] or [crit] result, they suffer that damage

and...

PS 7 - When your attack deals a face up Damage card to the defender, instead draw 3 Damage cards, choose 1 to deal, and discard the others

(sorry, couldn't resist)

PS 7 when this ship attacks with an ion weapon it may deal full damage instead of canceling and suffering one damage.

Might be too good, but I don't know. Ion cannons other than turrets haven't been a major threat lately.

PS 6 No EPT- When defending against a pilot with lower Pilot Skill you may reroll one blank result.

Idea is it will protect against the non-unique ships while leaving it open to unique pilots.

I thought about it and, somewhat similar to the intent behind Rebel Aces, I wanted to give the Defender some situational advantages and additional options without overtly making it more powerful.

PS 5 Defender (no Elite Pilot Talent) - 34 points

When attacking a ship with a higher pilot skill, you may reroll one of your attack dice.

PS 5 is a weird place. You have the advantage against generic pilots, but most named pilots are going to have the advantage over you. If you're short on points, this is a reasonably-costed Defender that can bite back against higher pilot skill attackers. I elected to have no EPT to justify the low increase in cost and preclude the use of Decoy shenanigans.

PS 6 Defender (Elite Pilot Talent) - 35 points

When attacking, if the defending ship has at least 1 stress token you may change one of your hit results to a critical hit result.

I know PS 6 is already occupied by Colonel Vessery, but he is somewhat dependent on running a list with ships that can target lock and I still had one idea left after the ships at PS 5 and 7. Abilities that apply or use stress tokens seem to be an increasing trend, and this ship punishes users of Push the Limit and Opportunist as well as any ship that K-turns while jousting with the Defender.

PS 7 Defender (Elite Pilot Talent) - 36 points

After executing a maneuver, if there are no enemy ships within your firing arc you may perform a free barrel roll or boost action.

With its white K-turn and all-green straight maneuvers, the Defender moves not unlike a rook in a chess game, storming up and down the board in straight lines. It's a powerful piece for pin and skewer tactics, but careful positioning is key. In flying the Defender and trying to line up those long-range HLC shots, I've found that a single boost or barrel roll is often the difference between having a great shot and no shot at all. A free action for positioning helps, and access to the boost maneuver gives us more flexibility.

Comments are always appreciated.

These are all good abilities. I think I like the stress token one the best.

I thought about it and, somewhat similar to the intent behind Rebel Aces, I wanted to give the Defender some situational advantages and additional options without overtly making it more powerful.

PS 5 Defender (no Elite Pilot Talent) - 34 points

When attacking a ship with a higher pilot skill, you may reroll one of your attack dice.

PS 5 is a weird place. You have the advantage against generic pilots, but most named pilots are going to have the advantage over you. If you're short on points, this is a reasonably-costed Defender that can bite back against higher pilot skill attackers. I elected to have no EPT to justify the low increase in cost and preclude the use of Decoy shenanigans.

PS 6 Defender (Elite Pilot Talent) - 35 points

When attacking, if the defending ship has at least 1 stress token you may change one of your hit results to a critical hit result.

I know PS 6 is already occupied by Colonel Vessery, but he is somewhat dependent on running a list with ships that can target lock and I still had one idea left after the ships at PS 5 and 7. Abilities that apply or use stress tokens seem to be an increasing trend, and this ship punishes users of Push the Limit and Opportunist as well as any ship that K-turns while jousting with the Defender.

PS 7 Defender (Elite Pilot Talent) - 36 points

After executing a maneuver, if there are no enemy ships within your firing arc you may perform a free barrel roll or boost action.

With its white K-turn and all-green straight maneuvers, the Defender moves not unlike a rook in a chess game, storming up and down the board in straight lines. It's a powerful piece for pin and skewer tactics, but careful positioning is key. In flying the Defender and trying to line up those long-range HLC shots, I've found that a single boost or barrel roll is often the difference between having a great shot and no shot at all. A free action for positioning helps, and access to the boost maneuver gives us more flexibility.

Comments are always appreciated.

