S-Foils Ability for X-wing and B-wings

By Marinealver, in X-Wing

It seems a little silly to me picturing an X-wing opening and closing its S-foils constantly mid-battle.

As a rule, the OP is fine--although personally I wouldn't use it much, since the ability to move just a little faster on the table isn't typically worth the inability to attack. You might make the speed bonus apply to straight or bank maneuvers, rather than just straight ones, to help make it a little more powerful.

As a piece of theme, I'm with those who don't see a need for it. Even at the maximum distance from an opposing ship (that is, corner to corner) you're never more than a moment from being attacked, which means it doesn't make sense to me to engage a flight mode that prevents you from firing.

I like the idea, but I agree with VS that while it's thematic in the over all sense, it doesn't fit in the game very well, because you're always in combat conditions when playing. There would be very few reasons for a X-Wing to close the S-Foils for more speed in a typical game.

That said, a 0 point ability that doesn't take up a slot already in the game... I don't see why you couldn't use it, but I don't think you would use it all that often. Which oddly enough makes it fitting, because you wouldn't use it for much the same reason a X-Wing wouldn't close the S-Foils in a dog fight.

If you have attack 0 but are in range 1 of an enemy ship, do you still get 1 attack die?

If you have a proton torp, can you still shoot it?

I read somewhere that it takes about a minute to a minute and a half after shields are shattered to bring them online again.

I guess when your shields completely collapse they overload the generators and they need to cool down and do a full restart, while if your shields are just damaged, there is a continuous recharge happening.

So I can see the shields being a one time thing, makes sense to me.

It seems a little silly to me picturing an X-wing opening and closing its S-foils constantly mid-battle.

As a rule, the OP is fine--although personally I wouldn't use it much, since the ability to move just a little faster on the table isn't typically worth the inability to attack. You might make the speed bonus apply to straight or bank maneuvers, rather than just straight ones, to help make it a little more powerful.

As a piece of theme, I'm with those who don't see a need for it. Even at the maximum distance from an opposing ship (that is, corner to corner) you're never more than a moment from being attacked, which means it doesn't make sense to me to engage a flight mode that prevents you from firing.

No need for X-wings doing jumping jacks in space. Allowing for onboard system commands gets too deep into it. Good for X-wing vs TIE , bad for X-wing minis.

If you have attack 0 but are in range 1 of an enemy ship, do you still get 1 attack die?

If you have a proton torp, can you still shoot it?

No it's like the cloaking rules, you can't attack at all when the S-Foils are closed.

For me I always tought that the foilding of wing was to be mor concise in deck hangard and more plane like in atmosphere to reduce friction. While deploy you ave more coverage shoting from four diferent point but you are more expose, more square metre to shoot at.

Some of you guy may ave a good explanation about shid, generator and other radiation mecanisme. But in 1977 they juste tought it look cool and tha was iot.

Stil a good idea worth developing. Like someone say its kind of long and silly to do so in mid battle so maybe those ship start whit the wing foild and may deploye later.

Again like the idea we need to use those shipe unique feature.

I like the idea of gaining or discarding a S-foil token during the end phase! Brilliant!

This would be useful for ambush scenarios where the empire drags the rebel scum out of hipster space and that means they are caught with their pants down! (or S-foils closed, whatever).

My interpretation would be: "If your ship has an S-foil token, then during the activation phase, before you reveal your dial, preform a 1 straight maneuver. While you have a S-foil token, your agility is increased by one, and your primary weapon, cannons, and turrets have their attacks reduced by two. You may gain a S-foil token of you do not have one or discard it during the end step phase."

Any bugs in that ruling blurb?

I think it would have game use as a way of Arc dodging with a near dead ship.

and for you realistic thinking guys I hear you on it not making sense in some ways but it's cannon that both X wings and B wings only locked them into position for combat and the rest of the time they were stowed for travel.

on a side note it does make sense to me about the heat radiator idea that Hobojesus put forward and with your weaponry powered down you would have more energy devoted to thrust but we know NOTHING about starwars avionics and systems capabilities.

I'm going to go play with my toy space ships now. ;)

Edited by Dagger Squadron

I think the S-foils mod card is a good idea for sure. Just note that in the video games, it usually gave you extra speed, which in turn impeded the ships maneuverability (agility). So I wouldn't give it an extra agility.

As such, my input for the card would be:

Combat S-Foils, Modification, X-Wing, B-Wing only. 0 pts. Action: place a [closed S-Foils] token next to the ship. While you have a [closed S-Foils] token, you may increase the speed of a revealed straight manuever by 1, but you may not perform any attacks. The token may be removed during the beginning of planning phase. You may start the game with a [closed S-Foils] token next to your ship.

Wording is a little long, but you get the idea. Allows you to start the game with the wings closed, and opens up speed 5 for both ships. Plus gives you a little bit of wiggle room for flying through asteroids and such as you are setting up for the attack run. Also the token comes off before combat, so that on the turn you are engaging you go back to your standard movement dial. Plus its a free card, so something fun to throw on the Xs or Bs if your not using the mod slot for something specific. Also allows for FFG to create some more acrylic tokens for their prize packs :P

As such, its rather thematic, allows you to approach the combat zone faster, but once you get into the fray, you better have your wings open. It could also be used to try and escape from a sticky situation if your in trouble.

Edited by Texx

It seems a little silly to me picturing an X-wing opening and closing its S-foils constantly mid-battle.

I did it all the time in the rogue squadron games. Gotta catch up to TIE's, evade attackers, etc.

I noticed an ability missing from X-wing that was available even in Rouge Leader, S-foils, how they were locked into attack position and can be moved in cruising mode for some speed at the sacrifice for firepower. So here is an idea for X-wing mechanic. Make it a mod or title for X-wings and B-wings only.

