Yorr and Jendon Crew Upgrade card ideas

By TheRealStarkiller, in X-Wing

Don't Yorr and Jendon should be a Team like Kyle and Jan Ors?

So how about Yorr and Jendon Crew cards:

Captain Yorr (Crew Upgrade Card)
1 Point
"Increase the range of your abilities by 1 to the maximum of 3"

So Yorr crewing Jendon would increase his ability to range 2 (making him useful at last).

Yorr crewing Rear Admiral Chiraneau would increase the focus result to crit result up to range 3

If there will be a crew slot for Tie Bombers someday, Jonus' rerolls would work up to range 2, so he would be more useful when supporting large ships with cannons

Colonel Jendon (Crew Upgrade Card)
2 Points
"Once per turn, when you are assigned a stress token during combat phase, you may assign it to an other ship in range 1-2"


Obviously, if Yorr get Jendon as crew, he would not only be able to suck stress but to return it to the sender or assign it to an other friendly ship once a turn.

Note that Jendon won't work with K-Turn stress, since he is limited to combat phase.
It would be the Imperial counter to all those rebel stress attacks and the Rebel Captive (for mirror matches)

Edited by TheRealStarkiller

I like both of these abilities, but I think the ability for Yorr would need to cost more. It should also specify what pilot abilities. The pilot ability of the ship its on? Of friendly ships at Range 1? I say this because as it reads currently, it increases the abilities of all ships you have fielded on your side, which could be a BIG problem and would drive the cost up to 4+. The reason Howlrunner isn't OP is she only works at Range 1.

Don't Yorr and Jendon should be a Team like Kyle and Jan Ors?

So how about Yorr and Jendon Crew cards:

Captain Yorr (Crew Upgrade Card)

1 Point

"Increase the range of pilot abilities by 1 to the maximum of 3"

So Yorr crewing Jendon would increase his ability to range 2 (making him useful at last).

Yorr crewing Rear Admiral Chiraneau would increase the focus result to crit result up to range 3

If there will be a crew slot for Tie Bombers someday, Jonus' rerolls would work up to range 2, so he would be more useful when supporting large ships with cannons

Colonel Jendon (Crew Upgrade Card)

2 Points

"Once per turn, when you are assigned a focus stress token within the combat phase, you may assign it to an other ship in range 1-2"

Obviously, if Yorr get Jendon as crew, he would not only be able to suck stress but to return it to the sender or assign it to an other friendly ship once a turn.

Note that Jendon won't work with K-Turn stress, since he is limited to combat phase.

It would be the Imperial counter to all those rebel stress attacks and the Rebel Captive (for mirror matches)

Did you mean stress on Jendon crew? Yeah... no. Another Phantom buff there. Now Whisper doesn't have to worry about Rebel Captive, Fletchette's, stress bot, etc. Jendon would be an almost auto-include on Whisper.

Maybe something like an inverse of the Jendon's pilot ability:

Once per round, when a friendly ship range 1-2 performs a TL action, you may assign the blue TL token to this ship instead. 2 points

I like the Yorr ability, but its limited to only 2 pilots right now (I imagine its Imperial only). Seems kind of pointless.

Edited by Jo Jo

I like both of these abilities, but I think the ability for Yorr would need to cost more. It should also specify what pilot abilities. The pilot ability of the ship its on? Of friendly ships at Range 1? I say this because as it reads currently, it increases the abilities of all ships you have fielded on your side, which could be a BIG problem and would drive the cost up to 4+. The reason Howlrunner isn't OP is she only works at Range 1.

Yorr increases the abilities of the ship he is aboard.

Tie Fighters don't have a crew slot, so Howlrunners ability can't be increased.

I think 1 point is quite right.

The first idea was to make Jendon (pilot) usable. Jendon (pilot) already starts at 26 points and needs the title card for 3 points. so 1 point more to make him work at 30 points feels quite right. I wouln'd use Yorr if he would be more expensive then this.

I like both of these abilities, but I think the ability for Yorr would need to cost more. It should also specify what pilot abilities. The pilot ability of the ship its on? Of friendly ships at Range 1? I say this because as it reads currently, it increases the abilities of all ships you have fielded on your side, which could be a BIG problem and would drive the cost up to 4+. The reason Howlrunner isn't OP is she only works at Range 1.

