What New EPTs Do Your Feverish Imaginations Desire?

By TheJrade, in X-Wing

Knowing the mighty Designers read these forums, I always try and scatter a few idea-laden threads here and there. For this one, let's discuss some new EPTs that we'd like to see come out in the future.

Much like Outmaneuver is a version of Wedge, how about a version of Mauler Mithel that gives an additional attack die at range 1? Should probably be 3 points, compare to Prockets which typically increase R1 attack by 2 but only for a single shot.

Use the Force

Named only

1pt

You may discard this card to reroll any one die

Force Sensitive

1pt

+1 pilot skill

You may equip one force upgrade

Move Object

Requires Force Sensitive

1pt

Roll twice for flying through asteroids

Greater Move Object

1pt

After all ships have been placed you may move one friendly ship or one asteroid with a one template

Master Move Object

3pts

Action: you may move 1 obstacle with a 1 speed template. If this overlaps a ship, roll 1 red dice, suffer 1 damage on a [hit].

[insert lots of other cool force ept's here]

Superior agility - 2pts

When you are defending, you may replace 1 standard agility die with the Superior agility die. You may not take this upgrade if your pilot skill is 4 or lower.

The ship this EPT would come packaged with a special agility die that would have 2 focus sides, 3 evade sides, and one double evade side.

Oh elite dice! How great an idea you would have been!

Backstabber

while outside the target's firing arc, roll an additional red die

...Backstabber's my favorite tie ^_^

I'll bite.

Stubborn:

Cost: 2

When attacking or defending, you may receive one stress token to change a blank result to a focus result.

Bush Pilot:

Cost: 2

Once per turn, you may reroll one of your evade dice.

Also

"Adaptive"

When an enemy ship ends its maneuver within Range 1 of you, you may make your pilot skill equal to the target's pilot skill until the end of the round.

(FAQ: if the ship with adaptive has not revealed its maneuver yet and chooses to use Adaptive, it must activate immediately after the ship that triggered it)

Edited by ficklegreendice

Snipe

4pts, when attacking a target inside your firing arc, if you deal at least 1 damage card to the defender you may choose 1 upgrade card on the defender and discard it. You may not perform any actions after the attack (not even free actions)

f**k your C3P0, f**k your R2D2, semi-f**k your ACD phantoms, f**k your Soontir's PTL, f**k your outrider's HLC turret. Cannot be used by ACD phantoms, cannot be used by falcons, bleedy expensive, so it's perfectly balanced.

Edited by Duraham

I don't know how to balance these ideas point-wise. They'd be pretty cheap, as their powerful abilities come with a potent activation cost. Flavor for the win!

Reckless Detonation

At the start of the combat phase, you may discard a [Torpedo], [Missile], or [bomb] card and suffer 1 (Crit). If you do, each ship at Range 1 of your ship rolls 1 attack die, and suffers any (hit) or (crit) results rolled this way.

Jettison Cargo

Before you reveal your maneuver dial, you may discard another upgrade card. If you do, perform a boost, then perform a second boost, then receive a stress token.

Adrenaline Junkie (5)

Immediately after executing a green maneuver, you may rotate your dial to a green maneuver. Treat the chosen maneuver as red, and execute it.

Also,

(Name Pending) (Lots)

Before you reveal your maneuver dial, you may instead reveal the maneuver dial of a friendly ship at Range 1 with a higher Pilot Skill. Perform the maneuver on their dial (even a maneuver not on yours).
When that ship activates, they perform the maneuver on your dial instead of their chosen maneuver.

"Gut Instincts" Cost: 1

Your pilot skill is decreased by 2, to a minimum of 0.

(Not that I have any pressing desire to actually use or exploit or even see this card, but it seems odd that there isn't an anti-Veteran Instincts).

Hawkeye : This ship gains +1 attack dice when attacking beyond range 2.

