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

By Hockeyzombie, in X-Wing

Modification

TIE/D only

At the start of the activation phase, you may remove a shield token to perform a boost action or roll an additional attack die. Place token on this card. At the end of the End phase, return this token to your ship.

Similar to the Divert Power idea from earlier, but using it to give the TIE/D two things it is missing, extra punch or extra maneuverability. Also only works for half of your HP and makes you a vulnerable target.

On a separate note, I like the idea of rebel titles that can span multiple ships. Adds a cohesion that would make them feel more like they are supposed to.

I have seen the "spend a shield token, get benefit, regain shield token" mechanic in a few posts now- and have had some ideas along those lines myself. I wouldn't be surprised to see something like it from FF in the next 12 months or so. Not because they're taking our ideas, per se. But it's an interesting design idea that seems to be in the minds of a lot of people at once.

Titles affecting multiple types of ships also seems like a rich area to explore. Something that affected- say- any ship that can take a crew, or anything with a droid, etc.

For each of the ship with only two or three named pilots I'd try to release booster packs with pilot cards and a selection of existing upgrades.

Start that with releasing the Tie Advanced pilots and upgrades (for people like me who aren't interested in Epic scale ships).

Actually, I think this might be the point at which you're fired, for trying to convince them to sell what will almost certainly be extremely popular cards in a $20 card pack rather than the $160 Raider pack. :P Don't forget that while FFG isn't completely mercenary (4 X1 cards in the pack, for example) they are out to make a profit. I don't think that the Raider is at an unreasonable price point, given what's on offer.

I was going to ask what planet you're on that the Raider costs $160. But then I looked at your profile and saw: Australia. Sorry man. PPP sucks. :(

Yeah, it's around $130 for the Tantive and $90 for the Transport in NZ. Not sure what the exchange rate with Aus is but I wouldn't be surprised if the Raider is around the $150 mark when it hits our shores. You can get the stuff online from overseas stores for cheaper in some cases, but the NZ government is currently discussing tightening the taxation rules for consumer goods. Currently anything over $300 (I think) that comes through customs for an individual gets held and you get a nice letter a few days later explaining how much tax you have to pay to get your new shiny. They're looking at lowering that threshold. Not that this is remotely an FFG issue or even relevant to the thread.

Not sure if the Aussies suffer from the same problems with overseas online purchases.

In keeping with the thread, if I couldn't convince FFG to release pilot booster packs, then I'd try for alternative paint schemes with extra pilots. Trigger the gotta get em all compulsion that some people are susceptible to. Then I'd release the Rogue Squadron set, one for each member of Rogue Squadron during the Bacta War, except for Ooryl Qrygg. Ooryl would have two releases, the plain white x-wing ($25 NZD) and the UV x-wing ($80 NZD) which exactly like the plain white version until you put it under a UV light at which point it reveals awesome Gand patterning. THEN I'd get fired.*

Seriously though, it would be cool to release a Rogue Squadron box with two X-wings, a bunch of rogue pilots and some upgrades to make rogue squadron distinct. Probably using one of the Rogue Leader and Rogue Squadron Pilot title cards already posted in this thread. The box would have to come with a Tycho Celchu crew card as well.

Biggest down side to that is that if you've been collecting for a while you probably have enough X-wings and won't want any more so the box would be a bit much.

*I wouldn't really do that, it's a horrible thing to do.

Edited by avaktor

Imperial Aces II (Defender and Bomber)

Include a generic bomber with an EPT slot

Auto-loading system (modification) (1 pt.)

Action: You may equip a <torpedo> or <missile> upgrade card to your ship if it was previously discarded from this ship earlier in the same game

Heavy Bomber re-fit (torpedo) (1 pt.)

You may discard this card in place of a <missile> or <torpedo> card

Perfect Timing (EPT) (1 pt.)

You may discard this card in place of a target lock when firing a secondary weapon

Rebel Aces II (X-wing and Y-wing)

Include a Rogue Squadron generic X-wing with an EPT slot, Corran Horn in an X-wing and some unique Y-wing pilots with EPT's

Double-front Deflector Shields (Modification) (?? pts)

When defending, if the attacker is within your firing arc, two uncanceled <hit> or <crit> results are required to remove each of your shield tokens. If the attacker is outside of your firing arc each uncanceled <hit> or <crit> result removes two of your shield tokens.

Communications Network (Modification) (?? pts)

If another friendly ship within range 1 has an <asromech> upgrade equipped, you may use its ability as if it were equipped to your ship.