Yorr increases the abilities of the ship he is aboard.

Tie Fighters don't have a crew slot, so Howlrunners ability can't be increased.

I think 1 point is quite right.

The first idea was to make Jendon (pilot) usable. Jendon (pilot) already starts at 26 points and needs the title card for 3 points. so 1 point more to make him work at 30 points feels quite right. I wouln'd use Yorr if he would be more expensive then this.

Was just pointing out that as the text reads, it doesn't say that. It should read "Increase or decrease the range of your pilot ability by one, to maximum of 1-3." Use Major Rhymer as a template, and make sure you specify which ship in the text. If it only specifies "pilot abilities," then every pilot ability on the table is affected. But, having nitpicked it apart, I do like both of the abilities that you proposed. Question, does Jendon's ability affect focus or stress, you mentioned both. If it is stress, then I must agree with @Jo Jo. Stress effects are one of the biggest limiters on Phantoms, so it would become an auto-include and then further exacerbate people's complaints with the Phantom. I personally think they are perfectly fine, because things like stress effects exist and are so effective against them. But, I think Jo Jo's suggestion is a pretty good one, or even with focus tokens in the activation phase. You could pass a focus token, vis a vis Squad Leader, but you could use it to allow a ship the same action more than once. Or, you could use it to chain effects. You are assigned a focus from a shuttle at Range 2 from Fleet Officer, and then can assign that focus to a Phantom or Defender at Range 2 of you but that was out of range of the Shuttle.

Just some thoughts. I like where you're going; let's work on it!

Don't Yorr and Jendon should be a Team like Kyle and Jan Ors?

So how about Yorr and Jendon Crew cards:

Captain Yorr (Crew Upgrade Card)

1 Point

"Increase the range of pilot abilities by 1 to the maximum of 3"

So Yorr crewing Jendon would increase his ability to range 2 (making him useful at last).

Yorr crewing Rear Admiral Chiraneau would increase the focus result to crit result up to range 3

If there will be a crew slot for Tie Bombers someday, Jonus' rerolls would work up to range 2, so he would be more useful when supporting large ships with cannons

Colonel Jendon (Crew Upgrade Card)

2 Points

"Once per turn, when you are assigned a focus stress token within the combat phase, you may assign it to an other ship in range 1-2"

Obviously, if Yorr get Jendon as crew, he would not only be able to suck stress but to return it to the sender or assign it to an other friendly ship once a turn.

Note that Jendon won't work with K-Turn stress, since he is limited to combat phase.

It would be the Imperial counter to all those rebel stress attacks and the Rebel Captive (for mirror matches)

Did you mean stress on Jendon crew? Yeah... no. Another Phantom buff there. Now Whisper doesn't have to worry about Rebel Captive, Fletchette's, stress bot, etc. Jendon would be an almost auto-include on Whisper.

Maybe something like an inverse of the Jendon's pilot ability:

Once per round, when a friendly ship range 1-2 performs a TL action, you may assign the blue TL token to this ship instead. 2 points

I like the Yorr ability, but its limited to only 2 pilots right now (I imagine its Imperial only). Seems kind of pointless.

I was thinking to limit Jendon to friendly ships only. But this would be less fun.

On the other hand: Whisper crewing Jendon can't crew the Rebel Captive.

If you don't use stress weapons, Jendon is useless.

The Rebel Captive never is. So I don't think we have an auto-include here because it is very situative.

Yorr (pilot) with Jendon (crew) would make more sense.

Yorr (crew) for one point is perfect with the Moff :)

If Yorr (crew) would be increased to effects of other upgrade cards as well:

Squad Leader: Up to range 3

Wingman: up to range 2

Tactician: within arc, range 2-3

Draw their fire: range 1-2

...

I'm sure there are many interesting new combinations with old cards.

I like both of these abilities, but I think the ability for Yorr would need to cost more. It should also specify what pilot abilities. The pilot ability of the ship its on? Of friendly ships at Range 1? I say this because as it reads currently, it increases the abilities of all ships you have fielded on your side, which could be a BIG problem and would drive the cost up to 4+. The reason Howlrunner isn't OP is she only works at Range 1.

