Invent our Own Illicit Upgrades - Have fun!

By eagletsi111, in X-Wing

Modification

Hyperdrive

5 Pts

Ship equipped must be part of the squad build.

You may have 1 ship appear within a full range ruler of the edge.

My only issue with this, is lots of ships have Hyperdrive. So why couldn't they all do this. Maybe some kind of stealth engines or something.

Edited by eagletsi111

How about this one:

Computer Hacking System

4 Pts.

You may choose to gain a lock-on on any ship which locks onto you. (Even if you don't have the lock on ability).

There is a computer slicing mechanic with huge ships and slicing tools (slicing is SW's hacking) also, i am fairly sure a few pilots can do this already...

Pilots sure, but I talking generic's with this ability. Might be interesting to see. Maybe a Salvaged Astromech

Edited by eagletsi111

Linked fire control system

2 points.

You may fire 2 secondary weapons in sequence in the same attack. If a TL or focus is required, a single one may be used to fire both weapons. For instance, may use 1 TL 2 fire 2 PTs. must be at same target. Or, for IG-2000, may fire 2 secondaries (cannons) at the same time.

Linked fire control system

2 points.

You may fire 2 secondary weapons in sequence in the same attack. If a TL or focus is required, a single one may be used to fire both weapons. For instance, may use 1 TL 2 fire 2 PTs. must be at same target. Or, for IG-2000, may fire 2 secondaries (cannons) at the same time.

Nice! Seems pretty powerful though. Going off of Corran and his ability to double tap. I would say 4 points. Or break them apart 2 points for non cannon's and 4 points for cannons. So this means the enemy would get standard defense rolls versus both of them right?

Edited by eagletsi111

Enhanced Lasers - 4 points

During your attack gain 1attack die

After the attack roll 1 attack die, on a hit or critical hit result suffer 1 damage

Enhanced Lasers - 4 points

During your attack gain 1attack die

After the attack roll 1 attack die, on a hit or critical hit result suffer 1 damage

Risk/reward, not bad, but I'd change the name to make it sound more reckless than "Enhanced Lasers"...maybe "hot-rigged lasers" or something.

Weapons pod(4) 4atk:

During your attack, choose a range 2-3 missile attack -or- range 1 attack that may fire outside of arc, then discard this card.

First stab, but I like the idea of a "you don't know what I'm doing with this" type of card.

Or, maybe:

Sliced Navicomputer (3):

During first planning phase, deploy ship with forward(5) from deployment edge and flip card over.

Kind of a wonky take on the earlier hyperdrive idea, allows a player to "deploy last" in a slightly advanced location.

Edited by krycis

Unfinished repairs - +3 points

-1 hull and the 3 points you save must be spent on this ship

Could do the same for shields (Faulty shield generator), or even agility/attack (broken stabilizer, blown blaster fuses).

Trims points off a ship, but the points saved have to be used on that ship. Fluff explanation: These are mercs that are out for themselves living paycheck to paycheck, not a endless expense account of an organized military. The pilots choose to repair damage to their ships, or choose to leave the repairs for later while upgrading something else on their fighter.

It would give a very interesting min/max approach to the S&V ships. Forcing the ships to be spent on the same ship sticks with the fluff and avoids anyone being able to add additional ships to the team.

for example:

I want a super cheap blocker that also has a first contact burst round of damage. I'll take the cheapest S&V Z-95, scrap his attack a point, toss a torpedo on him. I don't want to scrap his shields, hull, or agility because I want him to survive, but I'm not counting on his attack being a big part of my plan.

Edited by kmanweiss

Additional illicit upgrade:

Cost 1 - Ship must already have illicit upgrade icon. Adds additional illicit upgrade slot.

Enhanced Lasers - 4 points

During your attack gain 1attack die

After the attack roll 1 attack die, on a hit or critical hit result suffer 1 damage

Risk/reward, not bad, but I'd change the name to make it sound more reckless than "Enhanced Lasers"...maybe "hot-rigged lasers" or something.

Weapons pod(4) 4atk:

During your attack, choose a range 2-3 missile attack -or- range 1 attack that may fire outside of arc, then discard this card.

First stab, but I like the idea of a "you don't know what I'm doing with this" type of card.

That's almost exact like the Hot Shot Blaster Card. But with a range 3

Enhanced Lasers - 4 points

During your attack gain 1attack die

After the attack roll 1 attack die, on a hit or critical hit result suffer 1 damage

I think the risk here needs to be higher. People with lots of shields will easily take this upgrade and not worry about it.

Perhaps you should add suffers a face up damage card. Ignoring shields and change it to be a hit only.

I could see Firesprays and Y's having a blast with the extra firepower and not worrying about the damage with the way it currently is written. Plus In this game +1 attack should be more than +1 shield.

I would have loved to see hidden upgrade.

Just imagine faced-down upgrades with a fixed price, then during the game your opponent move outside your firing arc and you turn your Hot Shot Blaster face-up... Gotcha!

Hard-wired droid - 1 point (maybe 2...but 1 is probably enough)

Gives a ship a salvaged astromech slot.

You remember how the Jedi Starfighters had an astromech, but it was integrated in...not a droid that could be removed. I could see some S&V pilot doing that to stick an astromech onto his Z95. No spot for an astromech, so I'll just hardwire his systems into the fighter and solder the dome to the side of the Z95.

