Invent our Own Illicit Upgrades - Have fun!

By eagletsi111, in X-Wing

Suicide R2.

This is not an illicit but a salvaged Astromech.

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

Maybe like a dead mans switch. Or if you want to go more crazy when ever ship receives a face up ship direct hit damage card deal 1 face up damage card to every ship at range 1 then remove ship.

Nah. I like to think of it as the pilot ejecting a droid full of thermal detonators behind it into a group of ships. squeak-shrieking as it goes kaboom.

If that's what your going for how about this?

I would just make the salvaged Astromech a Proton Bomb:

R2-P99 (Or Some other name)

Salvaged Astromech

4 points.

The Astromech counts as a Proton Bomb and follows the rules from Bombs.

this is simple an allows non bombers to have a bomb. Without totally changing the rules.

That works for me.

If we are making astromechs also...

Salvaged Astromech

4 points

Roll 1 attack die any time an enemy ship ends it's movement within range 1 of your ship. On a hit symbol, that ship takes 1 damage.

Would be an interesting way to discourage close combat against your ship. Would be interesting if ships got on your tail also. Move slow and hope they end up at range 1 for a shot at some free damage.

4 seems cheap for something that has the ability to do auto-damage, but it's range 1 only, and only hits on a hit symbol (not crit, blank, or focus).

Range 1 is where a lot of combat takes place. pretty powerful I think.

Perhaps you could just use Anti-pursuit lasers for your ship as a Salvaged Astromech

How about this:

Salvaged Astromech

2 Points

Anti-pursuit droid

After an enemy ship executes a maneuver that causes it to overlap your ship. Roll 1 attack die. On a hit or critical hit the enemy suffers 1 damage

Edited by eagletsi111

Illicit Upgrade

1 Point

Gravity Displacement Detector

When range 1-2 and attacking a ship with Stealth Device or Actively Cloaked. Reduce targets agility by 1.

My take on Death Sticks:

At any time you may spend one focus token to remove up to two stress tokens from this ship.

2 points

Plus one of my own:

Forged Transponder

Set up this ship after all other ships have been set up.

You may place it in the enemies deployment zone.

5? Points (what do you all think?)

My take on Death Sticks:

At any time you may spend one focus token to remove up to two stress tokens from this ship.

2 points

Plus one of my own:

Forged Transponder

Set up this ship after all other ships have been set up.

You may place it in the enemies deployment zone.

5? Points (what do you all think?)

At 5 points that's way OP, you get instant drop on a target with a high PS...

I was going to say it seemed far too cheap BUT considering its a niche item I do think that it's fairly costed if it only applied to Stealth Device. If it also gets past Actively Cloaked as well I'd bump it up to 2 points. With phantoms being as popular as they are, and other cloaked ships coming in a year at most, I think this upgrade is a good idea to shift the meta from the Phantom being almost auto-include.

Illicit Upgrade

2 Point Upgrade

Disrupter Cells

Action: Increase the Primary Weapon Value of your ship by 2. After the attack resolves roll a single attack die, take any hits (Not Crits) rolled. Skip your next Combat Phase.

Edited by Verstaka

My take on Death Sticks:

At any time you may spend one focus token to remove up to two stress tokens from this ship.

2 points

Plus one of my own:

Forged Transponder

Set up this ship after all other ships have been set up.

You may place it in the enemies deployment zone.

5? Points (what do you all think?)

At 5 points that's way OP, you get instant drop on a target with a high PS...

Totally agree with this point. Perhaps some type of rule to balance it like, cannot shoot the first turn when using this deployment? Or something else?

I was going to say it seemed far too cheap BUT considering its a niche item I do think that it's fairly costed if it only applied to Stealth Device. If it also gets past Actively Cloaked as well I'd bump it up to 2 points. With phantoms being as popular as they are, and other cloaked ships coming in a year at most, I think this upgrade is a good idea to shift the meta from the Phantom being almost auto-include.

Illicit Upgrade

2 Point Upgrade

Disrupter Cells

Action: Increase the Primary Weapon Value of your ship by 2. After the attack resolves roll a single attack die, take any hits (Not Crits) rolled. Skip your next Combat Phase.

As for the Gravity Displacement Detector, I based it on the Outmaneuver card, which is 3 points for -1 agility to the target if your outside it's firing arc. I figure since it only works on a niche as you put it. It will not work most of the time and it just help nullify their ability a little, it doesn't give full nullification. That's why I went for 1 point.