Yorr increases the abilities of the ship he is aboard.

Tie Fighters don't have a crew slot, so Howlrunners ability can't be increased.

I think 1 point is quite right.

The first idea was to make Jendon (pilot) usable. Jendon (pilot) already starts at 26 points and needs the title card for 3 points. so 1 point more to make him work at 30 points feels quite right. I wouln'd use Yorr if he would be more expensive then this.

Was just pointing out that as the text reads, it doesn't say that. It should read "Increase or decrease the range of your pilot ability by one, to maximum of 1-3." Use Major Rhymer as a template, and make sure you specify which ship in the text. If it only specifies "pilot abilities," then every pilot ability on the table is affected. But, having nitpicked it apart, I do like both of the abilities that you proposed. Question, does Jendon's ability affect focus or stress, you mentioned both. If it is stress, then I must agree with @Jo Jo. Stress effects are one of the biggest limiters on Phantoms, so it would become an auto-include and then further exacerbate people's complaints with the Phantom. I personally think they are perfectly fine, because things like stress effects exist and are so effective against them. But, I think Jo Jo's suggestion is a pretty good one, or even with focus tokens in the activation phase. You could pass a focus token, vis a vis Squad Leader, but you could use it to allow a ship the same action more than once. Or, you could use it to chain effects. You are assigned a focus from a shuttle at Range 2 from Fleet Officer, and then can assign that focus to a Phantom or Defender at Range 2 of you but that was out of range of the Shuttle.

Just some thoughts. I like where you're going; let's work on it!

We meant stress, we meant stress!

So confusing :D

"Once per turn, when you are assigned a stress token within the combat phase, you may assign it to an other ship in range 1-2"

Being able to negate Rebel Captive in a Phantom beats out carrying Rebel Captive. Phantoms live and die by ACD. If they can't use it, then they are in serious trouble. I just think a Jendon Crew on a Phantom is a buff they don't need.

It would also be very powerful on a Decimator. Think PTL combo with Isard. You can have a bunch of Ties following to eat the stress.

Edited by Jo Jo

Being able to negate Rebel Captive in a Phantom beats out carrying Rebel Captive. Phantoms live and die by ACD. If they can't use it, then they are in serious trouble. I just think Jendon Crew on a Phantom is a buff they don't need.

It would also be very powerful on a Decimator. Think Rear Admiral with Expose and EI. Just have a couple Ties following you to eat the stress.

Its only once per turn.

You CANNOT re-assign stress you produce during activation phase.

So your example won't work.

Oh I see, the fear of the Phantom is still strong in you.

I'm used to be an Obsidian swarm player. I would be actually be HAPPY if my opponent would use Jendon on Whisper instead of the Rebel Captive.

Think about it.

Edited by TheRealStarkiller

FYI, when a card reads "you" it refers only to the ship it's assigned to. That makes the OP's Yorr crew ability naturally limited to the ship he's on, since it says "your," while saying "abilities" makes it nicely broad in applicability (put him on a ship with Tactician, for instance, to put stress on people at Range 2-3, or on a ship with Mara Jade to stress any un-stressed enemy ships at Range 1-2). Of course, worded that way, he'd need to be more like 4 points.

I changed my example, but anyway do you really want to give the Phantom a buff against one of its 3 counters? Right now the upgrades that counter Phantoms are PS bids, Ions, and stress. Why take one out of the equation, or make it less viable? You can only take 1 Rebel Captive or 1 stress bot. Tactician you can stack, but its hard to get a Phantom in arc, let alone at range 2. I like how you, "used to run a swarm"... why you stop? Oh yeah... Phantoms.

Edited by Jo Jo

You could have Yorrs ability be something like this

At the start of the activation phase, if you have a stress token you may pass it to another friendly ship within range 2.

This would leave it so the phantom still can't cloak after shooting and would give a nice synergy buff to soontir fel

Edited by macar

I feel like thematically they should be the other way around, even though the synergy of course is better this way.

