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

By Hockeyzombie, in X-Wing

I'd do a suite of minor changes and buffs/tweaks:

1 - Integrated Cannons. Modification, TIE Defender Only. 0 points. When you equip a Cannon upgrade, you may reduce the cost of the upgrade by 3, to a minimum of 0.

[This gives the TIE Defender a bit of a break on cannons, which are pretty much the main reason to take them right now, while being very flavorful, as the Ion Cannon is 3 points, and this would give them a free one.]

2 - Improved Guidance Package. Modification. 2 points. When a Missile or Torpedo secondary weapon requires you to spend a token to make an attack, you may gain the benefits of that token as if you had spent it to modify the dice for that attack.

[This improves all ordnance, without unduly punishing Homing Missiles, since those already don't spend the token to fire the weapon, allowing you to save the 2 points when you bring those along.]

3 - Slave 1. Title. 0 points. Add an Illicit Upgrade Slot to your upgrade bar.

[being unique, this would be an either/or with the existing Slave 1 title. It would also give the Empire unique access to illicit upgrades, but only once, on one ship.]

4 - Logistics Specialist. Crew. 3 points. So long as this crew is in play, any secondary weapons that you use on any friendly ship that require you to discard the card may instead assign this ship a stress token.

[This allows ordnance to have repeated shots, but it comes at a cost to whichever ship you are bringing the Logistics Specialist aboard.]

5 - T65-BR. Title. X-wing only. 2 points. Add a System Upgrade slot to your upgrade bar.

[This gives the aging X-wing a few more options. It was, according to Wookieepedia, relatively common later on for the old T-65s, which had been replaced by newer models in main combat roles, to be converted to the Recon version with boosted sensor arrays in the nose.]

Do I get to clean up the rules while I'm at it?

(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.

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I'd do a suite of minor changes and buffs/tweaks:

1 - Integrated Cannons. Modification, TIE Defender Only. 0 points. When you equip a Cannon upgrade, you may reduce the cost of the upgrade by 3, to a minimum of 0.

[This gives the TIE Defender a bit of a break on cannons, which are pretty much the main reason to take them right now, while being very flavorful, as the Ion Cannon is 3 points, and this would give them a free one.]

2 - Improved Guidance Package. Modification. 2 points. When a Missile or Torpedo secondary weapon requires you to spend a token to make an attack, you may gain the benefits of that token as if you had spent it to modify the dice for that attack.

[This improves all ordnance, without unduly punishing Homing Missiles, since those already don't spend the token to fire the weapon, allowing you to save the 2 points when you bring those along.]

3 - Slave 1. Title. 0 points. Add an Illicit Upgrade Slot to your upgrade bar.

[being unique, this would be an either/or with the existing Slave 1 title. It would also give the Empire unique access to illicit upgrades, but only once, on one ship.]

4 - Logistics Specialist. Crew. 3 points. So long as this crew is in play, any secondary weapons that you use on any friendly ship that require you to discard the card may instead assign this ship a stress token.

[This allows ordnance to have repeated shots, but it comes at a cost to whichever ship you are bringing the Logistics Specialist aboard.]

5 - T65-BR. Title. X-wing only. 2 points. Add a System Upgrade slot to your upgrade bar.

[This gives the aging X-wing a few more options. It was, according to Wookieepedia, relatively common later on for the old T-65s, which had been replaced by newer models in main combat roles, to be converted to the Recon version with boosted sensor arrays in the nose.]

I'd probably look at making the HWK-290 more durable or more able to shed stress. In order to keep using Kyle or Jans abilities, the HWK gets locked into predictable maneuvers to keep the stress off and becomes an easy target.

HWK Thrust Autocorrector

2pt Modification

HWK-290 only

After performing a green or white maneuver you may remove one stress token.

Should keep the HWK in the game longer and allow it's support abilities to have more impact, but if you decide to arm the ship with a turret it'll cost close to a third of a 100pts list making it an expensive combat option.

Also, we need an x-wing only modification called Power Converters so they can be equipped with Luke :D

If I were on the design team, I wouldn't want to go back and fix old stuff, but do new stuff. So much of the game as it is is great, and doesn't need retroactive repair.

I *would* try to come up with stuff to put more life and relevance into epic play, though.

