Unexplored design space: let's find it

By mikehulsebus, in X-Wing

Powers that only turn on when you get a kill with that ship

Interesting...

Please give an example and your justification for how this makes sense. I'm talking "real world" or "fluff" here, not game terms. If we do this (or anything else, for that matter) it should make sense in relation to the Star Wars setting and not just be a game mechanic. It should attempt to "simulate" something in universe or it just becomes something akin to a "chess" move (works in-game but is totally divorced from anything remotely "real").

Probably something like getting in th zone or more comfortable while you are out there. Not that these are good examples but something like for ever 2 kills your ps goes up by 1. Stuff like that I guess.

Powers that only turn on when you get a kill with that ship

Interesting...

Please give an example and your justification for how this makes sense. I'm talking "real world" or "fluff" here, not game terms.

You could theme it a few different ways.

-You could have a pilot who has a bloodlust (shiplust?) where once he kills a ship he feels that adrenaline kick in

-A nervous pilot that sees reassurance that he can do it once he finally kill in without being killed himself.

-A ship with difficult-to-control weapons system that you need to get "dialed in"

Tactical Network/Coordinated Attack:

If the target of your attack has a friendly target lock on it, and the friendly ship holding the target lock is within range 1-2, you may spend the target lock token to re-roll any number of attack dice from this ship at once. The target lock may only be used to modify primary weapon attacks.

I've been playing around with this one for a while now, I love the idea of adding more dimension to target locks. I'm not sure if this would need to be a unique upgrade or if it would make more sense as a Modification or Elite Pilot Talent.

I think this actually goes in well with my idea of having generic ships that have a bonus that applies to all ships of that type. You could also do this with a title card.

So let's say you introduce either a new Pilot card or a new X-Wing title card like:

Rogue Squadron (non unique)

When atttacking a ship targeted by another Rogue Squadron member, you may spend friendly target locks of other Rogue Squadron Members [rephrase as necessary to make it work in the rules]

Mandatory: as you place the first Rogue Squadron members, you must say "all wings report in" and state, "Rogue X standing by" where X is the number appearing on their miniature base

Ok, maybe not that last part :)

Edited by mikehulsebus

I don't believe that there's anything that specifically targets unique pilots (e.g. while attacking a ship with a unique pilot or upgrade, you may reroll any blank results).

I could see something like this going on one of the bounty hunters.

Most of the IG88's are unspoiled. Could be one one their abilities

Tactical Network/Coordinated Attack:

If the target of your attack has a friendly target lock on it, and the friendly ship holding the target lock is within range 1-2, you may spend the target lock token to re-roll any number of attack dice from this ship at once. The target lock may only be used to modify primary weapon attacks.

I've been playing around with this one for a while now, I love the idea of adding more dimension to target locks. I'm not sure if this would need to be a unique upgrade or if it would make more sense as a Modification or Elite Pilot Talent.

I think this actually goes in well with my idea of having generic ships that have a bonus that applies to all ships of that type. You could also do this with a title card.

So let's say you introduce either a new Pilot card or a new X-Wing title card like:

Rogue Squadron (non unique)

When atttacking a ship targeted by another Rogue Squadron member, you may spend friendly target locks of other Rogue Squadron Members [rephrase as necessary to make it work in the rules]

Mandatory: as you place the first Rogue Squadron members, you must say "all wings report in" and state, "Rogue X standing by" where X is the number appearing on their miniature base

Ok, maybe not that last part :)

I think this would be a neat and thematically appropriate type of mechanic. I introduced a similar idea when I made suggested Tycho piloting a Lambda (http://community.fantasyflightgames.com/index.php?/topic/127276-as-the-game-grows-why-not-intoduce-a-2nd-pilot-card-for-the-big-names/?p=1338204).

I also have some other ideas.

- Maybe a 2 point 'Smugglers Hold' modification that allows a ship with crew slot to have an additional crew slot.

- Try a title card called 'Aftermarket Tech' that is not ship-specific that allows additional modification but you must roll at some point in game to see if you take damage or lose access to upgrades. I'm thinking of Han Solo saying "I've made a lot of special modifications myself".

- Empire only non-specific title card representing the standardization and efficiency of the TIE series. Call it 'Ubiquitous Design'. Perhaps it reads "You may discard this card to reroll any one die". This could be rolling to avoid damage from an asteroid or damage card as well as when attacking or defending.

- How about a droid crew card that represents behind-the-scenes logistics & requisition efforts. My inspiration is the protocol droid from early in Rogue squadron books.

Emtry [1 point Rebel only crew upgrade]: Reduce the price of all missile and torpedo upgrades in the squad by 2 to a minimum of 2.

Empire and could have something in the along the same lines.

Edited by Rhoaran

I really like the "squadron title" idea. It could even work similarly to the IG-2000 title (share pilot abilities between ships). Or share tokens. Or while you have 3+ of that card you can do X. Or (for Imperials), get an extra evade if another TIE at Range 1-2 with "Mass Production" title is destroyed.

During the activation phase, you may spend a target lock to perform the maneuver on the targeted ship's dial, if it has already activated.

I was considering this also. Thematically speaking; Luke, has a Tie on his tail and cannot shake it.

This always bothers me. If Luke just performed a 1 straight, the TIE would fly past him with a 2 straight, or collide with Luke's base and not be able to attack him. I guess Lucas never played X-wing...

There's a lot that can be done if you exchange one upgrade slot for something else. Say something like

Heavy payload

Missile slot

Your ship gains a torpedo slot.

And likewise a reverse one for exhanging torpedoes for missiles.

A-Wings with Flechettes? A Defender with APT?