Upgrade Ideas vs Turrets

By blade_mercurial, in X-Wing

These are just some ideas I had over the last few days and wanted to see what others thought of them. After seeing some new wave 5 upgrades that seem to discourage or combat formation flying, I thought maybe it would be useful to have some upgrades that allowed a ship to better survive against turrets.

Enhanced Thrusters [modification]: when targeted by an attack outside the attacker's Primary Firing Arc, you may re-roll 1 green die result (2 pts)

Space Jock [Elite Pilot Talent]: when you reveal a [hard turn symbol] on your dial, immediately receive a free evade token (2 pts).

I could see the second one especially good for interceptors as an alternative to taking Push the Limit all the time, since it doesn't cause stress. What's interesting about it is that if you rely on it too much your flying becomes more predictable, so you have to think carefully about using it...

These are just some ideas I had over the last few days and wanted to see what others thought of them. After seeing some new wave 5 upgrades that seem to discourage or combat formation flying, I thought maybe it would be useful to have some upgrades that allowed a ship to better survive against turrets.

Enhanced Thrusters [modification]: when targeted by an attack outside the attacker's Primary Firing Arc, you may re-roll 1 green die result (2 pts)

Space Jock [Elite Pilot Talent]: when you reveal a [hard turn symbol] on your dial, immediately receive a free evade token (2 pts).

I could see the second one especially good for interceptors as an alternative to taking Push the Limit all the time, since it doesn't cause stress. What's interesting about it is that if you rely on it too much your flying becomes more predictable, so you have to think carefully about using it...

The former would be much more useful, I think. Most Interceptor players view their EPTs as already taken up by Push the Limit, while the Royal Guard TIE title makes the modification slot a much smaller opportunity cost.

I like the first idea a lot.

Maybe as an extra option to it, say you can re-roll additional defensive dice, but receive a stress for each you do.

So if you roll 3 blanks you can reroll all 3, but will get 2 stress out of it. But if it keeps you from getting 1-shotted it's worth it.

I wouldn't mind seeing some long range ordinance myself. Defender gets maybe an agility bonus against them, but something out of range of the large ships.

Emergency Thrusters

Immediately after you are hit by an attack, you may discard this card to perform a boost or barrel roll and cancel all damage results sustained by that attack. The attacker cannot attack this ship again this round.

Small Ship Only, Modification, 3-4 Points

Gives you one defense for which you could ignore some damage and prevent a gunner response. I kinda see it as a system that, when activated, jerks your ship laterally or forward to avoid the fire.

What about this:

Turret Jammer: [Modification] Every two rounds, when enemy ships attacking, they can only use their primary firing arc. 3 points

Didn't we have this thread like 2 weeks ago?

The issue, as Vorpal Sword has suggested, is that PTL is too good for interceptors not to take. Until the imperials get some action passing/sharing/other AWESOME EPTs, it's pretty well locked in. THE OTHER issue is that EPT's are good for everyone and flavor and mechanics dictate how good. Awesome EPT for an intercetor probably makes the Phantom better too. But if you make it a mod, phantoms already have that slot spoken for and interceptors can have 2 mods! Also buffs defenders potentially.

Didn't we have this thread like 2 weeks ago?

Do you mean Can't...bite...tongue...any longer?

Didn't we have this thread like 2 weeks ago?

The issue, as Vorpal Sword has suggested, is that PTL is too good for interceptors not to take. Until the imperials get some action passing/sharing/other AWESOME EPTs, it's pretty well locked in. THE OTHER issue is that EPT's are good for everyone and flavor and mechanics dictate how good. Awesome EPT for an intercetor probably makes the Phantom better too. But if you make it a mod, phantoms already have that slot spoken for and interceptors can have 2 mods! Also buffs defenders potentially.

I didn't know there was a similar thread....never saw it.

But what you say is true. As someone that flies interceptors all the time, I like the idea of having some alternatives. While PtL is great, it would be nice to use something different, at least for variety. The other current choices just don't cut it, although perhaps lone wolf would work on a single interceptor....

I think in order to really be of value the upgrade needs to be effective in more situations than just against turrets. Something like predator or flight instructor, where it always does something but has a stronger/alternate effect in certain situations

When defending you may [insert defensive bonus or whatever]. If the attack was performed from outside the attacker's firing arc, [stronger/alternate defensive bonus].

Situational upgrades tend to not see much play, unless they are extremely cheap and have little opportunity cost or the effect is extremely strong when needed (gunner)

Emergency Thrusters

Immediately after you are hit by an attack, you may discard this card to perform a boost or barrel roll and cancel all damage results sustained by that attack. The attacker cannot attack this ship again this round.

