Invent our Own Illicit Upgrades - Have fun!

By eagletsi111, in X-Wing

I don't really see how hiding an upgrade could work. Yes it would work wonders in a private 1 on 1 game. However in a tournament, early finishers will be able to see what you've hidden if they observe you and negate any surprise hiding the card could be. Plus what upgrade you do have could give away the type of upgrade you are hiding, which for something like a canon, really limits what it could be down to HLC, Ion Canon and Autoblaster...three choices which the opponent could anticipate.

Edit: I don't mean to sound to harsh! It's a lovely idea...but I can't see people using it much.

Oh yeah; as far as competitive games go, I totally agree - this would amount to a waste of points. But I think it would be fun, and pretty useful in casual games. The difference between a Proton Torpedo and an Advanced Proton Torpedo, or an Ion Torpedo for example, is pretty significant. It's a good way to play mind games with your opponent, I think.. but yeah - only really useful for casual play.

I totally agree with that. Lots of times my group plays with all upgrades turned faced down until used. It's a fun way to play.

How about being able to assign an upgrade to your ship not currently on your upgrade bar. i.e. - Smuggling Compartment - 4pts. Gain one of the following [icons] not currently on your upgrade bar. [Turret, Cannon, Bomb, Missile, Torpedo]

New one - Outlaw Tech, 2pts equip up to 2 modifications.

Edited by Harrier232

How about being able to assign an upgrade to your ship not currently on your upgrade bar. i.e. - Smuggling Compartment - 4pts. Gain one of the following [icons] not currently on your upgrade bar. [Turret, Cannon, Bomb, Missile, Torpedo]

New one - Outlaw Tech, 2pts equip up to 2 modifications.

Very interesting on the Cargo. I think I would not allow the turret, since the game designers say that turrets are very expensive. The others I could see. Would be interesting, but a Firespray with a heavy laser and firing 360 after you pass it, could be scary. I do like it though.

Outlaw tech Is really good I like it. 2 pts seems right.

Edited by eagletsi111

Didnt read through all of these so apologies if im doubling up.

Sensor Ghost - 3 points (due to how conditional it is, but how powerful it could be)

- Once per turn, when a friendly ship at range 1 has a Red Target Lock icon, and is fired upon by an enemy ship, you may remove that target lock, and move the declared attack to any other ship within range 1.

Ion Shield - 2 points

- Whenever this ship is assigned an Ion Token, roll 1 defense dice. On a focus result, remove the Ion token.

Didnt read through all of these so apologies if im doubling up.

Sensor Ghost - 3 points (due to how conditional it is, but how powerful it could be)

- Once per turn, when a friendly ship at range 1 has a Red Target Lock icon, and is fired upon by an enemy ship, you may remove that target lock, and move the declared attack to any other ship within range 1.

Ion Shield - 2 points

- Whenever this ship is assigned an Ion Token, roll 1 defense dice. On a focus result, remove the Ion token.

Sensor Ghost is awesome! Not sure how much it should be, but controlling enemy fire is powerful. Maybe 5 pts, lets see what others say.

Ion Shield: I like it, sounds perfect for 2 pts

Didnt read through all of these so apologies if im doubling up.

Sensor Ghost - 3 points (due to how conditional it is, but how powerful it could be)

- Once per turn, when a friendly ship at range 1 has a Red Target Lock icon, and is fired upon by an enemy ship, you may remove that target lock, and move the declared attack to any other ship within range 1.

Ion Shield - 2 points

- Whenever this ship is assigned an Ion Token, roll 1 defense dice. On a focus result, remove the Ion token.

Sensor Ghost is awesome! Not sure how much it should be, but controlling enemy fire is powerful. Maybe 5 pts, lets see what others say.

Ion Shield: I like it, sounds perfect for 2 pts

Well Sensor Ghost is because theres usually a counter to most of the 'common' upgrades and this isnt a bad option to counter FCS.

Didnt read through all of these so apologies if im doubling up.

Sensor Ghost - 3 points (due to how conditional it is, but how powerful it could be)

- Once per turn, when a friendly ship at range 1 has a Red Target Lock icon, and is fired upon by an enemy ship, you may remove that target lock, and move the declared attack to any other ship within range 1.

Ion Shield - 2 points

- Whenever this ship is assigned an Ion Token, roll 1 defense dice. On a focus result, remove the Ion token.

Sensor Ghost is awesome! Not sure how much it should be, but controlling enemy fire is powerful. Maybe 5 pts, lets see what others say.

Ion Shield: I like it, sounds perfect for 2 pts

Well Sensor Ghost is because theres usually a counter to most of the 'common' upgrades and this isnt a bad option to counter FCS.

I agree, but not many ships have sensor upgrades. So it not only affects that, but any other way to get lockons for friendly ships. That is very powerful. May you could change to slight, to something like:

When an enemy breaks a target lock to attack you or re-roll attacks on you, he may not modify any dice with tokens. Not sure really, just thinking outloud.

How about being able to assign an upgrade to your ship not currently on your upgrade bar. i.e. - Smuggling Compartment - 4pts. Gain one of the following [icons] not currently on your upgrade bar. [Turret, Cannon, Bomb, Missile, Torpedo]

New one - Outlaw Tech, 2pts equip up to 2 modifications.