S-foil Action, to perform this action immediately perform 1 straight maneuver and place s-foil token down by ship. If that maneuver cannot be performed then the action is canceled and a different action may be performed as per rules on actions. While the S-foil token is on the ship the ship has its agility increased by 1 and its firepower reduced to 0 that cannot be modified and cannot perform attacks It can still perform other actions while the s-foil token is on such as target lock or focus. Further more when revealing a straight maneuver while having the s-foil token use the template that is 1 greater than the one shown on the dial (1 straight will use the 2 all the way to 4 straight use the 5). However treat that maneuver as the same color as show on the dial.

(Example 1: a B wing with S-foil token reveals a 4 straight which is red. The B-wing uses the 5 straight as required but will receive stress as the dial shows a red maneuver.)

(Example 2: a X wing with both stress and S-foil token reveals a green 2 maneuver. The X-wing uses the 3 straight that is required for the S-foil token. Even though the 3 straight on the dial is a white maneuver because the dial shows a green maneuver the X wing clears the stress.

Locking S-foils in Attack position. To do so simply remove the token before revealing the dial. This is not an action and can be done even if stressed. Firepower and agility stats are back to watt is on the pilot card after modifications.

Thoughts, opinions, likes and dislikes or how would you put an s-foil mechanic in the game. How many points of an upgrade and what slot (title, modification) should it be?

I like that a lot, in Rogue Squadron it always meant that the ships moved faster but they couldn't shoot, it might be worth making something similar to the cloaking device where agility goes up but you can't shoot.

The S-Foils were closed to add stability for the jump to hyperdrive. They were then opened when preparing for combat.

WanderingMiller, that makes sense, where is that info coming from though? (just curious)

WanderingMiller, that makes sense, where is that info coming from though? (just curious)

The x-wing computer game maybe i remember they always closed before jumping to light speed.

I think to encorporate this x-wing and b-wing cards need a new s-foil action rather than odd patching with titles.

However my perception was that it was straight line speed vs combat mode. Therefore when s foils are locked remove 1 firepower and 1 agility but move an extra 1, and allow light speed action (light speed rule pending :-)

so, civilian and commercial ships with s-foils COULD NOT fire their weapons; however, the wookieepedia states that fighter craft could fire with closed foils, at a reduced rate of fire, strength of shot, and accuracy.

Any ship can redirect power from lasers and shields to engines, you don't need foils to do it.

On a ship with powerful engines and other systems, being too cold in the cockpit is the absolute last problem you'll have. Reducing heat dissipation isn't a good reason to close the foils. Space is cold, but it has almost the worst possible heat conduction.

I can see closing them to reduce chance of damage by minimizing frontal profile and not opening them when unneeded to minimize the chance of mechanical failure that could leave them stuck in the open position and make landing difficult, but that's about it.

Your logic is sound but it's not applicable to SW, closing the s-foils shuts off the guns it just does which means you've got full capacitors and no way to use that power so shunting it to engines makes sense.

For obvious reasons they've made shields one use only so you can't recharge those.

And in multiple games closed s-foils boosts your speed empire at war, the rogue squadron games and I'm sure there were more.

In all the TIE Fighter / XvT / XWA games, all ships could transfer power to engines for a speed boost, so it's more "in universe" than S Foils doing anything.

I believe when the s-foils were closed they could only dual link fire due to the Focus Emitters being too close together. Im pretty sure i remember one of the comics or books for X-wing where someones s-foils get jammed closed and they could still shoot.

I think a simple upgrade card for X-Wings and B-Wings called S Foils that read: You may add the "Boost action" to your action bar and lose one attack die.

Or maybe

"At the begining of a turn use this card to add the boost action to your action bar and lose your attack phase"

Here's my suggestion:

Title X-wing, B-wing and Starviper 0p

Locked s-foil

Before reavealing maneuver, spend 1 action to do same maneuver twice. Cannot attack this turn.

Unlocked S-Foil

Before reavealing maneuver, remove 1 stress

Advanced S-foil

When locked s-foil, avoid 1 stress from primary and secondary weapon.

When unlocked s-foil, add 1 focus token - only after have performed a locked s-foil.

If you have played X-wing rouge squadron to N64 and Gamecube, when you locked s-foil on a X-Wing or B-wing, they went faster and become harder to steer. Not more agile. In other words, they went faster with less agile.

Here's my 2nd suggestion:

S-foil (0p)

Title, Only X-Wing, B-wing and Starviper.

Dual card

After performed a maneuver, you may flip this card to "locked S-foil."

Locked S-foil

Add 1, 2 or 3 templete. Treat that maneuver as green maneuver. You may make a action after the maneuver - even when bump or land on asteroid. Cannot attack this round. Flip this card at the end of end phase.

Edited by JimbonX

Hmmm... how about it works as SLAM as a free action, including weapons disabled?

If I may add my two cents here, from look at all the ideas here I may have come up with a solution.

Duel card modification:

S-Foils (0) (X-Wing, B-Wing, Starviper only)

Action: Flip this card over lock S-Foils

Locked S-Foils: Increase your agility by one and decrease your attack by two. After executing a green or white maneuver, you MUST preform a free boost action (even if you would overlap an obstacle). Then preform your take action step. (You may start the game with s-foils locked)

Edited by HistoryGuy

Here's my suggestion, based on careful observation of the movies:

Dual card modification:

S-Foils (0) (X-wing, B-Wing, Starviper, Tie Adv. Prototype, Attack Shuttle, Lambda-class Shuttle Only)

Action: Flip this card over to open/close S-foils

Open: Your ship performs as normal. Your ship looks cool when you open the S-foils.

Closed: Your ship can land. Your ship looks cool when you close the S-foils.

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