We are X-wing Miniatures designers

By AtomicFryingPan, in X-Wing

Crew: Assassin (Scum only)

Action: Roll a red dice. On a crit result, your opponent must discard one crew upgrade card of his choosing.

It's a good idea, but falls apart in the face of a Tie Swarm. Or a lot of Phantom lists, that don't have crew members.

I'm not sure what tweaks to make that would make it always useful.

I would love to have a pilot with this ability:

"Skip your action during the activation phase.

As long as you are not stressed, you may perform an action at the begining of the combat phase"

The idea is to change the timing of when the pilot performs the action. Imagine a PS5 pilot who gets to choose his BR after all other ships move. It's good, but is it to far?

It is basically a PS bump but only for taking actions. I use Squad Leader to do this a lot. It can be really useful for things like low PS bombers who need to TL to get off their missiles.

That being said what you recommend is way better than Squad Leader, because it doesn't cost your more expensive ship their action.

How about a title for the Lambda that gives it the ability to cloak? Or a modification that allows for straight maneuvers to be performed as k-turns.

Squirrley Joe (Name subject to change)

PS5

Tie Interceptor

After someone performs an attack against you that does not hit, you may perform a free boost or barrel roll action.

basically reverse Turr Phenir.

Squirrley Joe (Name subject to change)

PS5

Tie Interceptor

After someone performs an attack against you that does not hit, you may perform a free boost or barrel roll action.

basically reverse Turr Phenir.

That would also make it a risk to shoot at him because it might let him get out of arcs of other ships or get range 1 for a follow up attack.

Crew: Assassin (Scum only)

Action: Roll a red dice. On a crit result, your opponent must discard one crew upgrade card of his choosing.

I could see something like this working. Maybe make it range 1 also and discard the assassin after just so you don't 100% neuter 2 and 3 crew ships maybe. But I would love to see a mechanic to remove crew.

Yes. Makes sense! Would get rid of the annoying C3PO/Gunner/Rebel Captive. haha.

The only other change I would make would be to open it to imperials too...they were know to employ assassins and noghri death commandos against rebel leaders

Crew: Assassin (Scum only)

Action: Roll a red dice. On a crit result, your opponent must discard one crew upgrade card of his choosing.

I could see something like this working. Maybe make it range 1 also and discard the assassin after just so you don't 100% neuter 2 and 3 crew ships maybe. But I would love to see a mechanic to remove crew.

Yes. Makes sense! Would get rid of the annoying C3PO/Gunner/Rebel Captive. haha.

The only other change I would make would be to open it to imperials too...they were know to employ assassins and noghri death commandos against rebel leaders

That's true and flavourful. How bad would that duck to lose an integral crew like c3p0, luke, ysanne, or vader! Lol evil indeed!

Crew: Assassin (Scum only)

Action: Roll a red dice. On a crit result, your opponent must discard one crew upgrade card of his choosing.

I could see something like this working. Maybe make it range 1 also and discard the assassin after just so you don't 100% neuter 2 and 3 crew ships maybe. But I would love to see a mechanic to remove crew.

Yes. Makes sense! Would get rid of the annoying C3PO/Gunner/Rebel Captive. haha.

The only other change I would make would be to open it to imperials too...they were know to employ assassins and noghri death commandos against rebel leaders

That's true and flavourful. How bad would that duck to lose an integral crew like c3p0, luke, ysanne, or vader! Lol evil indeed!

Might expose a quack in their armor.

I hate my phone -_-

I'd simply move for 150 point games becoming the (or even "a") new standard for competitive play. I think it might iron out some of the problems in the meta.

How about:

Blaster Overload

Modification

On a attack, you may roll an extra red die.

If you do, receive 1 stress and 2 ion tokens.

Cost: 3-4

Helps make A-wings actually fly in an interceptor roll. At 4 points, an A-wing with a Chardaan refit will cost 1 more than the equivalent Tie Interceptor.

How about:

Blaster Overload

Modification

On a attack, you may roll an extra red die.

If you do, receive 1 stress and 2 ion tokens.

Cost: 3-4

Helps make A-wings actually fly in an interceptor roll. At 4 points, an A-wing with a Chardaan refit will cost 1 more than the equivalent Tie Interceptor.

Mmmm interceptor rolls are the best. O'charlies definitely knows how to make em.

Squirrley Joe (Name subject to change)

PS5

Tie Interceptor

After someone performs an attack against you that does not hit, you may perform a free boost or barrel roll action.

basically reverse Turr Phenir.

That would also make it a risk to shoot at him because it might let him get out of arcs of other ships or get range 1 for a follow up attack.

Alternatively, instead of getting a free boost or barrel roll, assign a focus or evade token. Not sure which would be better. Well focus would be better. He get's focused from being shot at.

Though boost/barrel roll is more exciting and fun.

How about:

Blaster Overload

Modification

On a attack, you may roll an extra red die.

If you do, receive 1 stress and 2 ion tokens.

Cost: 3-4

Helps make A-wings actually fly in an interceptor roll. At 4 points, an A-wing with a Chardaan refit will cost 1 more than the equivalent Tie Interceptor.

Mmmm interceptor rolls are the best. O'charlies definitely knows how to make em.

Bah. Still waking up here. Interceptor ROLE.

Ive got an idea for trying to make mid PS pilots a little more relevant, however in this form it might need some tweaking. Can you all look at it and tell me what you think?

Would it help the meta diversify? Is this upgrade actually going to do what it intends, which is to make it easier to catch the super slippery boosting /maneuverable high PS ships that you basically can't have an easy time of catching if you are lower PS?

Attempt to stratify the mid PS more meaningfully. See MJ's stats for PS bids: all 1 2 3 (some 4), then 8 and 9, 10 and 11.