I'd do a suite of minor changes and buffs/tweaks:

1 - Integrated Cannons. Modification, TIE Defender Only. 0 points. When you equip a Cannon upgrade, you may reduce the cost of the upgrade by 3, to a minimum of 0.

[This gives the TIE Defender a bit of a break on cannons, which are pretty much the main reason to take them right now, while being very flavorful, as the Ion Cannon is 3 points, and this would give them a free one.]

2 - Improved Guidance Package. Modification. 2 points. When a Missile or Torpedo secondary weapon requires you to spend a token to make an attack, you may gain the benefits of that token as if you had spent it to modify the dice for that attack.

[This improves all ordnance, without unduly punishing Homing Missiles, since those already don't spend the token to fire the weapon, allowing you to save the 2 points when you bring those along.]

3 - Slave 1. Title. 0 points. Add an Illicit Upgrade Slot to your upgrade bar.

[being unique, this would be an either/or with the existing Slave 1 title. It would also give the Empire unique access to illicit upgrades, but only once, on one ship.]

4 - Logistics Specialist. Crew. 3 points. So long as this crew is in play, any secondary weapons that you use on any friendly ship that require you to discard the card may instead assign this ship a stress token.

[This allows ordnance to have repeated shots, but it comes at a cost to whichever ship you are bringing the Logistics Specialist aboard.]

5 - T65-BR. Title. X-wing only. 2 points. Add a System Upgrade slot to your upgrade bar.

[This gives the aging X-wing a few more options. It was, according to Wookieepedia, relatively common later on for the old T-65s, which had been replaced by newer models in main combat roles, to be converted to the Recon version with boosted sensor arrays in the nose.]

A lot of good ideas, but I would use Munition Failsafe instead of spending a crew slot on a Logistics Specialist.

Munitions Failsafe is good for missing on a single ship, but Logistics Specialist is good for every shot for all your ships. It's a trade-off, certainly, and that's a large part of the point.

If I were on the design team, I wouldn't want to go back and fix old stuff, but do new stuff. So much of the game as it is is great, and doesn't need retroactive repair.

I *would* try to come up with stuff to put more life and relevance into epic play, though.

If it's not broken, don't fix it? That sounds familiar. ;)

0 pts upgrade.

Balance Projector

You can add this upgrade even if you already have one.

All Phantoms attacking your ship have their attack reduced by 1.

If a Phantom player tells you that all you have to do to counter his unbalanced broken ship is 'Learn to fly better and guess where I'm going to move when setting your dial', (despite the fact that he will be moving after you and decloaking almost anywhere he wants), you may smash his ship model into small pieces with a hammer*.

* FFG hammer can be purchased separately.

"Alright guys, lets make a to-scale Star Destroyer and Mon Cal Cruiser for X-Wing EpicEpic!"

*gets fired right away*

A couple ideas for the Defender:

A Defender-only Ion Cannon: 3 points

Attack 3

Range 1-3

"If this attack hits, the defender suffers 2 damage and receives 1 ion token. Then cancel all dice results."

Title: Something cool and thematic

0 points

When this ship has an ion cannon equipped, and makes a successful primary weapon attack, you may assign an ion token to the enemy, in addition to the normal damage.

Mark 2 Proton Torpedoes:

Attack:4

Range 2-3

Attack (target lock): Spend your target lock and discard this card to perform this attack.

You may change 1 of your blank results to a (kaboom) result. You may reroll your other blank results.

I think I would get into the logistics department, get those boats moving faster!

Title: Teamwork

X-Wing, Y-Wing, and E-Wing only

Rebel Only

0 points

At the start of the combat phase, you may acquire a Target Lock on a ship inside the firing arc of any friendly ship.

TIE Avenger

3/3/3/2

Focus/TL/BR/Boost

2 missile slots

25 pts.

Divert Power

3 pts. EPT. Rebel only.

Decrease your shields by 1 to increase your Primary attack by 1. Receive a stress token. Cannot be used if you have a stress token.

Ooh, I like divert power! Should that be an EPT though? Seems like it would fit better as a mod or a systems card? Still, the concept is great - would make flanking, arc dodging A Wings on par with squints.

Edited by MacchuWA

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

2 points may have been to cheap but 6-8 is also too high. At 4 points it will limit the number to 4 in any squad and no room left for other upgrades. Even 3 in a list at 12pts takes a large portion of the squad.

