Dark Interference - 4 points - imperial only
Action: choose a small or large ship at range 1-2. Crew on that ship have no text until the end of the round.
Edited by GeneticDriftDark Interference - 4 points - imperial only
Action: choose a small or large ship at range 1-2. Crew on that ship have no text until the end of the round.
Edited by GeneticDriftPrey: -4 points. When an enemy ship attacks you, it may reroll one die. If your pilot skill is 2 or lower, the enemy ship may reroll up to two dice.
Ace: 2 points. When you make an attack that leaves an enemy ship with only a single hull point remaining, you may assign yourself a Stress token to roll an Attack die. On a hit or critical hit result, deal one face-down damage card to the target.
Relaxed: 1 points. At the end of the End Phase, if you have more than one Stress token, you may remove all Stress tokens in excess of one.
Top Gun: 3 points. At the end of the Activation Phase, you may perform a Boost or Barrel Roll action from your Action Bar. If you do so, then assign yourself a Stress token.
Edited by Levi Porphyrogenitus"Never Tell Me the Odds"
When you roll attack or defense dice due to an upgrade card, you may change any number of them to any face of the dice.
4 points.
"Never Tell Me the Odds"
When you roll attack or defense dice due to an upgrade card, you may change any number of them to any face of the dice.
4 points.
what cards or ships? all i can see is maybe A-wing with two EPT ie expose and dont tell me the odds
Deflection Shot/Snap Shot
You may skip your Action and Attack to Perform an attack at any point during the activation phase. Your target receives one extra agility dice and you may not modify the attack dice in any way.
Probably somewhere between 4 and 6 points, maybe cheaper if you discard the card after
Focus Fire - 3SP
When attacking, if another friendly ship successfully hit your target this turn you may add an attack die to your roll, then recieve one stress token.
Edited by WarTurtleMake them play fair: When a Phantom shoots at you, reduce its attack dice by 2.
0 points (may be taken on ships which do not have a EPT slot. Does not use up a EPT slot on those ships which have one).
Edited by madquest8Deflection Shot/Snap Shot
You may skip your Action and Attack to Perform an attack at any point during the activation phase. Your target receives one extra agility dice and you may not modify the attack dice in any way.
Probably somewhere between 4 and 6 points, maybe cheaper if you discard the card after
How about: During the activation phase, roll 1 Att dice, defender suffers all damage dealt. Skip your action phase. 3pts?
Edited by Teh HOBO
Deflection Shot/Snap Shot
You may skip your Action and Attack to Perform an attack at any point during the activation phase. Your target receives one extra agility dice and you may not modify the attack dice in any way.
Probably somewhere between 4 and 6 points, maybe cheaper if you discard the card after
How about: During the activation phase, roll 1 Att dice, defender suffers all damage dealt. Skip your action phase. 3pts?
Thats probably better, less crazy, more in line with Anti-Pursuit lasers
By the way, since we're on the subject of this fellow, what's somebody with the rank of Rear Admiral found flying around in a VT-49? Shouldn't he be commanding a fleet, or something?
By the way, since we're on the subject of this fellow, what's somebody with the rank of Rear Admiral found flying around in a VT-49? Shouldn't he be commanding a fleet, or something?
Pretty much all of the VT-49 guys are way too high ranking to be commanding the Star Wars equivalent of an E-Boat, they should be Lieutenants or maybe Lieutenant-Commanders. I suppose they probably command squadrons of Decimators, or maybe they're just really good in a decimator so the Navy left them there.
In the case of the Rear Admiral he probably flies one because he enjoys it
"Go home your drunk". Scum only. Increase your agility by 1 and decrease your pilot skill by 2
"Chicken" Before you reveal your maneuver dial, select an enemy ship inside your firing arc. That ship must complete a free barrel roll action. Follow normal rules for performing a barrel roll.
"What are the Odds?"
Cost: 5
At the start of the Activation phase look at one of your opponent's dials and change it.
If your opponent has a Pilot with "What are the Odds" you must select that ship's dial.
By the way, since we're on the subject of this fellow, what's somebody with the rank of Rear Admiral found flying around in a VT-49? Shouldn't he be commanding a fleet, or something?
Pretty much all of the VT-49 guys are way too high ranking to be commanding the Star Wars equivalent of an E-Boat, they should be Lieutenants or maybe Lieutenant-Commanders. I suppose they probably command squadrons of Decimators, or maybe they're just really good in a decimator so the Navy left them there.