Two huge Scum and Villainy Ships (Hounds Tooth for 1 epic point and Jabba's cruiser for 2 epic points)

Require that at least 1 epic point be fielded by both sides in epic tournament play

Edited by KommanderKeldoth

Double-front Deflector Shields (Modification) (?? pts)

When defending, if the attacker is within your firing arc, two uncanceled <hit> or <crit> results are required to remove each of your shield tokens. If the attacker is outside of your firing arc each uncanceled <hit> or <crit> result removes two of your shield tokens.

I really like this. It's a gamble, it's canon and most importantly, it's fun.

I would consider introducing theme packs. Each pack would contain some terrain pieces and scenario rules.

For example, a Battle of Yavin pack with 6 turrets, rules for the turrets and a few scenarios involving them. Trench run, bombing a heavily defended bunker, etc.

Ground units (includes 2 ATATs and/or ATST): introduces ground based targets. Effectively mobile turrets that move very slowly. Rebels must stop ATATs from reaching goal or something.

Bombing run scenario with ground based target. Specific ships must carry a bomb to hit a specific target (large Hoth style ion cannon for example). Friendly forces must protect the payload (or multiple payloads - depending on list). Enemy must destroy payload before a successful attack is made.

I'm sure more thought and planning is needed but you get the idea. I enjoy playing the scenarios provided and. Would like to see more.

"Rogue Squadron"

X-wing only

1 point

When the highest Pilot Skill ship on your squad with this title acquires a Target Lock all other ships with this title may immediately also acquire a Target Lock normally OR my target the same ship regardless of range.

When reading the books this seems like something the Rogues would do frequently, pick their targets before the fight is engaged or share targeting data to bring down a big threat swiftly.

That rogue squadron upgrade would be way too powerful. That would hit really hard on the initial engagement.

Hitting hard on the first engagement was kind of the idea; that is how the Rogues roll. To balance it out though, maybe restrict it to PS5 or above so at 100 points you will only have at most 3 elite X-wings to put it on. With no turrets or arc dodging abilities I think that would give them back the bite they deserve without changing the capabilities of the ships. It wouldn't patch any weaknesses of the x-wings but it would double down on their strengths.

To the OP, fantastic thread! I love reading these ideas.

"Rogue Squadron"

X-wing only

1 point

When the highest Pilot Skill ship on your squad with this title acquires a Target Lock all other ships with this title may immediately also acquire a Target Lock normally OR my target the same ship regardless of range.

When reading the books this seems like something the Rogues would do frequently, pick their targets before the fight is engaged or share targeting data to bring down a big threat swiftly.

That rogue squadron upgrade would be way too powerful. That would hit really hard on the initial engagement.

Hitting hard on the first engagement was kind of the idea; that is how the Rogues roll. To balance it out though, maybe restrict it to PS5 or above so at 100 points you will only have at most 3 elite X-wings to put it on. With no turrets or arc dodging abilities I think that would give them back the bite they deserve without changing the capabilities of the ships. It wouldn't patch any weaknesses of the x-wings but it would double down on their strengths.

To the OP, fantastic thread! I love reading these ideas.

This ability, or something like it, already exists on Dutch--except that it has a range restriction, only allows one extra target lock, and takes up a pilot ability "slot". Moving it to a title, removing the range requirement, and doubling the number of free target locks probably doesn't pass the sniff test for balance.

I would nerf the large turret ships and the phantom. I think that allowing large turret ships to have their full attack power at range 1-3 and always having a shot is simply too powerful, and it's logical that a turret may be less effective at far range than the primary-firing arc weapons. Instead of autothrusters, I'd reduce the damage of turrets by 1 at range 3 if the ship is outside the firing arc. This benefits all ships vs range 3 turrets, rather than those that can innately boost (as required by autothrusters). This change would introduce a tactical element that both players need to use to gain the upper hand.

This change must, however, coincide with a nerf to the phantom. Some of the suggestions in this thread have been good so far, such as reducing its primary attack to 3 and/or requiring decloak to be an action.

Double-front Deflector Shields (Modification) (?? pts)

When defending, if the attacker is within your firing arc, two uncanceled <hit> or <crit> results are required to remove each of your shield tokens. If the attacker is outside of your firing arc each uncanceled <hit> or <crit> result removes two of your shield tokens.

Awesome idea. I would try to tweak the deflector shield card a bit so that it can be toggled on and off much like the cloaking ability. Maybe something like:

Modification: Adjustable Deflector Shields - 2 points (?)

Action: Assign yourself one deflector token

With the reference card for deflector token with your rules text in it:

When a ship with a deflector token is attacked by a ship within its firing arc, two uncanceled <hit> or <crit> results are required to remove each shield token. If the attacker is outside of its firing arc each uncanceled <hit> or <crit> result removes two shield tokens.

