So FFG just hired you onto the design team...

By Hockeyzombie, in X-Wing

What ship do you buff/nerf, and how?

You can't change how their abilities work, you can't alter the rules of the game, and you can't just change the cost of the ship. You can makes a title or modification that only works on a specific ship, however.

I'd probably buff the Defender. I kind of like the ship but I feel like it doesn't offer enough for 30+ points, given how vulnerable it is to stress and how predictable it is once it's stressed. I'm thinking this.

Defender Ace

1-3 points

Title, Defender only

When you reveal your manoeuvre dial, you may treat that manoeuvre as if it were green. If you do, roll one less attack die each time you attack this round.

This provides a way to shed stress at what I hope is a fair price. The other thing I considered was letting it stay vulnerable but giving it a title that powers up it's offence, so I also thought of this. I don't think I would release both, but this would be my other suggestion.

"Headbutter" Cannon

? points

Cannon, Defender only

When you attack a ship that has you inside it's firing arc, roll an additional attack die.

I have no idea what to cost this. The Defender has had a weird relationship with jousting because it looks in theory like a great jouster (six hit points! White K-turn!) but in practice gets annihilated by B-Wings if it tries. I was interested in giving Vessery and Brath an offensive boost that might let them slam heads against some enemy lists and come out on top. It's a cannon because it should probably not be possible to put this and an HLC together. Five attack dice against your normal agility at range three seems a bit crazy.

Edited by Hockeyzombie

Rogue Squadron Pilot (2)

X-Wing Title only

Your Upgrade Bar gains the Boost and Barrel Roll icons.

edit for the grammar Nazi

Edited by Osoroshii

Rouge squadron treat all maneuvers as RED maneuvers.... :rolleyes:

You don't say how many ships we get to affect, so I'd slap the Phantom and Large ships with a mild nerf TBD. Then I'd buff the X-wing (and not quite incidentally, the E-wing and Y-wing) as follows:

(1) Generic PS5 Rogue Squadron Pilot with an EPT at 25 points.

(2) Optimized Astromech Interface: 0-point X-wing-only modification that reduces the squad point cost of equipped astromech upgrade cards by 2.

(3) R3 Astromech: 3-point astromech with the ability "after you execute a green maneuver, you may perform a free barrel roll action".

Edited by Vorpal Sword

I know they've said they're "looking at the X-Wing" and there's been a bit of talk about the whole "s-foils in attack position" bit that's not really represented in the game, so something (title, mod, idk what) that allows free boost actions occasionally.

I know they've said they're "looking at the X-Wing" and there's been a bit of talk about the whole "s-foils in attack position" bit that's not really represented in the game, so something (title, mod, idk what) that allows free boost actions occasionally.

The problem here is that is very hard to make a S-Foils card because there are many ships that have S-Foils (many not designed yet by FFG) and have nothing in common.

What I mean is that at the top of the card you will have to put somthing like "X-Wing, B-Wing and Star Viper only" but that limits any new ship that might have S-Foils in the future.

The only way they could do it is by adding a new Action Icon and create an upgrade card that adds the S-Foil Action Icon to the ships that were designed before that. But that also means that you will have to occupy the upgrade slot with something these ships SHOULD already have.

'Rouge'...is that some kind of transition between Red and Rogue squadrons?

Rouge Squadron Pilot (2)

X-Wing Title only

Your Upgrade Bar gains the Boost and Barrel Roll icons.

Oh, I like that. I've been looking more and more at the unique pilots for the X-Wing and this would neatly solve all my major problems without making me unstoppable.

TIE Defender Title: Defender Mk2

If there is an Obstacle or Large Ship in your Firing Arc at range 1 then all banks and turns become green maneuvers.

Represents the fighter using it's tractor beam to help it through turns by pulling on a large obstacle. Only works in front arc because I can't find much reference to a tractor working outside of arc, and it seems a bit broken to have it work on longer ranges than 1.

keeel the turrets

keelll them

...du-et (your emperor commands it)

I posted this in another thread but a broad torpedo fix apply able via scum:

Illegal torpedo dispenser (0)

Modification

Reduce the cost of equipped torpedos by 2. Torpedos may be fired by gaining a stress instead of spending a target lock. For every blank attack dice you roll with torpedos after rerolls/modifications, roll that many attack dice and resolve any damage on yourself.

Most of the ships that can take torpedos need a bit of a buff (x, y, bomber, generic E wing and likely the scyk in the near future) and the ones that don't need a buff don't want their mod slot filled up (corran, firespray). B wing gets some interesting interactions with it but this mod is competing with the crew slot mod.

The Defender MK 3 - 3 pts - When you attack with a secondary weapon, you may take a stress to also attack with your primary weapon.

Embrace jousting and crush your enemies with pure firepower.

The Defender MK 3 - 3 pts - When you attack with a secondary weapon, you may take a stress to also attack with your primary weapon.

Embrace jousting and crush your enemies with pure firepower.

That should probably only work if you don't have any stress tokens, but I like the idea.

Man, that and a Mangler Cannon would be vicious. No matter what range you're at the Defender gets a total of at least six red dice on you.

(3) R3 Astromech: 3-point astromech with the ability "after you execute a green maneuver, you may perform a free barrel roll action".

Just out of curiosity, how would an Astromech grant the ability to Barrel Roll, to a ship that otherwise is incapable of performing that maneuver?

