Scum abilities

By Ryther, in X-Wing

We know that the scum ships are supposed to have some more control oriented abilities. What kind of abilities do you want to see from future scum? I love tricky skills that mess with the other guy. My favorite pilots are guys like Carnor and my favorite upgrades are things that really mess with the other guy's head like sensor jammer and Vader (though Vader is kind of straight forward). I want to see your dirtiest trick ideas you can come up with, but try to keep it within the realm of something you would want to see in the game.

I'd like to see something like a hacking device that let you shut down the enemies maneuvering thrusters as an action. They would be limited to moving on the same bearing as they did the previous turn. Potentially devastating but it would eat your action so it would lower your potential damage output.

I could see something where if an opponent spends a specific token you get it instead of it being discarded.

Since we've been told the HWK's will basically be the inverse of the rebels I could see them doing things like action denial or limit what actions opposing ships can do. Also I think we'll see more abilities like Xisor's. It's very crime boss to be like "don't shoot me shoot my underlings."

When a ship at range 1 completes an action, if you have no stress, you may take that action. Then, earn one stress.

You may spend your target lock during the action phase. You may take a free action that appears in your targets action bar.

Anti-Jan Ors

When an enemy ship at Range 1-3 is attacking, you may receive one stress token to reduce that ship's attack by one attack die.

Abilities that mitigate enemy crew or modifications would be nice unexplored territory. I hope it's more than just stress-inducing. Action denial, agility or attack penalties, pilot skill mods, forcing rerolls of hits/evades, debuff auras... all would be interesting mechanics.

Edited by R2ShihTzu

When this ship gains a stress token, you may assign a stress token to another ship at range 1.

At the beginning of combat you may trade one focus, evade, TL, or stress token for one focus, evade, TL, or stress token on another ship at range 1.

I also like deployment shenanagins for scum:

- you may deploy at range band 2

- you may deploy touching any one asteroid you placed

- you do not deploy during the placement phase. During the second activation phase you may deploy this ship at range one of any allied ship.

-ignore asteroids on the first round. You may deploy overlapping any asteroid.

I wouldn't mind seeing some new negative token. Something different from stress.

I have no idea what it would be, but FFG has yet to disappoint me.

Except for that whole Imp Huge ship fiasco. But I've not given up hope yet.

I like this thread, lots of neat ideas flying around. :3

Alright, how about something like a unique pilot talent: after attacking if you have not caused any damage gain one evade token.

I think it would be really annoying on a ship with 2 attack or lower, like the Z-95 or HWK. Hell, you could even use it on a 3 attack ship and still annoy your opponent.

I could see something like this on their HWK-290:

Once per round, if an enemy ship acquires a target lock on you, you may swap the red and blue tokens between your ships.

Once per round, if an enemy ship at Range 1-2 spends a focus or evade token, you may assign it to your ship.

"Once per round if an enemy ship at range 1-2 recieves an Ion Token, assign a Stress token to that ship."

Straighfoward and kinda boring, but synergy with an Ion Turret. Could work on Both a HWK and a Y-Wing.

"Once per round if an enemy ship at range 1 recieves a Stress Token, you may remove that stress token and flip one face-down damage card assigned to that ship face-up."

Über-Saboteur...

"At the end of the combat phase you may spend your target lock to look at all face-down damage cards assigned to the ship you had aquired the target lock on."

Combo for Über-Saboteur, Saboteur etc; cool vs. Big and Huge Ships when you combo it up with something that can flip cards back up (Saboteur crew card)

"Ships at Range 1 may not use upgrade cards with an "Action"-header"

EDIT: added "Once per round" to the first two abilites

EDIT2:

"During the end phase if a Focus token is removed from an enemy ship at range 1-2, you may acquire a target lock on that ship. Then recieve one Stress token."

"During the end phase if an Evade token is removed from an enemy ship at range 1-2, you may perform a free boost action. Then recieve one Stress token."

Edited by 0rph3u5

I would like to see strong EPT's or upgrades that keep the reverting enemies goodies theme strong.

Anti-lock Upgrade: Any enemy ship which has you in it's firing arc with a target lock on a friendly ship must discard their target lock and replace it with a stress token.

EPT: All enemy ships in range one or two must ignore their focus options when in your firing arc.

EPT: When attacking or defending you may re-roll all blank results if an enemy ship has a target lock on your ship.

I love SCUM!

:ph34r: