New pilot skill" Fake Out"

By librarian101, in X-Wing

Over the few waves we have seen several ways to improve the offensive capabilities, predator and out maneuver as examples. How about one for the green dice. Ideas on a new pilot skill called "Fake Out":

Re-roll 1 defense die, re-roll 2 defense die if the attackers pilot skill is 2 or less. You can never re-roll a number of dice greater than your agility value.

I know how you feel. But, games have to end. That's why offense is stacked in the first place. I've seen people complaining that games are going to time way to often with Lone Wolf and the other defensive buffs already in the wild. So that's going to time with 2 ship builds being all the rage. If the game gets more defensive then it's just going to go longer, and I for one don't want three hour x-wing games. Part of the beauty of this game is the pace and speed of play. So while I agree with your general point that it feels like we could use more defensive buffs, I think the game would suffer for it.

^ this guy gets it.

Edit: there are tons of defensive buffs, like stealth device, elusiveness, Ysanne isard, hull/shield upgrade, R7 astromech, etc etc... The last thing we need are more defensive upgrades. This should be a game of "who can destroy their opponent first" not "who can lose the least ships".

Edited by Cptnhalfbeard

One thing to remember about defensive dice buffs is that you'll probably be using them multiple times in a turn. Offensive boosts are only ever going to be used twice (Corran Horn, Gunner) and mostly only once. IMO, one of the best defensive buffs in the game is Rebel Captive (note how it is limited to affecting the first attacker). I'd like a defensive buff that rather than making me less likely to kill did something back to the attacker. We've got one that gives stress, but how about one that gives Ion tokens or damage back to the attacker, or maybe flip a damage card face up?

Here's some ideas:

Fake Out [EPT, 2pts?]

Once per turn, when defending against an attack from outside your firing arc and you cancel one [hit] result you may cause one damage to an enemy ship that is within your firing arc, within the attacker's firing arc and at range 1-3 of the attacker. (very situational, but good when your opponent tries to box you in from multiple angles)

Ablative Plating [Mod, 3 pts]

When defending against an attack at range 1 and you are dealt a face down damage card, the attacker also suffers 1 damage. (will probably need to be small ship only as the big ships have too many hull points)

Experimental Weapon Ionizer [sys, 3 pts]

When defending you may spend an evade token to deal 1 ion token to the attacker. (might be best if it's unique, like Rebel captive)

Cheerio,

Ben

When I read 'Fake Out' I was assuming a pilot ability that allows you to leave the board then come back stressed,