Would give some interesting possibilties.

What if the ship already has a droid slot? Well, it doesn't appear that the Y's have illicit upgrades, and even if such a situation appeared, it would just lead to more interesting options by doubling up on droid abilities.

I would have loved to see hidden upgrade.

Just imagine faced-down upgrades with a fixed price, then during the game your opponent move outside your firing arc and you turn your Hot Shot Blaster face-up... Gotcha!

This sounds awesome, but I wonder if it would be problematic for competitive play?

I would have loved to see hidden upgrade.

Just imagine faced-down upgrades with a fixed price, then during the game your opponent move outside your firing arc and you turn your Hot Shot Blaster face-up... Gotcha!

This sounds awesome, but I wonder if it would be problematic for competitive play?

I agree. They could have a 0 point card which means nothing and other cards which are face down, that way your opponent wouldn't know what you took. In tournament setting they would require you to show your upgrades at the end of the game.

My group has often used blind upgrades in our games, we reveal them when we use them. It works well

Edited by eagletsi111

Just updated the Black Market Cloaking Device:

Black Market Cloaking Device

2 pts

Small based ship only

Once Per Game: Action: Your ship may use the Cloak action, but must De-cloak the following turn. Roll 1 attack die, on a hit (Not Critical) suffer 1 damage.

Makes it cost less, but more of a risk too

Edited by eagletsi111

Enhanced Lasers - 4 points

During your attack gain 1attack die

After the attack roll 1 attack die, on a hit or critical hit result suffer 1 damage

Risk/reward, not bad, but I'd change the name to make it sound more reckless than "Enhanced Lasers"...maybe "hot-rigged lasers" or something.

Weapons pod(4) 4atk:

During your attack, choose a range 2-3 missile attack -or- range 1 attack that may fire outside of arc, then discard this card.

First stab, but I like the idea of a "you don't know what I'm doing with this" type of card.

That's almost exact like the Hot Shot Blaster Card. But with a range 3

One more dice, one more point, can either be a rocket (use primary fire arc for range 2-3) or a 360-degree range 1 attack at 4ATK. It's very similar, but frankly I like the idea of the guessing game better than a simple 1-2 3ATK 360. It makes your opponent wonder if they're going to line you up for a range 2-3 attack or try to keep them out of range one, never mind the additional dice over the other.

Edited by krycis

Enhanced Lasers - 4 points

During your attack gain 1attack die

After the attack roll 1 attack die, on a hit or critical hit result suffer 1 damage

Risk/reward, not bad, but I'd change the name to make it sound more reckless than "Enhanced Lasers"...maybe "hot-rigged lasers" or something.

Weapons pod(4) 4atk:

During your attack, choose a range 2-3 missile attack -or- range 1 attack that may fire outside of arc, then discard this card.

First stab, but I like the idea of a "you don't know what I'm doing with this" type of card.

Or, maybe:

Sliced Navicomputer (3):

During first planning phase, deploy ship with forward(5) from deployment edge and flip card over.

Kind of a wonky take on the earlier hyperdrive idea, allows a player to "deploy last" in a slightly advanced location.

I like the sliced Navicomputer. I would change it to Inside Information, or something like that. Also, maybe allow a ship to deploy up to it's max forward non Red movement from the deployment zone.

Chaff Flare or EM Shield

Modification

3 or 4 Pts Or variable or 1 Pt for each use up to 5.

Equipped ship can not be target locked. Can be used against Missiles and Rockets.

Edited by Chainmaille Smith

Rigged Turbo Laser

Turret(only forward arch) or Heavy weapon slot

9 Pts

Dmg 6

Range 1-3

1 shot equals 1 critical hit card.

Edited by Chainmaille Smith

Rigged Turbo Laser

Turret(only forward arch) or Heavy weapon slot

9 Pts

Dmg 6

Range 1-3

1 shot equals 1 critical hit card.

I like it, i do however think that even at 9 points it's a bit OP - especially as the HLC is 7 points.

I assume the critical hit goes on the firer as a kind of recoil issue? I'd also probably make it range 2-5.

Edited by DariusAPB

Rigged Turbo Laser

Turret(only forward arch) or Heavy weapon slot

9 Pts

Dmg 6

Range 1-3

1 shot equals 1 critical hit card.

I like it, i do however think that even at 9 points it's a bit OP - especially as the HLC is 7 points.

I assume the critical hit goes on the firer as a kind of recoil issue? I'd also probably make it range 2-5.

Yep on the equipped ship. Agreed on the cost say 7 and I like that range.

Suicide R2.

This is not an illicit but a salvaged Astromech.

Treat as a proton bomb. 5 points. That is all. Discard after use.

Edited by DariusAPB

Suicide R2.

This is not an illicit but a salvaged Astromech.

Treat as a proton bomb. 5 points. That is all. Discard after use.

Pilot tries to hit the R2 eject button.....hits his by accident...BOOM!!!

Recon Package

Replace all (Torpedo), (Missile) or (Bombs) with Recon Package; ship gains the (System) trait

? Points

Inertial nullifier

Your ship can make any move green, but add an ion token to it if you choose this option.

4 pts