In the case of the Rear Admiral he probably flies one because he enjoys it
Ha! ![]()
I was on my phone and mistakenly posted this message here, while I intended it for the PSA: There is no pilot named "Chippy" thread.
Filed under 'oops'.
Breaking his focus
After attacking an enemy ship, you may discard a token of your choice from it (evade, focus, stealth, TL, or even stress...)
Suck it Phantom!
Breaking his focus
After attacking an enemy ship, you may discard a token of your choice from it (evade, focus, stealth, TL, or even stress...)
Suck it Phantom!
And suck it, Wes.
I came up with below as an EPT, but then the ability doesn't really make sense as an EPT. But I'll post it anyway ![]()
Missile Command (crew, 3 pts)
Any friendly ship within range 1-2 may use your target locks to perform an attack using a [missile] or [torpedo] weapon. The target lock is not spent by this attack.
Intensify Forward Firepower!
VT-49 only*
Attack: Make a primary weapon attack on every enemy within your arc of fire at range 1-2. You may not modify or reroll dice in these attacks. You may not make further attacks this round.
* I guess you could put it on a YT, but it's an Imperial Quote....
Edited by Magnus GrendelRamming speed! 4 points.
Once per game initiate a boost maneuvre, even if it is not on your bar, should your ships base touch or overlap another ship, friend or foe suffer1 attack dice for every hull and shield remaining on your ship, then suffer an attack dice for every hull and shield remaining on theirs. Suffer all damage from hit or Crit results.
Breaking his focus
After attacking an enemy ship, you may discard a token of your choice from it (evade, focus, stealth, TL, or even stress...)
Suck it Phantom!
And suck it, Wes.
I came up with below as an EPT, but then the ability doesn't really make sense as an EPT. But I'll post it anyway
Missile Command (crew, 3 pts)
Any friendly ship within range 1-2 may use your target locks to perform an attack using a [missile] or [torpedo] weapon. The target lock is not spent by this attack.
I would totally fly Black squadron with this!
"Never Tell Me the Odds"
When you roll attack or defense dice due to an upgrade card, you may change any number of them to any face of the dice.
4 points.
what cards or ships? all i can see is maybe A-wing with two EPT ie expose and dont tell me the odds
Saboteur, Lando, R5-K6, Proximity Mine, Jek Porkins, et c.
It's intended for the out-of-combat dice-rolling.
Edited by DraconPyrothayan"Never Tell Me the Odds"
When you roll attack or defense dice due to an upgrade card, you may change any number of them to any face of the dice.
4 points.
I'd change the wording to "when rolling dice outside of combat" so it would also apply to rolls to remove critical effects as well. I'd really love to see something that lets you modify non-combat dice rolls. Feels like a big hole to me.
Commander
ACTION: Choose one ship within range 1 with a lower Pilot Skill than you. That ship may immediately perform one attack. Skip your combat phase and receive a stress token.
(This might be more appropriate as a Pilot Skill of a Headhunter pilot.)
Reverse thrusters when you reveal a 1 or 2 green maneuver you may place your maneuver template at the back of your ship this maneuver becomes a red maneuver. This i think would be a cool modification.
"Combat High" 1pt
During combat with a pilot of equal pilot skill, treat your pilot skill as though it were one point higher."
This would allow you to shoot first even if you didn't have initiative, and prevent the other pilot from shooting back if you kill him. Very situational, hence the low point cost.
[EDIT]Oh, just checked and VI is only one point, making this redundant. Oh well.
Edited by MacchuWA"Combat High" 1pt
During combat with a pilot of equal pilot skill, treat your pilot skill as though it were one point higher."
This would allow you to shoot first even if you didn't have initiative, and prevent the other pilot from shooting back if you kill him. Very situational, hence the low point cost.
[EDIT]Oh, just checked and VI is only one point, making this redundant. Oh well.
This gives me an idea though ... What about an attack-only or move-only VI? Suddenly simply grabbing VI isn't as easy as it is now, because with these alternative upgrades you could move after or fire before a PS11 ship, and actually reach PS12 without Roark. These would have a very interesting effect on the named Phantoms.
Combat High (1 pt)
During the combat phase, increase your pilot skill by 3.
Flying on Instinct (1 pt)
During the activation phase, increase your pilot skill by 3.