These are all good abilities. I think I like the stress token one the best.

Agreed on the stress one being the best. The other two are pretty good but the PS7 one may be too situational. It would help with the mobility issue though.

Agreed on the stress one being the best. The other two are pretty good but the PS7 one may be too situational. It would help with the mobility issue though.

You may be right. The goal was to give you a free maneuvering action to help line up a shot, but in writing it out I forgot that the cone of your firing arc technically extends all the way to the edge of the play area.

Maybe something like this would make the ability come into play more: "After executing a maneuver, if there are no enemy ships within your firing arc at Range 1-3, you may perform a free barrel roll or boost action."

Edited by LaserBrain

PS 7 Defender ( EPT slot ) u may change youre 1 straight barrel roll for a 2 bank barrel roll for. recieve a stress token if u did the bank roll.

PS 6 Defender (No EPT) Treat all of youre red turns White

PS 2 Defender U may double youre agility as an action reduce primary and secondary firepower by 2 at a minimum of 0 in the round u use this pilot ability

PS 5 EPT after revealing a k-turn u may change it to a 3 hard left or hard right for a stress token

Edited by SoulCrusherEx

Not sure what PS to put these on but:

When performing a barrel roll, you may perform it to your rear instead.

Assign a stress token to all enemy ships whose base you are touching.

Once per round when defending, if you sustain no hits you may perform a free boost action.

Once per round when defending from an attack outside of your arc, after damage has been dealt you may perform a white 4 K-turn.

I just want a generic with an EPT.

Give it the "Tala bump" too so 33 points for pilot skill 5.

Edited by All Shields Forward

PS 5 if you have no stress tokens you may do a barrel roll when an enemy attempts to target lock you to break the target lock. Gain one stress token.

PS 7 for each damage to your hull you may roll an additional defense die.

PS 9 Vader 2 EPTs if all dice rolled are hits you may add a critt to the total attack.

I thought about it and, somewhat similar to the intent behind Rebel Aces, I wanted to give the Defender some situational advantages and additional options without overtly making it more powerful.

PS 5 Defender (no Elite Pilot Talent) - 34 points

When attacking a ship with a higher pilot skill, you may reroll one of your attack dice.

PS 5 is a weird place. You have the advantage against generic pilots, but most named pilots are going to have the advantage over you. If you're short on points, this is a reasonably-costed Defender that can bite back against higher pilot skill attackers. I elected to have no EPT to justify the low increase in cost and preclude the use of Decoy shenanigans.

PS 6 Defender (Elite Pilot Talent) - 35 points

When attacking, if the defending ship has at least 1 stress token you may change one of your hit results to a critical hit result.

I know PS 6 is already occupied by Colonel Vessery, but he is somewhat dependent on running a list with ships that can target lock and I still had one idea left after the ships at PS 5 and 7. Abilities that apply or use stress tokens seem to be an increasing trend, and this ship punishes users of Push the Limit and Opportunist as well as any ship that K-turns while jousting with the Defender.

PS 7 Defender (Elite Pilot Talent) - 36 points

After executing a maneuver, if there are no enemy ships within your firing arc you may perform a free barrel roll or boost action.

With its white K-turn and all-green straight maneuvers, the Defender moves not unlike a rook in a chess game, storming up and down the board in straight lines. It's a powerful piece for pin and skewer tactics, but careful positioning is key. In flying the Defender and trying to line up those long-range HLC shots, I've found that a single boost or barrel roll is often the difference between having a great shot and no shot at all. A free action for positioning helps, and access to the boost maneuver gives us more flexibility.

Comments are always appreciated.

That's a good way too put it. Like Chess the Defender is limited like a pawn.

Perhaps that's why I dislike it. A defender should act like a Queen, but instead we got a pawn. -_-

I like your PS6.

PS5, EPT

When defending, if you suffer at least one damage, you may regain a secondary weapon that you have discarded.

Example: After spending a Proton Rocket in a previous turn, an ace gets nose to nose to you, deals you a damage, and then you regain the rocket to blow him away when you fire.

Edited by Engine25