If you could create a new EPT what would it be?

By DarkGuard, in X-Wing

Relentless Pursuer: When an enemy ship inside your firing arc declares a barrel roll, boost, or decloak you may immediately perform a free boost or barrel roll action. 3pts

I don't know whether they would ever add an EPT that is an interrupt, but I'd love to see this. Adds an extra layer of intrigue because your free action has to be performed before they complete theirs, and if they can't complete it you could end up way out of position.

I'm mostly an interceptor/phantom player so it would hurt me :) maybe I'm just a masochist.

Relentless Pursuer: When an enemy ship inside your firing arc declares a barrel roll, boost, or decloak you may immediately perform a free boost or barrel roll action. 3pts

I don't know whether they would ever add an EPT that is an interrupt, but I'd love to see this. Adds an extra layer of intrigue because your free action has to be performed before they complete theirs, and if they can't complete it you could end up way out of position.

I'm mostly an interceptor/phantom player so it would hurt me :) maybe I'm just a masochist.

Hair Trigger - 2 SP

If an enemy inside your firing arc declares an action that would move them out of your firing arc, you may fire an immediate primary weapon attack against that enemy which can not be modified except by inate pilot abilities. If you do so, you may not attack again this turn.

Edited by WarTurtle

"Into the Maw"

2pts

When defending, if the attacker is inside your firing arc, you may roll an additional agility die

Trigger happy- 4pts-(scum only PS of 2 or lower only) During the attack phase rather than preforming a normal attack you may roll one attack die on each ship in your forward firing arc(friend and foe) on a hit or critical that ship takes one face down damage card then you receive one face up damage card.

Expert take off-3pts-When ever you are moving off an asteroid before revealing your dial you may pivot your ship to any facing and then preform your maneuver.

Bombing run-4pts- (Tie Bomber/y-wing only) when using a bomb you may drop it any where along your maneuver template.

Close call-3pts- when you overlap a ship that ship receives 1 stress toke if it does not already have a stress token. If that ship would reveal a red maneuver it may take one damage and can complete the move as normal or allow you to chose its maneuver.

Slippery target-5pts- Discard this card to have another friendly ship at range one take all damage from an attack.

What you think?

Edited by TimMurrayJR

"Hard to hit"

When defending, treat your agility value as the speed of your last maneuver.

3 pts maybe?

Trigger happy- 4pts-(scum only PS of 2 or lower only) During the attack phase rather than preforming a normal attack you may roll one attack die on each ship in your forward firing arc(friend and foe) on a hit or critical that ship takes one face down damage card then you receive one face up damage card.

Expert take off-3pts-When ever you are moving off an asteroid before revealing your dial you may pivot your ship to any facing and then preform your maneuver.

Bombing run-4pts- (Tie Bomber/y-wing only) when using a bomb you may drop it any where along your maneuver template.

Close call-3pts- when you overlap a ship that ship receives 1 stress toke if it does not already have a stress token. If that ship would reveal a red maneuver it may take one damage and can complete the move as normal or allow you to chose its maneuver.

Slippery target-5pts- Discard this card to have another friendly ship at range one take all damage from an attack.

What you think?

I really like bimbing run

Death Stare "The Luigi"

During movement, If your maneuver pass over an enemy ship, you can immediately give it a stress token.

FTFY

Gun runner:

Before you reveal your maneuver dial this turn you perform one attack against an enemy of equal or lesser pilot skill. You may not attack during the combat phase this turn. Treat your chosen manuver as a red maneuver this turn.

Leech: 1 point. Action: Remove one shield token from another friendly ship at Range 1-3. Add one shield token to this ship, up to the maximum shield points of the ship.

Disciplined: 4 points. You may still perform actions while Stressed.

Blood Stripes: 2 points. Imperial Only. When you make an attack, you may change up to two blank results to focus results. [i'm not sure about the pricing for this one]

Selfless: 1 point

Discard this card at the beginning of the combat phase and select a friendly ship at range 1. For the remainder of the combat phase, the enemy may not target the chosen ship if they could target you instead.

Or:

Recon Fighter 3 Points:

Action (target lock): Spend a target lock and gain a stress token to remove all focus and evade tokens from the locked enemy ship.

Seasoned Wing Commander- Unique EPT

Friendly ships at range 1-2 may change one blank roll to a focus.

2 pts.

Counter-Attack

3pts

When rolling evade dice, if you have the attacker in arc, the attacker suffers one damage for every evade die you roll that exceeds the amount of <boom> and <kaboom> results they roll

This is supposed to compete with PTL for interceptors love and be a counter to turrets, but i don't know how to restrict it to keep it balanced from Corran, especially on those turns he wouldn't be attacking. He doesn't need a any more help. It could also be pretty devastating for a firespray with stealth device and recon specialist. It's got options.