On your disrupter cells, it's way close to Corran horns ability, although you might take a damage. For +2 Attack dice that seems way over the top. Did you see the 4 point Ability listed before? Maybe you want to change it to roll an attack die on a hit result suffer a face up damage card, or something.

Edited by eagletsi111

Decoy Wreckage

Cost: 3

After being hit by an attack, you may discard this card. Enemies may not attack you that turn unless they have a target lock on you, or if you perform an attack.

Decoy Wreckage

Cost: 3

After being hit by an attack, you may discard this card. Enemies may not attack you that turn unless they have a target lock on you, or if you perform an attack.

I like that one, really shows the scum sneakiness.

Decoy Wreckage

Cost: 3

After being hit by an attack, you may discard this card. Enemies may not attack you that turn unless they have a target lock on you, or if you perform an attack.

I like that one, really shows the scum sneakiness.

Yeah! Me tool Very cool I think I would just say enemies may not attack you unless you perform an attack. Because they think they have killed you, so even a target lock wouldn't be useful. I would assume the scum ship would release fake smoke or trash to simulate being dead.

Edited by eagletsi111

Decoy Wreckage

Cost: 3

After being hit by an attack, you may discard this card. Enemies may not attack you that turn unless they have a target lock on you, or if you perform an attack.

I like that one, really shows the scum sneakiness.

Yeah! Me tool Very cool I think I would just say enemies may not attack you unless you perform an attack. Because they think they have killed you, so even a target lock wouldn't be useful.

The idea was if they have a target lock on you they would be able to tell that you hadn't really blown up, but I'm on the fence about that part. It's a little word-heavy as-is, so it might be better off as you suggest.

Either way I like the idea alot. I understand about the Target_lock, but I'm pretty sure even when a ship blows up their would be enough debris to target lock it. Just that in fluff terms ships don't.

I was going to say it seemed far too cheap BUT considering its a niche item I do think that it's fairly costed if it only applied to Stealth Device. If it also gets past Actively Cloaked as well I'd bump it up to 2 points. With phantoms being as popular as they are, and other cloaked ships coming in a year at most, I think this upgrade is a good idea to shift the meta from the Phantom being almost auto-include.

Illicit Upgrade

2 Point Upgrade

Disrupter Cells

Action: Increase the Primary Weapon Value of your ship by 2. After the attack resolves roll a single attack die, take any hits (Not Crits) rolled. Skip your next Combat Phase.

As for the Gravity Displacement Detector, I based it on the Outmaneuver card, which is 3 points for -1 agility to the target if your outside it's firing arc. I figure since it only works on a niche as you put it. It will not work most of the time and it just help nullify their ability a little, it doesn't give full nullification. That's why I went for 1 point.

On your disrupter cells, it's way close to Corran horns ability, although you might take a damage. For +2 Attack dice that seems way over the top. Did you see the 4 point Ability listed before? Maybe you want to change it to roll an attack die on a hit result suffer a face up damage card, or something.

I will agree there are similarities to Horn but there are a few things that make this consideraly different.

1: It's an action and as of now we have not seen any Scum/ Villainy pilots that provide any action economy so short of PTL you are giving up a mariad of options to roll more dice.

2: You do risk taking damage *I should have worded it to draw a damage card, similar to Porkins so shielded units aren't over protected.

3: I would probably up the cost by two points OR increase the risk by making the user roll two dice.

Thanks for your critiques though I wasn't thinking of Horn when I made it but you are right on almost all of the cheap fighters for scum this is effectively a Corran Horn ability that should have more risk.

Edited by Verstaka

I was going to say it seemed far too cheap BUT considering its a niche item I do think that it's fairly costed if it only applied to Stealth Device. If it also gets past Actively Cloaked as well I'd bump it up to 2 points. With phantoms being as popular as they are, and other cloaked ships coming in a year at most, I think this upgrade is a good idea to shift the meta from the Phantom being almost auto-include.

Illicit Upgrade

2 Point Upgrade

Disrupter Cells

Action: Increase the Primary Weapon Value of your ship by 2. After the attack resolves roll a single attack die, take any hits (Not Crits) rolled. Skip your next Combat Phase.

As for the Gravity Displacement Detector, I based it on the Outmaneuver card, which is 3 points for -1 agility to the target if your outside it's firing arc. I figure since it only works on a niche as you put it. It will not work most of the time and it just help nullify their ability a little, it doesn't give full nullification. That's why I went for 1 point.

