An Idea for Scum and Villainy

By Sonikgav, in X-Wing

Yes, its another Meta Create-an-upgrade thread but this ones been bouncing around my head for a while so im gonna get it down on... um... paper?

Since the end of Worlds i was in a discussion over what the winner may come up with this time for his self designed card after 'Stay on Target' and a bunch of us got talking about our own ideas.... so heres mine. (i dont know how to do those create a card thingies lol)

Dear FFG and to all it may concern....

Sensor Ghost - Illicit Upgrade - 2pts

When defending, if this ship is assigned a token by an enemy ship, you may move that token to any ship within range 1. If the token is a Red Target Lock, the ship with the corresponding Blue Target Lock must attack this target if able until the lock is discarded. (Discard the lock after attacking).

Or.....

Sensor Ghost - Illicit Upgrade - 3pts

Once per turn, when this ship or an ally at Range 1 is defending and is assigned a token by an enemy ship, you may move that token to any other ship within range 1. If the token is a Red Target Lock, the ship with the corresponding Blue Target Lock must attack this target if able until the lock is discarded. (Discard the lock after attacking).

Essentially its an Anti Ion/FCS/Tactician upgrade but i dont think its too powerful in that it doesnt cancel anything, it just moves it, needs units within range to move it to and still doesnt stop regular Target locks or tokens being applied through things like Rebel Captive or Mara Jade etc. Basically, it limits the effectiveness of certain upgrades, but its still the attacking players choice to target that unit.

Any thoughts?

Edited by Sonikgav

sure as heck cancels the target-locking ship's ability to attack the upgrade holder :wacko:

That last clause essentially gives the ship target lock immunity, because no one in their right mind would ever mess with it (the upgrade cites "any ship within Range 1" as a viable target, so you could force fire on friendlies).

Imo, strike out the last part and it'd be a very fun upgrade to play with (love the idea of Kath just shunting her stress, ion, enemy TLs to her disposable pirate headhunters)

Edited by ficklegreendice

sure as heck cancels the target-locking ship's ability to attack the upgrade holder :wacko:

That last clause essentially gives the ship target lock immunity, because no one in their right mind would ever mess with it.

Imo, strike out the last part and it'd be a very fun upgrade to play with (love the idea of Kath just shunting her stress, ion, enemy TLs to her disposable pirate headhunters)

Its only Target Lock from FCS (or Vessery) that it effects in that way. Ie 'While Defending'. Standard Target locks arent effected. I reason that the System takes advantage of the combat so that hastily applied locks can be fooled onto other ships. The others are justified by confusing the targetting sensors so although the initial target still takes the brunt of the hit (ie the damage), nearby fighters can be effected by the secondary effects after the wild firing.

I almost wonder if switching it to "Once per turn, when an allied ship within [range] is defending..." would be too powerful?

Ends up with a nasty mindgame running because you don't necessarily know what the attacker's ship priority is, so if he attacks a ship he doesn't want to, and you move the token because your preservation priority is different, but he WANTED that token on something else...

And really, that's only one of half a dozen mindscrews that change could pull off.

I almost wonder if switching it to "Once per turn, when an allied ship within [range] is defending..." would be too powerful?

Ends up with a nasty mindgame running because you don't necessarily know what the attacker's ship priority is, so if he attacks a ship he doesn't want to, and you move the token because your preservation priority is different, but he WANTED that token on something else...

And really, that's only one of half a dozen mindscrews that change could pull off.

I was considering that. In my initial build it was a Modification and was similar to how you put it there. Then i realised Biggs is a thing so i decided against it and concentrated on S&V.

Its not bad, more of a bubble protection for Formations i suppose. Ive just noticed that alot of these S&V upgrades so far are more about the Self, and not the Squadron.

Either way i like the option so ive edited the OP to include it.

Edited by Sonikgav

A fleet-full of this, coupled with a few ships with Expert Handling, would make an interesting combo.

I kinda realised that second part of the ability is basically a 'Choose your Biggs' kind of effect lol.

Actually this would be powerful for nearly any formation flying: you can change the victim of ion and stress tokens too. Basically it renders using a lot of control type weapons and powers obsolete, so I'd argue it is pirely situaltional, but honestly undercosted, or something that should be a single use.

Actually this would be powerful for nearly any formation flying: you can change the victim of ion and stress tokens too. Basically it renders using a lot of control type weapons and powers obsolete, so I'd argue it is pirely situaltional, but honestly undercosted, or something that should be a single use.

Which again is why i felt it would work better as the original option that only works on the owning ship. I included the bubble coverage as a secondary option.

Against a lot of 'DPS' lists like Swarms this is obsolete, against control lists with Ion/Tactician/FCS yeah, its a killer.

I do like the concept though! It would be brutal to place on Xizor since he's a jerk pilot anyway.

I do like the concept though! It would be brutal to place on Xizor since he's a jerk pilot anyway.

Again why i liked the Original idea for a S&V upgrade. Its a very selfish kind of ability which suits S&V down to a T.