Very interesting on the Cargo. I think I would not allow the turret, since the game designers say that turrets are very expensive. The others I could see. Would be interesting, but a Firespray with a heavy laser and firing 360 after you pass it, could be scary. I do like it though.

Outlaw tech Is really good I like it. 2 pts seems right.

Yeah, I can see the turret being over powered, although I have to disagree with your Fett example. Doesn't his rear arc only allow primary attacks? also HLC isn't a turret option - only Dash gets it because of his title. I was thinking it would be more for the Falcon - so you could "cannon" up for the initial joust then turret until you turn around. The other way I see Outlaw Tech being useful is as a title, to make it super OP :)

Edited by Harrier232

Remote Detonation Device


5 Pts



Works with Bombs (Not Mines). While the ship that dropped the bomb is not destroyed. It may choose to detonate 1 bomb it dropped at the end of any end phase in the future turns. Then Discard this card



How about this? I could see Fett pressing a button from his ship as his bombs explode off in the distance and laughing manically


Edited by eagletsi111

Remote Detonation Device

5 Pts

Works with Bombs (Not Mines). While the ship that dropped the bomb is not destroyed. It may choose to detonate 1 bomb it dropped at the end of any end phase in the future turns. Then Discard this card

How about this? I could see Feet pressing a button from his ship as his bombs explode off in the distance.

This would be Firespray-only? 5 points is quite a lot for this. But I like the Idea behind it.

Remote Detonation Device

5 Pts

Works with Bombs (Not Mines). While the ship that dropped the bomb is not destroyed. It may choose to detonate 1 bomb it dropped at the end of any end phase in the future turns. Then Discard this card

How about this? I could see Feet pressing a button from his ship as his bombs explode off in the distance.

This would be Firespray-only? 5 points is quite a lot for this. But I like the Idea behind it.

Why not Y-wing too. They can be a bomber now. Although they don't have an Illict slot. But who knows scum may can a card to gain an extra illict slot. So maybe 3 points.

Edited by eagletsi111

Illicit

High Five!

If your opponent fails to provide a high five at the start of any combat round, you may add 1 die to your attack dice pool. If they provide the high five at the start of any combat round, you may add 1 die to your agility dice pool.

3 points

Illicit

High Five!

If your opponent fails to provide a high five at the start of any combat round, you may add 1 die to your attack dice pool. If they provide the high five at the start of any combat round, you may add 1 die to your agility dice pool.

3 points

Ok. Now back to real illicit upgrades

(Unique) Hunt Saboteur Modification

cost: 1 point

Your ship upgrade bar gains a crew slot

Scrambler-4? pts

At the end of the Combat Phase you may discard this card and choose up to 2 face-down damage cards dealt to one or more of your ships and move them to any other ships within range 1. These damage cards do not bypass shields.

Obviously all numbers here could be adjusted for balance, but I think being able to negate up to 2 damage for 4 points in't too crazy. This allows for a bodyguard-like ability and also discourages low-hp fast-closing flankers.

Edited by TasteTheRainbow

Loaded Die

1 Point

One time use: You once may manipulate a die to any result.

Loaded Die

1 Point

One time use: You once may manipulate a die to any result.

I <3 Munchkin.

Loaded Die

1 Point

One time use: You once may manipulate a die to any result.

I <3 Munchkin.

YEEEESSSS !!!! :D

Scrambler-4? pts

At the end of the Combat Phase you may discard this card and choose up to 2 face-down damage cards dealt to one or more of your ships and move them to any other ships within range 1. These damage cards do not bypass shields.

Obviously all numbers here could be adjusted for balance, but I think being able to negate up to 2 damage for 4 points in't too crazy. This allows for a bodyguard-like ability and also discourages low-hp fast-closing flankers.

Are you saying you can not only cancel 2 points of damage, but transfer them to enemies within 1? That's way too powerful

Kit-Kat

0 points

Have a break

Caltrops

Action:

Drop like a bomb.

Any ship that tries to cross the caltrops is immediately stopped directly on the caltrops and receives a stress and a damage.

2 pts

Caltrops

Action:

Drop like a bomb.

Any ship that tries to cross the caltrops is immediately stopped directly on the caltrops and receives a stress and a damage.

2 pts

Caltrops?

You mean like on a road or on ground?

How should this work in space?

Actually thats not a bad idea ;)

Edited by TheRealStarkiller

Caltrops

Action:

Drop like a bomb.

Any ship that tries to cross the caltrops is immediately stopped directly on the caltrops and receives a stress and a damage.

2 pts

Caltrops?

You mean like on a road or on ground?

How should this work in space?

Actually thats not a bad idea ;)

Could go with something like a gravity mine. I don't think there's any EU literature that will back this up, but it works as standard sci-fi tech.

Slave Rig:

Cost: 1

Action: Assign yourself one Ion token. When you remove the Ion token next round, you may perform one free action.

Slave rigs were remote controls for ships, sometimes automatic, sometimes controlled by someone else in a different ship. The idea here is that the pilot hands over the controls to someone else (sacrificing his action that turn) and can perform an extra action next turn because he is not navigating. But the maneuver is predictable.

Edited by Babaganoosh