Surgical Striker: Any time you attack and have HIT HIT HIT showing, you may instead cancel those hits, and instead deal CRIT CRIT to your target. Then receive 2 stress tokens.

Offensive Autothrusters. Can turn a blank into a hit. Very powerful, so would need to be costed properly.

Hero (Unique) 2pts

May only be equipped to pilots with a skill of 7 or higher

Once per turn you may reroll any one die.

What would make this card really neat is that you could use it to reroll dice for things that currently don't get a reroll from any source. Like Minor Explosion and Damaged Sensor Array critical hit cards, obstacles damage dice, R5-K6 and R5-D8, and R2-D2 triggers. And my favorite Jek Porkins! :3 If I had any shot at worlds this was the card I had dreamed up for my contribution. It's nice to dream, even if it's terribly impractical :P

We had as a group joked about a 'Snipe' card too. This was what we had:

Sharpshooter 2pts

When attacking if you would have at least 1 uncanceled critical result, and the target has no shield tokens, you may cancel all dice results and discard this card. If you do you may search the damage deck for a card and deal it to the target ship.

Along with this upgrade card would also come a pair of 'Crew Casualties' damage cards. When dealt or after flipping a crew casualty damage card you must select and discard a Crewmember or Astromech upgrade card. There was also 'Power Relay Failure' for Modifications but we thought we had come up with enough of a "screw your jankiness" card that still would be fun to play with, fitting to the games cinematic nature, and still try to be balanced.

Don't have a name or a cost, but I came up with this idea the other day

When you perform an attack against a target with at least one stress token, remove that token and assign that ship 1 ion token.

Giant Killer (3)

When attacking you may reroll one attack die. If the defenders ship base is large or larger you may reroll 2 dice instead.

Edited by Twiztedleo

Lightning Reflexes (3)

May still shoot after bumping enemy ship

Geronimo! (3)

Free Boost into combat range

Eagle-Eye (2)

Target ship does not receive bonus defence die when obstructed by asteroid

Slippery

When defending you may reroll one ability die. If the attacker is pilot skill 2 or lower you may reroll an additional agility die.

2 points

Edited by All Shields Forward

Stare of the Snake/Redoubtable Reputation

Only named pilots with a primary attack of 2 or more.(unique):

(Action): Forces the ship in your Target Lock and fire arc to only use the chosen maneuver.

4 points.

(prevents at the moment Navigator, Stay on Target, Boba Fett's ability, Boost , Barrel Roll and Decloak)

Edited by Rumar

I've got some old house card EPTs I made. The point costs are way off, I just slapped them on when making them so I'm in no way attached to them.

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Academy Pilot Instructor - essentially 'test pilot' for ties/interceptors to give an additional EPT if there is already one and an EPT if there isnt one.

As a 'title' it would be a hard choice over RGT for imperial types but would make them super deadly manouevres.

I dont think int lists *need* this upgrade.

I'd just be laughing my ass off whizzing rings round my opponents if they could have it and i could have turr phennir with PTL & outmanouvre.... :)

Broadside

Action: Add 1 [hit] to your attack dice roll when attacking large or huge sized ships.

3 points

Jar Jar Binks, 0 points

Talk in abhorrent and annoying galactic - ghetto speak while clumsily knocking around all game components, including opposing players ship models. Opposing player is so disgusted, he concedes to avoid you. You win!

Hunter (3)

After executing a manouver, if there are no enemy ships inside your firing arc at range 1-3, you may perform a free boost action.

Hotshot (3)

After rolling attack dice, you may change one [crit] into two [hit].

Escape Plan (1)

When this this ship is destroyed, if you have any [crew] upgrades, you may choose one and choose a friendly ship at range 1-2 with an empty [crew] upgrade slot. If you do, transfer that crew card to that ship.

Kamikaze

A wing only..... Your ship can destroy ANY ship on the board by ramming it... Defender gets to roll 3 additional defense dice. if he or she successfully evades the A-wing is removed from the board.