On your disrupter cells, it's way close to Corran horns ability, although you might take a damage. For +2 Attack dice that seems way over the top. Did you see the 4 point Ability listed before? Maybe you want to change it to roll an attack die on a hit result suffer a face up damage card, or something.

I will agree there are similarities to Horn but there are a few things that make this consideraly different.

1: It's an action and as of now we have not seen any Scum/ Villainy pilots that provide any action economy so short of PTL you are giving up a mariad of options to roll more dice.

2: You do risk taking damage *I should have worded it to draw a damage card, similar to Porkins so shielded units aren't over protected.

3: I would probably up the cost by two points OR increase the risk by making the user roll two dice.

Thanks for your critiques though I wasn't thinking of Horn when I made it but you are right on almost all of the cheap fighters for scum this is effectively a Corran Horn ability that should have more risk.

I agree with the 2 point increase.

Ordinance Override Computer


3 pts




In the Combat Phase. You may fire Ordinance (Missiles and Torpedoes) at +5 pilot skill. Roll 1 attack die on a a hit, you may not fire the ordinance this turn.


Edited by eagletsi111

Seems fair at 3.

How about plasma torpedo

4

range 2-3

Attack: {target Lock}

Spend target lock

On a hit the target ship gains a plasma counter.

Then roll an attack die and on a hit your ship gains a plasma counter.

Each plasma counter on a ship requires the ship to roll an attack die on each activation phase and suffer any damage rolled.

3 pts

Edited by Ryther

Interesting, but plasma torpedoes, more specifically T-33 plasma torpedoes were used to disable shields "Ray Shields" carried by star ships.

Perhaps something like, When a ship is hit by these and has active shields, and critical hits rolled will count as 2 damage.

5 Pts

Attack (Target Lock) (Target must have at least 1 shield)- Range 2-3. Attack 3. Discard this card to attack. Each Critical hit rolled counts as 2 normal hits and Focus results may be changed to hits.

That sounds more like a Plasma Torpedo, what do you think?

Interesting, but plasma torpedoes, more specifically T-33 plasma torpedoes were used to disable shields "Ray Shields" carried by star ships.

Perhaps something like, When a ship is hit by these and has active shields, and critical hits rolled will count as 2 damage.

5 Pts

Attack (Target Lock) (Target must have at least 1 shield)- Range 2-3. Attack 3. Discard this card to attack. Each Critical hit rolled counts as 2 normal hits and Focus results may be changed to hits.

That sounds more like a Plasma Torpedo, what do you think?

Right; there were plasma torpedoes in the EU, but they were specifically anti-shield. They were also carried on New Republic ships, so I don't see them being 'illicit' in any way. I would build them as cheap but only able to damage shields. In any case though, a weapon that only affects ships with shields is going to be a tough sell in most games, since there are a lot of ships out there without shields.

What about mag pulse warheads?

Range 2-3, 3 dice, if hit cannot fire any primary, or turret, or hardpoint or cannon for a turn.

This said Reb and Imp used them too.

We went from illicit upgrades to ordnance...

Anyway how bout this:

Emergency Engine Power. 2 points

If your ship has the boost action, you may use the 2- maneuver template in place of the 1- maneuver template and receive one stress token.

Edited by Jo Jo

We went from illicit upgrades to ordnance...

Anyway how bout this:

Emergency Engine Power. 2 points

If your ship has the boost action, you may use the 2- maneuver template in place of the 1- maneuver template and receive one stress token.

I like that alot.

Maybe we build it up a bit

Jury Rigged Engine

2 pts

May Boost with a 2 bank or 2 straight. After use. Roll 1 attack die. On a hit discard this card.

P.S. - Why couldn't we have Illicit Ordinance? I created one above

Edited by eagletsi111

This is from the Han solo books.

Fluidic systems interface (possibly hydraulic) 3 points. Ion tokens may not be applied to this craft.

Though the ship really requires a plumber...

This is from the Han solo books.

Fluidic systems interface (possibly hydraulic) 3 points. Ion tokens may not be applied to this craft.

Though the ship really requires a plumber...

Interesting! Not sure if 3 points is correct for something that is situation based. But I do like it, I'm thinking 2 pts

This is from the Han solo books.

Fluidic systems interface (possibly hydraulic) 3 points. Ion tokens may not be applied to this craft.

Though the ship really requires a plumber...

Interesting! Not sure if 3 points is correct for something that is situation based. But I do like it, I'm thinking 2 pts

It is situational, but against some lists might be too good I was considering upping it to 4 or 5.