A ship may remove its deflector token before it reveals its maneuver dial. Deflector tokens are not removed during the end phase.

Rogue Squadron Ace
X-wing only. Title.
Your upgrade bar gains 1 Elite Upgrade icon.
You cannot equip 2 of the same Elite Upgrade cards.
You cannot equip this card if your pilot skill value is "1" or lower.


General Airen Cracken (crew)

During the Battle of Endor, General Cracken served aboard the Millennium Falcon with at least one other Tala Squadron pilot, Lieutenant Blount. The two were initially in the ship's cockpit with its pilot, General Lando Calrissian, co-pilot Nien Nunb, and a navigator. Eventually, Cracken served as the ship's gunner, manning the top turret during the battle.

500px-CrackenEndor.jpg


Lieutenant Blount (crew)

Blount was a Human male who fought in the Galactic Civil War. Originally a member of the Galactic Empire's Imperial Security Bureau, he defected to the Rebel Alliance before 4 ABY and joined Alliance Intelligence. As a lieutenant, he also served the Rebels as a pilot, spy, and scout, and by 4 ABY, he was considered a seasoned combat veteran. When the Alliance launched an assault on the Empire's unfinished Death Star II battlestation in that year, Blount joined the crew of the YT-1300 light freighter Millennium Falcon, whose pilot, Lando Calrissian, led the Alliance Fleet's starfighter contingent during the attack.

blount.jpg

I'm thinking of making crew cards for these two guys. Haven't yet decided on their abilities.

Something not as crazy as this Han Solo card

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Edited by gabe69velasquez

Rouge Squadron Ace

X-wing only. Title.

Your upgrade bar gains 1 Elite Upgrade icon.

You cannot equip 2 of the same Elite Upgrade cards.

You cannot equip this card if your pilot skill value is "1" or lower.

Red (Rouge) Squadron Ace?

Or did you mean Rogue Squadron Ace? If the latter, then PS required should be 4+, at least.

Rouge Squadron Ace

X-wing only. Title.

Your upgrade bar gains 1 Elite Upgrade icon.

You cannot equip 2 of the same Elite Upgrade cards.

You cannot equip this card if your pilot skill value is "1" or lower.

A-Wing already does this, I doubt they'd duplicate an existing title exactly on a different ship.

A generic X-wing Rogue Squadron Pilot PS5 with an EPT is much more reasonable.

Alternately a Mod slot that is X-Wing only that gives them a bonus when using Torpedos would be thematic with New Hope.

A 6 PS with EPT would balance out against royal guard pilots or you could make the first generics with a pilot skill.

Rogue ace PS 6

Once per turn an enemy ship in your arc rolls one less die on defense.

Start developing 2.0. Remove cards, use an updated online squadron builder to show the costs / abilities / stats.

XJ Series X-Wing

X-Wing only. Title

1 Point

Your upgrade bar gains System Upgrade and Torpedo slots

If I could do anything, I would suggest a couple of fixes that worked themselves into the core rules. I love FFG and all, but the fixes through cards in expansions is a very sticky proposition that is acceptable only because they aren't required in anything but the highest levels of competition. Otherwise, you'd soon be having new players who are exceptionally confused about all the crap they'd have to buy when they just want to play an awesome Darth Vader.

on that note

All ordinance are now two use cards (first use turn card on side, 2nd use discard)

It is basically impossible to balance one shot weapons in a game where a single dice roll can and probably will alter the course of the entire game. There are too few ships in X-wing and too much variance per the relatively few dice rolled, making ordinance basically impossible to integrate well.

As is, ordinance is very underpowered (better than the alternative of overwhelming firepower, no doubt) and jacking up their number of uses is a good way to add additional value and consistency without breaking them.

The rest of my design time would be spent trying to re-issue ship bases for large, turreted ships with some bloody arcs on them, but whatever. I'd rather have ordinance come back in a big way and drastically change a far greater portion of the game than have the single greatest thing wrong in the game fixed, since that single greatest wrong is only 3 ships (grossly over-represented atm, but I have hope that it won't remain that way)

If I could do anything, I would suggest a couple of fixes that worked themselves into the core rules. I love FFG and all, but the fixes through cards in expansions is a very sticky proposition that is acceptable only because they aren't required in anything but the highest levels of competition. Otherwise, you'd soon be having new players who are exceptionally confused about all the crap they'd have to buy when they just want to play an awesome Darth Vader.

on that note

All ordinance are now two use cards (first use turn card on side, 2nd use discard)

It is basically impossible to balance one shot weapons in a game where a single dice roll can and probably will alter the course of the entire game. There are too few ships in X-wing and too much variance per the relatively few dice rolled, making ordinance basically impossible to integrate well.