Small Ship Only, Modification, 3-4 Points

Gives you one defense for which you could ignore some damage and prevent a gunner response. I kinda see it as a system that, when activated, jerks your ship laterally or forward to avoid the fire.

So Shield upgrade cost 4 points. basically prevents 1 damage at some point in the game

your mod prevents anywhere from 1 to 4+ damage AND you get a free boost or barrel roll action AND you get immunity from gunner for the turn?

Biggs would be all over that.

I think realistically that upgrade would have to cost 7-8 points maybe even more.

realistically I think something that said "if you would take enough damage to destroy this ship prevent damage until you have 1 HP left" or words to that effect.

I like the Enhanced Thrusters mod. 2 pts. Rewards good flying. Really only useful vs turret attacks. Isn't borken. Gives interceptors a bit more possible life vs Falcons.

Emergency Thrusters is good, but seems like a direct "better" version of hull upgrade at 3pts. at 4 points it begins getting really costly.

Advanced ecm: attackers roll one less dice against this ship, modification for 4-5 points.

Advanced ecm: attackers roll one less dice against this ship, modification for 4-5 points.

I want that as a system upgrade, or a tie advanced mod only, or a system upgrade for tie advanced's fixed to have system slots.

I like the first idea a lot.

Maybe as an extra option to it, say you can re-roll additional defensive dice, but receive a stress for each you do.

So if you roll 3 blanks you can reroll all 3, but will get 2 stress out of it. But if it keeps you from getting 1-shotted it's worth it.

I think in order to really be of value the upgrade needs to be effective in more situations than just against turrets. Something like predator or flight instructor, where it always does something but has a stronger/alternate effect in certain situations

When defending you may [insert defensive bonus or whatever]. If the attack was performed from outside the attacker's firing arc, [stronger/alternate defensive bonus].

Situational upgrades tend to not see much play, unless they are extremely cheap and have little opportunity cost or the effect is extremely strong when needed (gunner)

Okay to make it less situational, and building on markscoul's idea, how about:

Enhanced Thrusters [modification]: when targeted by an enemy attack, you may receive 1 stress token to re-roll 1 green die. If the attack is outside the attacker's Primary Firing Arc, you do not receive the stress (2 points)

Compared to Elusiveness, its slightly worse when attacked inside a primary firing arc (because re-rolling a green die is not quite as good as re-rolling a red die) for the same cost of 1 stress. Against a turret though, its better because the stress cost is removed. In theory, it really shines against multiple turrets, but in practice, being able to re-roll a single green die is not enough to really discourage concentrated fire, so you are still going to have to fly smart to survive.

Advanced ecm: attackers roll one less dice against this ship, modification for 4-5 points.

Roll 1 less attack die all the time? That's just OP. It would completely invalidate certain ships.

Edited by blade_mercurial

I like the first idea a lot.

Maybe as an extra option to it, say you can re-roll additional defensive dice, but receive a stress for each you do.

So if you roll 3 blanks you can reroll all 3, but will get 2 stress out of it. But if it keeps you from getting 1-shotted it's worth it.

I think in order to really be of value the upgrade needs to be effective in more situations than just against turrets. Something like predator or flight instructor, where it always does something but has a stronger/alternate effect in certain situations

When defending you may [insert defensive bonus or whatever]. If the attack was performed from outside the attacker's firing arc, [stronger/alternate defensive bonus].

Situational upgrades tend to not see much play, unless they are extremely cheap and have little opportunity cost or the effect is extremely strong when needed (gunner)

Okay to make it less situational, and building on markscoul's idea, how about:

Enhanced Thrusters [modification]: when targeted by an enemy attack, you may receive 1 stress token to re-roll 1 green die. If the attack is outside the attacker's Primary Firing Arc, you do not receive the stress (2 points)

Compared to Elusiveness, its slightly worse when attacked inside a primary firing arc (because re-rolling a green die is not quite as good as re-rolling a red die) for the same cost of 1 stress. Against a turret though, its better because the stress cost is removed. In theory, it really shines against multiple turrets, but in practice, being able to re-roll a single green die is not enough to really discourage concentrated fire, so you are still going to have to fly smart to survive.

Advanced ecm: attackers roll one less dice against this ship, modification for 4-5 points.

Roll 1 less attack die all the time? That's just OP. It would completely invalidate certain ships.

Oh you mean like the turret ships invalidate interceptors?