No 5 6 7 in any meaningful number.

Hunter Seeker
EPT 3 points

After you reveal your dial, enemy ships inside of your arcs may not boost or barrel roll.

This basically says equip only if your ps is between 3 and 8. None of the PS 9 pilots right now will benefit at all. Not Han. Not Soontir. Vader is too weak anyway.

Wedge and Wes (8) are exceptions, but Xwings could use a little love.

The idea is to help non-EU, mid PS ships get to use their bulk power more often.

See Rexler or Vessery. They can equip HLC or Prockets for power and they have decent power already. Its just a problem of never being in arc for Han or Whisper.

My problem is that this doesn't help vs decloak, so Phantoms might still be very hard to pin down.

See this also with the Wave 6 HLC Syck. Great power, but the low PS will really bite it in the rear.

Veteran Astromech

1 point astromech, rebel only

increase your pilot skill by 1

Wedge wins all ps bids, still gets predator

Veteran Astromech

1 point astromech, rebel only

increase your pilot skill by 1

Wedge wins all ps bids, still gets predator

Because wedge needs to be better?

Ive got an idea for trying to make mid PS pilots a little more relevant, however in this form it might need some tweaking. Can you all look at it and tell me what you think?

Would it help the meta diversify? Is this upgrade actually going to do what it intends, which is to make it easier to catch the super slippery boosting /maneuverable high PS ships that you basically can't have an easy time of catching if you are lower PS?

Attempt to stratify the mid PS more meaningfully. See MJ's stats for PS bids: all 1 2 3 (some 4), then 8 and 9, 10 and 11.

No 5 6 7 in any meaningful number.

Hunter Seeker

EPT 3 points

After you reveal your dial, enemy ships inside of your arcs may not boost or barrel roll.

This basically says equip only if your ps is between 3 and 8. None of the PS 9 pilots right now will benefit at all. Not Han. Not Soontir. Vader is too weak anyway.

Wedge and Wes (8) are exceptions, but Xwings could use a little love.

The idea is to help non-EU, mid PS ships get to use their bulk power more often.

See Rexler or Vessery. They can equip HLC or Prockets for power and they have decent power already. Its just a problem of never being in arc for Han or Whisper.

My problem is that this doesn't help vs decloak, so Phantoms might still be very hard to pin down.

See this also with the Wave 6 HLC Syck. Great power, but the low PS will really bite it in the rear.

I like where you are going with this! Something akin to jax who doesn't let you focus or evade. Having it be just an ept might be a little powerful so maybe having a range limit like only range 1 or 2. I definitely see potential here. At the very least it would make for a great pilot ability.

Veteran Astromech

1 point astromech, rebel only

increase your pilot skill by 1

Wedge wins all ps bids, still gets predator

Because wedge needs to be better?

Honestly I bet we will see something like this but for scum.

I'd like to see 3 things:

More object interaction (rather than ignoring!)

"ambush" upgrades/abilities that interact with the set up/deploy steps and the deployment areas

Long or Wide base ships (but a few existing ships would have made more sense)

and the bonus 4th:

EPT, Force sensitive: +1PS and can equip force talents... with a bunch of force talents.

I can't get behind the force idea. The force never played a sizable or visible role in starship combat in all but a few very specific instances. I think the + to PS should be about as far as it should go should it show up. Personally I like the fact that the force hasn't managed to deliberately weasel it's way into this game the way it does into EVERY star wars game. The force users always got all the credit...even though the grunts did all the fighting and dying.

The lack of the force is a positive as far as I am concerned. Makes this game rather unique in the SW universe...if I want to be a force user...I'll go and play almost any other star wars game....it's just not necessary if you ask me.

Veteran Astromech

1 point astromech, rebel only

increase your pilot skill by 1

Wedge wins all ps bids, still gets predator

Because wedge needs to be better?

yes ;P.

Really though i feel like it will open up design space for list building as a player if you want to secure a ps bid with a named pilot and keep an ept. It would see use on corran horn, horton salm and luke in the current meta i suspect, and if the ps7 meta really becomes a thing after fat dash somone like porkins or even garvin could also benefit.

Veteran Astromech

1 point astromech, rebel only

increase your pilot skill by 1

Wedge wins all ps bids, still gets predator

Because wedge needs to be better?

yes ;P.

Really though i feel like it will open up design space for list building as a player if you want to secure a ps bid with a named pilot and keep an ept. It would see use on corran horn, horton salm and luke in the current meta i suspect, and if the ps7 meta really becomes a thing after fat dash somone like porkins or even garvin could also benefit.

The problem is you have restricted this only to the filthy rebels. Why should they and only they be guaranteed this PS bid lock? You already have veteran instincts to boost wedges PS and that is available to everyone. I don't think something that can lock in a PS bid (you can combine with bet instincts if you forgot predator) should be available only to one side.

So I've been thinking about this all day. What about a new type of card entirely?

Something like a "Battlefield Condition".

Think of all the fun special rules in scenario and mission games. Battlefield Conditions would be additional rules that apply to all ships in play. Some might have a "discard after use". Others could be "at the start/end of xxx phase roll an attack die. On a critical..."

I have no idea on point costs but have had a few thoughts.

Battlefield Conditon: Battle debris

At the end of the planning phase roll an attack die. On a critical result, assign all ships a stress token after movement. Ships cannot perform actions this turn.

Battlefield Condition: Solar flare

at the beginning of the planning phase, discard this card to give every ship two ion tokens.

Battlefield condition: Bloody Mess

the first three ships destroyed generate a debris field.

Each commander/list can only bring one condition. It would cost points and be factored into the cost of your build.

Also, love the Whistler/R6 idea. X-wings need love. The game is named after them...

Edited by StarWarsDad1138