Honestly, just increasing the range on both Yorr and Jendon would simply make them both playable. so ANOTHER crew man like: Ozzel: increase the range of your pilot ability by 1 to a maximum of 3. 2pts. would be favorable to both.

Yorr already saw amazing results as US Nationals Champion. That stress soaking combination against RC was really great.

Jendon would be much more fun with Range 2. Simply place Weapons Engineer on him, and he's very efficient. Or Engine Upgrade.

For Jonus, bombers could get a crew slot, 0pts: either replaces torpedo or EPT slot.

Lets just not give Howlrunner crew okay?

Really, I think the attempt for cards like this should also be to make unused ships viable. Yorr is nearly viable. and Jendon isn't, but could be. That would be fun. Instead of making a crew ahtat invalidates taking the Yorr shuttle completely.

Going for different tacks here.

For Yorr, the Crew Member Dash approach. Basically trying to do the flipside of his original ability:

Captain Yorr (2 Points): When you remove a stress token from this ship, you may remove all stress tokens assigned to this ship instead.

For Jendon, let's pair him with Kagi and go for the Kyle/Jan approach.

Colonel Jendon (3 points): When attacking, you may treat Red target lock tokens as a Blue target lock token instead.

Captain Kagi (3 points): Once per attack while defending, if a friendly ship within range 1 has a target lock on the attacker, you may spend that target lock to cancel one Hit or Crit result.

Edited by PhantomFO

Colonel Jendon (3 points): When attacking, you may treat Red target lock tokens as a Blue target lock token instead.

I want to make sure I'm reading this right.

Scenario: Rookie Pilot #1 has a target lock on my Omicron Group Pilot with Colonel Jendon as a crew upgrade. I have initiative, so I attack before Rookie #1 in the combat phase. With Colonel Jendon, I can spend the red token from Rookie #1's target lock to reroll any of my attack dice, after which Rookie #1's target lock is "spent" and Rookie #1 no longer has a target lock on my Omicron Group Pilot. Yes?

Colonel Jendon (3 points): When attacking, you may treat Red target lock tokens as a Blue target lock token instead.

I want to make sure I'm reading this right.

Scenario: Rookie Pilot #1 has a target lock on my Omicron Group Pilot with Colonel Jendon as a crew upgrade. I have initiative, so I attack before Rookie #1 in the combat phase. With Colonel Jendon, I can spend the red token from Rookie #1's target lock to reroll any of my attack dice, after which Rookie #1's target lock is "spent" and Rookie #1 no longer has a target lock on my Omicron Group Pilot. Yes?

Yep. Was trying to come up with something to pair in combination with Kagi's "TL Sponge" ability.

It's a good idea. I like it.

It might be a little clearer to say something like "When attacking, if the defender has a target lock on your ship you may remove that target lock to reroll any of your attack dice."

Or, if you want to retain the target lock mechanic (to use for ordinance, maybe), "Once per round when attacking, if the defender has a target lock on your ship you may remove that target lock and immediately acquire a target lock on the defender."

Edited by LaserBrain

Yorr is a nice touch, as for Jendon I think he needs some work.

Now I do see some of the resemblance on how they compliment each other much like Kyle and Jan but those are both thematic as well as functional. Jendon was not always Yorr's co pilot much in the same way Kyle was the copilot of Jan.

However Kyle's ability on both crew and pilot is centered around focus while Jan is centered on supporting other ships.

Yorr is stress management while Jendon is Target coordination.

Yorr could read "if using a range ability and if you have no stress token you may change that range to 1 or 3 and receive a stress token.

For Jendon you could put once per turn if a friendly ship at range 1 is making an attack and that ship has at least 1 stress token the attacker may spend a stress token to turn all focus results to hits.

Nice comments and ideas here, altogether.

Yes first thought of course was to team Yorr and Jendon up for a nice and interesting synergy effect to enhance the pilot version each.

Crew card versions don't have to reflect their pilot counterparts neccessarily - hence Vader!

...

Kagi would just need an EPT slot btw.

Imagine Expert Handling on him ... or Draw their Fire

even EU and Daredevil would be ... interesting

Edited by TheRealStarkiller