I also wanna steal the name from one other idea, with fresh text

Intensify forward firepower

5 pts

360-arc only

If this card is equipped, you may only fire out of your forward firing arc. When attacking, for every <boom> upu roll, add one <boom> to your total dice results.

Makes the big ships super powerful, but only in forward arcs.

Clearly these ideas are meant to bring arc dodging and graceful maneuvering back to the game, but the previously viable builds are still absolutely viable. what do you guys think?

Reckless (3 pts)

Action: Perform a free boost action, then perform another free boost action. You cannot attack this round. If your ship does not have the [boost] icon on its action bar, you are dealt one face-down damage card.

Intensify forward firepower

5 pts

360-arc only

If this card is equipped, you may only fire out of your forward firing arc. When attacking, for every <boom> upu roll, add one <boom> to your total dice results.

Makes the big ships super powerful, but only in forward arcs.

I like the principal of the idea, but I want to cap the damage potential, so that we don't see six (or eight, if a range 1 attack gets super lucky) attack Falcons!

I might soften it by making it a declared free action that added 1 die to the front arc while reducing the out-of-arc attack by 1 die. Lasts 2 turns.

Mynock

Astromech -3 points

This card has a negative points cost.

You may not perform focus actions.

It's more of a joke upgrade than serious, but a flavourful application of Mynock from the x-wing rogue squadron books.

Divert Power

EPT 3 points

Action: Skip your attack this turn.

You may remove one HIT <boom> result from each attack this turn,

You may not use this ability if your ship has no shields remaining.

Based around the idea of diverting power to deflector shields, you lose your guns but can take way more of a beating. Not sure if it would be better as a modification or astromech upgrade (Artoo, divert all power to the rear deflector shield). Hopefully the loss of attack mitigates the sheer survivability it adds.

Intensify forward firepower

5 pts

360-arc only

If this card is equipped, you may only fire out of your forward firing arc. When attacking, for every <boom> upu roll, add one <boom> to your total dice results.

Makes the big ships super powerful, but only in forward arcs.

I like the principal of the idea, but I want to cap the damage potential, so that we don't see six (or eight, if a range 1 attack gets super lucky) attack Falcons!

I might soften it by making it a declared free action that added 1 die to the front arc while reducing the out-of-arc attack by 1 die. Lasts 2 turns.

The main idea with this was to re-incentivize the dogfighting aspect of the game that everyone clamours to bring back. You have to make it passive, otherwise no one would take it. It's a really big choice to cut your Attack field by 75%, so you gain a potential 50% boost in firepower. we've given arc dodgers a defensive boost in autothrusters, now we should give them an offensive boost, but only if they're good at their job in the first place.

Divert Power taking a "permanent" resource like a Shield point and giving you a 1-turn benefit to Attack seems inherently flawed.

Maybe something like this:

Divert Power to Weapons. EPT. Rebel Only. 3 points. Action: Remove one Shield token to add one to your Attack value until the end of the turn. At the end of the End phase, if your ship is still intact, gain one Shield token (up to your maximum Shield value).

[The idea here is to make it clear that you only lose the Shield token temporarily. It leaves you weaker and vulnerable for the turn, but if you survive it you get the shield back.]

Diver Power to Shields. EPT Rebel Only. 3 points. Action: Reduce your Attack value by one until the end of the turn. Gain one Focus token and one Evade token.

[This one tries to use existing mechanics to increase your defense without adding complicated wording or otherwise complicating things. I figured that giving both a Focus and an Evade would make it worth losing an action, especially given the cost.]

Intensify Forward Firepower. EPT. 3 points. Ships with turret primary weapons only. Action: Reduce your primary weapon Attack against targets outside of your primary firing arc by 2. Increase your primary weapon Attack against targets inside your primary firing arc by 2.

[This would not affect Outrider YT-2400s. Ones without the title would suddenly hit very much harder against targets in arc, and YT-1300s and Decimators would be encouraged to keep enemies in their primary arcs.]

Now for something original:

TIE Scout

1s: Banks, Straight (Green)

2s: Turns, Banks (Green), Straight (Green)

3s: Turns (Red), Banks, Straight (Green)

4s: Straight, K-Turn (Red)

2 Attack, 2 Agility, 4 Hull, 2 Shields

Actions: Focus, Target Lock, Evade, Barrel Roll, Sensor Ping

Upgrades: Advanced Sensors, Crew

New Action: Sensor Ping. Place a Sensor Ping token on one enemy ship at Range 1-3.

Sensor Ping token: All friendly ships that attack a ship marked by a Sensor Ping token may force the marked ship to reroll one defensive die. This token is removed during the Clear Tokens step of the End Phase.

Pilots include:

Imperial Scout Pilot: PS 1.

Imperial Long Ranger: PS 3.

Named Pilot 1: PS 5. When you perform the Sensor Ping action, you may mark up to two enemy ships.

Named Pilot 2: PS 6. After you perform the Sensor Ping action, you may perform a free Evade action.