Fresh ideas for elder cards: Daredevil

By TheRealStarkiller, in X-Wing

Daredevil reads:

Action: Execute a white [left turn 1] or [right turn 1] manouevre.
Then, receive 1 stress token. Then, if you do not have the [boost]
action icon, roll 2 attack dice. Suffer any damage [hit] or critical damage [crit] rolled.

3 Points

Nedless to say that it's used very rarly. PTL for the same costs seems to be better in most or even any situation.

Now if we alter Daredevil a bit in direction 'real' Daredevil:

Action: Execute a white [left turn 1] or [right turn 1] manouevre.

If you are able to complete this manouevre you may rotate your ship 180°.
Then, receive 1 stress token. Then, if you do not have the [boost]
action icon, roll 2 attack dice. Suffer any damage [hit] or critical damage [crit] rolled.

3 Points

What would the X-Wing world say to Daredevil if you were able to do a turn 1 k-turn?

I think this would be an alternative to PTL

Broken. Also, I'm not sure it's as unused as you might think, particularly with Tycho and Oicunn.

Broken. Also, I'm not sure it's as unused as you might think, particularly with Tycho and Oicunn.

If this is broken, so is PTL.

Broken. Also, I'm not sure it's as unused as you might think, particularly with Tycho and Oicunn.

If this is broken, so is PTL.

PTL lets you take another action from what you can already do, and a stress as the price can be a bit rough (depending on the ship and how common control abilities are in your meta).

This would grant insane maneuverability to any ship (especially as a 'may' condition), and an engine upgrade (which seems to be a pretty standard piece of kit nowadays) would be an easy way to stop the damage (as with normal Daredevil).

Not every EPT needs to be great on every ship (like PTL and Predator, and a case could be made for VI and Determination being universally good). Some variety is good, and part of that is accepting that some EPTs are going to work better in certain Pilot/Ship/Squad combinations than others. Outmaneuver, after all, is great on an A-Wing...not so much on a HWK.

Daredevil is great for Tycho, gives him insane maneuverability. I can see how it would work well with oicunn as well, also could it being used with Arvel.

AdvS + Daredevil on an Aggressor. Those 9 Green options would be an Echo sized headache in predictions.

AdvS + Daredevil on an Aggressor. Those 9 Green options would be an Echo sized headache in predictions.

Sithspawn, AdvS + the changed Daredevil + Engine on *anything* with the slots. Yikes. Corran with Artoo (either the Hero of the Rebellion or a generic R2 unit) would be a whole new level of scary.

To go with the theme of the original post - I think there are really only two talents that need some help: Expose and Elusiveness. I would change Expose to a 'start of the combat phase...' ability rather than an action (because 4pts, taking your EPT, and losing an agility seems to be a fair price for an additional die) and I would probably either make Elusiveness affect the entire attack roll (kinda like an R7), or make it grant an additional evasion (but before you roll, so you might not need it and you'll still take the stress).

It's the 4 point "engine" tax you have to pay for daredevil that is the killer. Jek/X-wings would love that card if it did no/less damage. By the time you buy the engine Daredevil becomes redundant because engine does almost as good as DD, without the massive downsides of stress (and potentially damage). On ships that boost native (so take no damage) you may as well just use boost 9 times out of 10.

Tycho and Oicunn are both niche cases where it has a use, but that's it. If Jek could stomach (sorry couldn't resist) the damage he would potentially use it as well.

Getting rid of the damage makes this a viable alternative to K-turning and a lot more ships would potentially use (or at least consider) it.

It's the 4 point "engine" tax you have to pay for daredevil that is the killer. Jek/X-wings would love that card if it did no/less damage. By the time you buy the engine Daredevil becomes redundant because engine does almost as good as DD, without the massive downsides of stress (and potentially damage). On ships that boost native (so take no damage) you may as well just use boost 9 times out of 10.

Tycho and Oicunn are both niche cases where it has a use, but that's it. If Jek could stomach (sorry couldn't resist) the damage he would potentially use it as well.

Getting rid of the damage makes this a viable alternative to K-turning and a lot more ships would potentially use (or at least consider) it.

Engine upgrade negates the damage from daredevil, as it adds the action to your bar.

Considering that sideways right decloak, hard left 1 is essentially a white sideways 1 k, having daredevil be actually usable on more than a handful of ships wouldn't be OP. With Echo it's essentially just a zero k turn on the decloak.

Everyone is so concerned about game balance but the Phantom can already do this obnoxious stuff for free. Same thing with the fixing ordnance thread.

It's the 4 point "engine" tax you have to pay for daredevil that is the killer. Jek/X-wings would love that card if it did no/less damage. By the time you buy the engine Daredevil becomes redundant because engine does almost as good as DD, without the massive downsides of stress (and potentially damage). On ships that boost native (so take no damage) you may as well just use boost 9 times out of 10.

Tycho and Oicunn are both niche cases where it has a use, but that's it. If Jek could stomach (sorry couldn't resist) the damage he would potentially use it as well.

Getting rid of the damage makes this a viable alternative to K-turning and a lot more ships would potentially use (or at least consider) it.

Engine upgrade negates the damage from daredevil, as it adds the action to your bar.

Of course it does. Hence the 4 point tax. No one in their right mind would use DD without boost because of the ridiculous damage clause that averages 1 damage per use. The point being that unless you have boost the card is worthless, 7 points gets you two similar actions. Unfortunately for DD, boost is the superior action, and ships that boost already "mostly" find DD redundant.

Hence why I suggested getting rid of the damage component makes it a viable card for more ships.

I'm sorry. For any of you saying Boost is superior to DD, you have NOT played with DD enough. DD provides so many more options, and allows you to change your direction, something that boost nor barrel roll can actually do. It allows you to strafe to the left while shooting to the right. It allows you to maintain your heading while having a huge barrel roll essentially.

DD is THE best movement action. Sadly, it's only feasible to use on Tycho though as anyone else will prefer a different method of stress. I've momentarily considered it on a Green as the second EPT to PTL, but not being able to DD + Boost (or DD and anything for that matter) makes it much worse than on Tycho.

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DD is THE best movement action. Sadly, it's only feasible to use on Tycho though as anyone else will prefer a different method of stress. I've momentarily considered it on a Green as the second EPT to PTL, but not being able to DD + Boost (or DD and anything for that matter) makes it much worse than on Tycho.

I thought you could DD + PTL-Boost. DD's stress is a "Then" statement so doesn't the action chain results in Double-Stress? So if you can handle being action locked for 1 turn and forced to take 2 greens it is workable.

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DD is THE best movement action. Sadly, it's only feasible to use on Tycho though as anyone else will prefer a different method of stress. I've momentarily considered it on a Green as the second EPT to PTL, but not being able to DD + Boost (or DD and anything for that matter) makes it much worse than on Tycho.

I thought you could DD + PTL-Boost. DD's stress is a "Then" statement so doesn't the action chain results in Double-Stress? So if you can handle being action locked for 1 turn and forced to take 2 greens it is workable.

Well that's the point. If you want to 180 then a K-turn is usually a better bet. Since you aren't going to be wanting to 180 every other turn that makes DD's 3 points a bit much for an ability used every 4th turn (being optimistic).

I love DD on Oicun (sp?) and Tycho, but apart from that I think it is much too situational for a 3 point EPT, since it can be replaced by Predator for a psuedo-mini-TL, PTL for double actions, or even adrenaline rush at 1 pt for a single use white K-turn.