I can see allowing a ship to perform maneuvers with less stress (the bot helps manage power and stress...).

I can see an Astromech performing limited repairs or optimizing ship performance.

I can see an Astromech even enhancing a pilot's abilities (even to the point of allowing an EPT to a pilot who otherwise would not have one).

The result you are looking for is not a bad one, but the method you chose (without further explanation) seems like nothing but a game mechanic and not something grounded in the SW universe/lore/fluff, etc... Whether good or bad, the game designers at FFG have tried to emulate (XWM certainly is not a simulation) the SW universe and while XWM is definitely a GAME, it at least tries to remain tied to that fictional setting. Some aspects of the game do this well and others not so much, but the BEST parts (IMO) are those that try to remain as closely rooted in the source material as possible.

What ever is added to or edited from the game, I just want it to... make sense... and not just in game terms.

Edited by Chris Maes

1) X-wing Only: Optimized Astromech Interface: 0-point X-wing-only modification that reduces the squad point cost of equipped astromech upgrade cards by 2 (Minimum of 1), cannot be used on uniques (Thanks Vorp)

2) Phantom: 3 attack and De-cloak costs an action (I would probably also say the phantom cannot take an action while cloaked)

3) Defender: Title: 0 pts. Best of the Best. All pilots can take 1 extra EPT. (Vessery and Rex probably wouldn't use it, be the no names would and it fits the fluff)

4) Ordnance: Target locks spent to fire ordinance are removed at the end of the combat phase if not used

5) Obstacles: Each player may bring 3 obstacles to a game or 1 large Ship Obstacle.

6) Primary Weapons and 360 degrees: Ships with 360 degrees only gain +1 attack die for range 1 when their target is in their primary arc.

Edited by eagletsi111

"Rogue leader"

X-wing only title

0 points

Any ships with the "rougue squadron" title can use the pilot ability of this ship in addition to their own. You cannot equip this card if your pilot skill is five or lower.

"Rogue squadron"

Xwing only title

0 points

Ships with this title can use the pilot ability of the "rogue leader" in addition to their own.

I would make all named Falcons have the ORS statline and then build the increased stats into the Title card for the Falcon instead of the Falcon giving an evade action (and bumping up the title's cost appropriately of course)

Rouge Squadron Pilot (2)

X-Wing Title only

Your Upgrade Bar gains the Boost and Barrel Roll icons.

too cheap for its ability to move close to that of an interceptor that can take one hell of a punishment

at least 6-8 points for that upgrade

think of the bigger picture. x wings with engine upgrade are already fairly strong and with that kind of title, you now free up your modification slot, while also gaining the barrel roll and all for a measly 2 points? that enters the "broken" territory

Edited by executor

And over 80% here get fired when most of this gobbledygook spews out.

Rouge Squadron Pilot (2)

X-Wing Title only

Your Upgrade Bar gains the Boost and Barrel Roll icons.

too cheap for its ability to move close to that of an interceptor that can take one hell of a punishment

at least 6-8 points for that upgrade

think of the bigger picture. x wings with engine upgrade are already fairly strong and with that kind of title, you now free up your modification slot, while also gaining the barrel roll and all for a measly 2 points? that enters the "broken" territory

Agreed you are doubling the amount of actions available for almost no cost with no restriction. It also allows the xwing to reposition better than an awing...last I checked swings aren't that,maneuverable....

I've see this same issue with many of the defender "fixes"...people just want to turn the "inferior" ship into an interceptor... This title on wedge it combined with r2d2 would be stupid busted...if we allow all ships to move like Interceptors what are we doing for play diversity?

About time, what were they waiting for..

modification

yt-1300 only

can not be taken by unique pilots

10 points

You may add 1 shied, two hull and one attack to your stat line

I'd remove all the generic pilots from the game. For me Star Wars is about heroes and villains not the nameless hordes they fight through before confronting each other.

Which is why I'd never be hired as a designer for X-Wing.

I'd go into the models' design and crafting department and rework a couple of design choices for the models used:

The E-wing would get a longer nose and flatter hull with its tail pointed downwards a bit while its wings would be put back a little and bent more upward to a horizontal configuration.

The Raider would lose its interceptor wings and get them replaced by more chunky hull extensions. The bridge would be moved a bit more forward towards the rear border of the first 2/3 of its hull. Also it would get a real keel and proper bow, maybe a bit similar to the new Zumwalt-Class destroyer shape.

All to make it look less like a newtered shrunken Star destroyer and still keep the imperial design style.

Edited by John Tenzer

There's a number of things I would like to try out. Like many others, I think I would do a rogue SQDN title too:

Title: Rogue squadron pilot - your upgrade bar gains the EPT icon. PS4 or greater only. Cost: 0


I would also definitely be in for a buff to defenders and E-wing generics.

Defender-
Title: Secret Order Inductee - in the end phase, you may remove one stress token. Cost: 0 Defender Only.
- that should make the dial on the defender a little more friendly without overpowering it. Also makes PTL quite good on named pilots

E-Wing
E-wing series II: your upgrade bar loses the EPT slot. Cost: -3. E-wing only.
Buffs the generics and avoids over-powering corran.

Or,
Title: New Recruit: may only be equipped on pilots PS 4 or lower. Cost: -3. E-wing only.

Edited by Babaganoosh