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

2 points may have been to cheap but 6-8 is also too high. At 4 points it will limit the number to 4 in any squad and no room left for other upgrades. Even 3 in a list at 12pts takes a large portion of the squad.

By adding boost and barrel roll to the action bar via title, you allow the X-Wing to take Autothrusters as a modification. I love the X-Wing, but this seems a bit much. :)

Rogue Squadron Title

X-Wing Title only

If you equip a Torpedo, its squad points are reduced by 4 (to a minimum of 0)

Adds some punch to X-Wings and makes Torps viable.

Create a couple of new Y-Wing pilots and give Horton Salm and 1 0r 2 others EPT.

That should be a nice counter to Echo/Whisper...a PS9-10 Ion Turret.

Perhaps give the Y-Wing a BTL-3 "downgrade" card. 0 points. Replace the Mech slot with a Crew slot. Or 1 point and add a Crew slot.

Then ,since I love to bash together Uglies, I would create a S&V "Ugly" card. Maybe PS1, 2,2,2,0. No upgrades (not even Mods). 10 Points (maybe 11 just to keep an Ugly Swarm at 9 ships rather than 10). FFG can then either produce an Ugly line, or just let us bashers have our ships now considered Tourny Legal in an S&V list.

Then, in the spirit of the movies (since both the Empire and the Rebellion used S&V for odd jobs) allow 25% of your total points to be used for no more than 1 small ship, or 40% for 1 large ship in the S&V faction in your squadron.

This means an Empire force could take a Jan Ors HWK or a Rebel Squad could have a Firespray escorted by X-wings.

And finally, just to be "That Guy" I would create a pre-Rebellion S&V Han Solo (he was a smuggler, pirate, gambler and scruffy looking after all).

Ohh, the 'who should we nerf' thread! This always ends well :)

0 pts upgrade.

Balance Projector

You can add this upgrade even if you already have one.

All Phantoms attacking your ship have their attack reduced by 1.

If a Phantom player tells you that all you have to do to counter his unbalanced broken ship is 'Learn to fly better and guess where I'm going to move when setting you

r dial', (despite the fact that he will be moving after you and decloaking almost anywhere he wants), you may smash his ship model into small pieces with a hammer*.

* FFG hammer can be purchased separately.

Your tears are delicious...

I'd buff the a-wing:

"Modification, A-wing only: Add one to your attack value. Immediately before resolving damage, change one of your attack dice to <blank>."

This lets the a-wing hit with the same probability as an x-wing or interceptor, but does not increase the maximum damage. (e.g. at range two, the a-wing would roll 3 dice like an x-wing, and everything would proceed just like an x-wing attack except that the a-wing could not do more than two damage, since one die must be changed to blank immediately before damage is assigned (but after it has been determined that the enemy has been hit)).

I'd buff the a-wing:

"Modification, A-wing only: Add one to your attack value. Immediately before resolving damage, change one of your attack dice to <blank>."

This lets the a-wing hit with the same probability as an x-wing or interceptor, but does not increase the maximum damage. (e.g. at range two, the a-wing would roll 3 dice like an x-wing, and everything would proceed just like an x-wing attack except that the a-wing could not do more than two damage, since one die must be changed to blank immediately before damage is assigned (but after it has been determined that the enemy has been hit)).

Actually an interesting Mod. It increases the damage potential of an A-Wing, (3 Red dice results in 1.5 hits on average), but also caps it so that it is strictly worse than an X-Wings 3 Red Dice. I like it.

I'd buff the a-wing:

"Modification, A-wing only: Add one to your attack value. Immediately before resolving damage, change one of your attack dice to <blank>."

This lets the a-wing hit with the same probability as an x-wing or interceptor, but does not increase the maximum damage. (e.g. at range two, the a-wing would roll 3 dice like an x-wing, and everything would proceed just like an x-wing attack except that the a-wing could not do more than two damage, since one die must be changed to blank immediately before damage is assigned (but after it has been determined that the enemy has been hit)).

Resolving damage, that sits after damage and evade modifiers have been processed yes? So as I understand it there is no way to modify the results to convert the blanked attack die to hit. It's a neat idea, I like it.