Rebel Heroes in X-Wing Brainstorming

By Rogue Dakotan, in Star Wars: Imperial Assault

I love the characters FFG came up with for this game. And the more I'm getting into it, the more I wish there was some crossover with X-Wing.

So for fun, I thought we could all try and design cards for X-Wing for the Rebel Heroes. Both Crew cards and Pilot cards.

It'd be fun to incorporate space battles as a prelude to some of the missions in the campaign.

(I'm assuming some of you play X-Wing :P )

Primarily I'm just going to throw out what ship I think would suit them, what their pilot ability would be, and maybe what their Pilot skill could be.

Fenn Signis

SHIP: X-Wing

PS6

Possible Abilities:

After performing an attack, if the attack hit with at least 1 uncancelled CRIT result, you may cause each ship at range 1 of the defender to suffer 1 damage.

At the end of the combat phase, if there are no friendly ships within range 1-2 of you, you may remove any stress tokens on your ship.

Gaarkhan

SHIP: Y-Wing

PS5

Possible Abilities:

If you have no more shields and at least 1 damage card, increase your primary weapon value by 1.

When attacking at range 1 you may change 1 of your blank results to a FOCUS.

CREW:

When you are dealt a faceup damage card, you can discard Gaarkhan to discard that damage card without resolving its effect.

Diala Passil

SHIP: A-Wing (Most closely resembles a jedi-starfighter)

PS5

Possible Abilities:

After executing a green maneuver assign an evade token to your ship.

When defending you may reroll one defense die.

Targets of your attack may not spend focus tokens or reroll defense dice.

After resolving an attack against you, if the attack did not hit, assign one focus token to your ship.

CREW: When defending, you may reroll FOCUS results.

Jyn Odan

SHIP: HWK-290

PS7

Possible Abilities:

When attacking a ship outside your firing arc, you may change 1 FOCUS to a hit.

When an enemy ship declares you as the target of an attack, roll 1 red die. On a HIT result they suffer 1 damage.

Gideon Argus

SHIP: Z-95 Headhunter

PS5

Possible Abilities:

After performing an action, you may choose an friendly ship at range 1. That ship may perform the same action as a free action.

During the combat phase you may skip your attack to choose 1 friendly ship at range 1. That ship may perform 1 attack, even if it has already attacked. Then you and the chosen ship each receive 1 stress token.

Once per round you may choose one friendly ship at range 1-2. That ship can reroll one attack die during an attack.

CREW: At the start of the combat phase you may choose one friendly ship at range 1-3. Assign that ship an evade token.

After spending an evade token, you may assign that token to a friendly ship at range 1-2.

When attacking with a secondary weapon you may change 1 blank to a FOCUS.

Mak Eshka'rey

SHIP: B-Wing

PS6

Possible Abilities:

When attacking a at range 3, you may change one of your blank results to a HIT result.

When defending at range 3, increase your agility value by 1.

You attacks cannot be obstructed.

When attacking a ship outside the defender's firing arc, you may take a target lock on that ship before rolling your dice.

Well that's all I can think of for now. What do you think?

Do those ships fit the characters? Do any of the abilities fit their play styles?

How would you design these guys for X-Wing?

Great idea, love the pilot abilities, I will try play test them and tell you what I think.

Edited by Salex215

What about the other way round, get Wedge or Keyan or Soontir in IA

I'd like to make Dark Curse for IA. I like to think of Dark Curse as some unhinged lunatic who refers to himself in the third person and shouts his own name a lot.

I had the exact same idea a little while ago. I had put some ideas down in a post here: http://community.fantasyflightgames.com/index.php?/topic/130509-x-wing-side-missions-brainstorming-for-heros-ships/#entry1388899

The main idea was to try and use the current Rebel ships with upgrades, although I had to create a couple myself. Note that a couple abilities if translated over to X-Wing seem a bit broken as a gut reaction, so I did my best to balance all 6 heroes. The idea is to keep them approx the same points so any hero could be swapped out as needed. Then the empire ships would be easy (troopers=Academies, officers get Tie-Adv, Royal Guard get Royal Interceptors (dur), etc). Plus there are several good X-Wing scenarios that are actually pretty fun, so just swap in the Rebel hero ships for the points as needed.

The other (rather basic) idea if you want to keep game balance and be a bit more abstract, is to let the hero's chose each ship they want to fly. Then, if the group splits their points evenly (to within 3 points of each other), then everyone gets a bonus 3 points on each ship.

Of course your gaming group would have to accept the terms of deal. I would make the rewards rather juicy (like 200+ credits per hero if they win).

But ya I'm with you, loving the potential for X-Wing interaction.

I'd like to make Dark Curse for IA. I like to think of Dark Curse as some unhinged lunatic who refers to himself in the third person and shouts his own name a lot.

So you think Dark Curse is Batman?

I decided to jump in here and come up with some abilities more closely resembling the actual hero cards. Could use 1 of the abilities for the pilot, 1 for a crew card.


Jyn Odan (HWK-290) - (Quick Draw) - When an enemy ship at range 3 reveals its maneuver dial, you may receive 1 stress token to perform an attack at that ship. Limit once per turn.

(Opportunist) - After you perform an attack, if the defender suffered 1 or more damage, you may perform a free [boost] or [barrel roll] action.


Gaarkhan (Y-Wing) - (Rage) - After you are dealt a faceup damage card, you may assign 1 [focus] to your ship. Limit once per round.

(Charge) - During your activation phase, if you perform a maneuver that causes you to overlap an enemy ship, you may immediately perform a primary weapon attack. If you do, you may not attack during the combat step.


Fenn Signis (X-Wing) - (Havoc Shot) - After you perform a attack, if the defender suffered 1 or more uncanceled [crit] results, you may instead deal that damage facedown. For each damage modified in this way, you may deal 1 damage to another enemy ship within range 1 of the target. Limit once per other enemy ship.

(Lone wolf) - At the end of the combat step, if there are no other friendly ships within range 1 of you, you may remove a stress token from your ship. If you have no stress tokens, you may recover 1 shield instead.


Diala Passil (A-Wing) - (Precise shot) - When you declare an attack at an enemy ship at range 2-3, if you have no stress tokens, you may receive 1 stress token to remove a die from the target's defense pool. If you do, the defender cannot cancel [crit] results.

(Foresight) - When defending, you may reroll all of your dice. If you do, you must reroll as many of your dice as possible. (Han Solo for defense!)


Mak Eshka'rey (B-Wing) - (Covert) - Enemies beyond range 2 cannot declare you as the target of their attacks.

(Ambush) - When making an attack with a primary weapon, if you are beyond range 2 or outside of the defender's firing arc, you may turn 1 [blank] result into a [hit]. (Autothrusters for offense!)


Gideon Argus (Z-95) - (Command) - During the combat step, before you declare the target of your attack, if you are not stressed, you may receive 1 stress token to choose another friendly ship within range 1 of you. That ship may immediate perform 1 attack. You may not attack this round.

(Disabling Shot) - After you perform an attack, if the defender suffered 1 or more [crit] results, you may assign 1 ion token to the defender.

Edited by OrangeJedi

I really like your abilities. They fit really well. Though I think Fenn's Lone Wolf shouldn't recover him any shields. Otherwise those are fantastic.

What if each ship was just 25 points.

If the rebels want to equip any upgrades take the cost of the upgrade card x10 and it costs that many of their credits to add those upgrades.

Or something balanced credit wise. I haven't been able to play the campaign yet so I'm not sure if that's too cheap or not.

Imperial influence could similarly be converted into point cost. 1 influence = 5 points or something that works.