As is, ordinance is very underpowered (better than the alternative of overwhelming firepower, no doubt) and jacking up their number of uses is a good way to add additional value and consistency without breaking them.

The rest of my design time would be spent trying to re-issue ship bases for large, turreted ships with some bloody arcs on them, but whatever. I'd rather have ordinance come back in a big way and drastically change a far greater portion of the game than have the single greatest thing wrong in the game fixed, since that single greatest wrong is only 3 ships (grossly over-represented atm, but I have hope that it won't remain that way)

There's only 1 ship in the game without a firing arc, the GR-90. Other ships, like the YT-1300, have the ability to fire outside their arcs.

There's only 1 ship in the game without a firing arc, the GR-90. Other ships, like the YT-1300, have the ability to fire outside their arcs.

Technically there is also the Senatorial Shuttle from the mission in the core set. The one that comes as a token in the box. It is classified as a ship and does not have a firing arc. [/pedantism]

Edited by Forgottenlore

Rogue Squadron Ace

X-wing only. Title.

Your upgrade bar gains 1 Elite Upgrade icon.

You cannot equip 2 of the same Elite Upgrade cards.

You cannot equip this card if your pilot skill value is "1" or lower.

Red (Rouge) Squadron Ace?

Or did you mean Rogue Squadron Ace? If the latter, then PS required should be 4+, at least.

Yeah, no I had a PS requirement in mind I just forgot.

Rogue Squadron Ace

X-wing only. Title.

Your upgrade bar gains 1 Elite Upgrade icon.

You cannot equip 2 of the same Elite Upgrade cards.

You cannot equip this card if your pilot skill value is "1" or lower.

A-Wing already does this, I doubt they'd duplicate an existing title exactly on a different ship.

A generic X-wing Rogue Squadron Pilot PS5 with an EPT is much more reasonable.

Alternately a Mod slot that is X-Wing only that gives them a bonus when using Torpedos would be thematic with New Hope.

Yes, I copied it from the A-wing test pilot card, but I still think the X-wing Aces deserve it more.

XJ Series X-Wing

X-Wing only. Title

1 Point

Your upgrade bar gains System Upgrade and Torpedo slots

T-65 Advanced X-wing

Modification. X-wing only.

1 point

Your upgrade bar gains the missile upgrade slot.

T-65XJ3 X-wing

X-Wing only. Title

1 Point

Your upgrade bar gains Cannon upgrade slot

T-65BR X-wing reconnaissance

X-wing only.

-2 points

This card has a negative point cost.

(torpedo)

• T-65 Tandum X-wing

Imperial only. Modification. X-wing only.

3 points

Your upgrade bar gains the crew upgrade slot

Your upgrade card gains the illicit upgrade slot.

T-65AC4 X-wing

Modification. X-wing only.

3 Points

Your upgrade bar gains the cannon upgrade slot,

your action bar gains the evade action, and your

ship may add two different modifications.

T-65D-A1 X-wing

X-Wing only.

0 Point

Your action bar gains the evade action.

(Droid)

If anyone has ideas for the T-65C-A2 X-wing starfighter I'd like to see them,

I just haven't made the time to pick through the multitude of tiny differences.

Edited by gabe69velasquez

XJ series should be its own ship really, early ones with a stat line equivalent to the TIE/D and a dial like the E wing. Later ones things get cray-cray.

9fb19f71.jpg
Magnetic Pulse Torpedo

4 points

3 Attack dice

Attack (Focus)

If the attack succeeds replace all cancelled and uncancelled hits/crits with Ion Tokens.

The next time the target attacks the defender may use those Ion Tokens as Evade tokens.

Inexorable Desperation

EPT

2 Points

Before your attack dice are cancelled

you may receive a stress token

(even if you already have one) to either

change one regular hit into a critical hit

or to change one critical hit into two regular hits.

Ordinance Veteran

EPT

2 Points

When attacking with Missile or Torpedo weapons

you may change one blank result to a hit and

one focus result to a critical hit.

Fire-linked Weapons

Modification

3 points

After attacking with a primary weapon you

may immediately spend a focus token or

(if it does not require one to fire) a target lock

to attack the same target with a secondary weapon.

Some older ideas from a thread others might not have seen.

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14612491329_8da5ec95f2_o.png

14781813183_95acf818f3.jpg

And the now classic

14604786838_804b9110b4.jpg