Odd questions

By DraconPyrothayan, in X-Wing

What would it take for you to run a ship with no attack, no pilot ability, and no ability to reduce the health of enemy ships?

What would you do with the following pilot ability: "For each upgrade with the "Action" header you've equipped, you may add one upgrade slot of that type to this ship"

What would a fourth species of Bomb do?

I think ion or stress bombs could be interesting.

What would it take for you to run a ship with no attack, no pilot ability, and no ability to reduce the health of enemy ships?

A ship with the co-ordinate and jam actions, possibly reinforce. good HP and upgrade slots, not too expensive. maybe if it runs into enemy ships it kills them?

I think ion or stress bombs could be interesting.

How would it work? AoE like the Seismic and Proton, or Templated, like the Prox Mines?

How's this one for size?

When a ship's template or base overlaps this token, it Detonates

When it detonates, roll 4 attack dice. For each [boom] or [KABLAM] result, receive 1 stress token.

Might be a little OP, but I like the idea of magnetic mines, Galaxy Quest style. Maybe a hexagonal mine token that says:

At the end if the activation phase, the mine token must perform a 1 speed maneuver in the most direct direction towards the nearest ship at Range 1-2, and then detonates. Upon detonation, each ship within Range 1 if the mine token suffers one damage.

What would it take for you to run a ship with no attack, no pilot ability, and no ability to reduce the health of enemy ships?

What would you do with the following pilot ability: "For each upgrade with the "Action" header you've equipped, you may add one upgrade slot of that type to this ship"

What would a fourth species of Bomb do?

I think something FFG could eventually implement is a push/pull effect. I originally thought of force sensitive crew member(s) for each faction but maybe a bomb for Scum so you have:

Push or Pull: Move target ship(s) using the 1 straight maneuver template using the furthest side (front or back only) from your ship for Push or Closest side (front or back only) for pull

Rebels: Yoda (action: Push or Pull target ship within range 1

Imperials (Sith Lord): Push or Pull target ship within range 1 and receive one stress token

Scum: Concussion Bomb: At the end of the activation phase Push all ships within range 1 of this token.

Point cost I really don't know of course Yoda would have to be the most but it's Yoda

What would it take for you to run a ship with no attack, no pilot ability, and no ability to reduce the health of enemy ships?

What would you do with the following pilot ability: "For each upgrade with the "Action" header you've equipped, you may add one upgrade slot of that type to this ship"

What would a fourth species of Bomb do?

In regards to your first question how about:

Escape pod (unique 5 points)

Special: takes place of one of your obstacle tokens. If a maneuver would place this ship outside of the play area score points equal to its total point cost.

0 attack, 0 defense, 1 hull, 0 shields, 1 crew slot

possibly broken...

Hmm, I like this line of questioning, but I don't think it's going in the right direction. What about a ship with a virtual blank slate for its state line?

For each upgrade of A variety, you may increase stat B by 1.

For each upgrade of X variety, you may increase stat Y by 1.

Hmm, I like this line of questioning, but I don't think it's going in the right direction. What about a ship with a virtual blank slate for its state line?

For each upgrade of A variety, you may increase stat B by 1.

For each upgrade of X variety, you may increase stat Y by 1.

That would require a very cheap base with an awful lot of upgrade slots.

I like it!

If any of the upgrade slots are keyed to Elite Talents, what happens with the crit that forces everyone to ignore them?

Heck, if this is considered a Pilot ability...

Maybe like 10 points to start, with a single stat point across the board. Cheaper if it starts with 0 PWV and shields. Upgrades are open-ended, but limited to one of each, with the exception of bombs/ordnance. Cannons and turrets are mutually exclusive, as are crew and astromechs (both types). Whatever title you use dictates the ship type, and normal restrictions apply. You may take a single additional modification in lieu of a title, but it must then be a large base ship. What am I forgetting? Arcs and PS, clearly. I'll work on that.

Astromech/Crew = 1 hull & 1 shield

Bomb/Ordnance = 1 hull

EPT/Sensor = 1 PWV & 1 agility

Illicit = 1 agility

Modification/Title = 1 shield

Non-ordnance secondary weapon (cannons) = 1 PWV

Edited by WonderWAAAGH

For the ship with no ability or skill I would say one with massive hp but with a modification allowed it to add shields to all friendly ships within range 1

1. What would it take for you to run a ship with no attack, no pilot ability, and no ability to reduce the health of enemy ships?

2. What would you do with the following pilot ability: "For each upgrade with the "Action" header you've equipped, you may add one upgrade slot of that type to this ship"

3. What would a fourth species of Bomb do?

1. It would need to be inexpensive but have great boosting effects, hindering effects, or both.

2. So you're looking at something that could keep filling an upgrade slot provided all but one have an Action header? I wonder how Tycho would do when you could give him both Expert Handling and Daredevil to go along with PtL and EL. Ooo. I guess doubling up on some of those Astromechs might be nice too.

3. I'm thinking a bomb with some kind of Ionization effect. You've also go the mine that might shoot at opposing ships.

I would play such a ship if it were the Death Star.

No attack. The 'ship' is a playmat that has certain movement restrictions on it.

I win the game after [X] turns, unless you put put 3 unmodified dice in a single attack down the thermal ventilation shaft that's somewhere on the mat.

How about a flash bomb. If bomb goes off in any ships forward arc ship suffers effect of blinded pilot (without the damage). Bomb goes off at end of activation phase. Firespray being followed by a Tie Swarm...

How about a flash bomb. If bomb goes off in any ships forward arc ship suffers effect of blinded pilot (without the damage). Bomb goes off at end of activation phase. Firespray being followed by a Tie Swarm...

I LIKE it!

How about a flash bomb. If bomb goes off in any ships forward arc ship suffers effect of blinded pilot (without the damage). Bomb goes off at end of activation phase. Firespray being followed by a Tie Swarm...

Nice but it would probably be pretty short ranged to be at all logical. A light bright enough to blind at R1 is only 1/4 as strong at R2 and 1/16 as strong at R3 dropping off even more as you go out further.

How about a flash bomb. If bomb goes off in any ships forward arc ship suffers effect of blinded pilot (without the damage). Bomb goes off at end of activation phase. Firespray being followed by a Tie Swarm...

I was thinking along those lines too. Another bomb type could be a "smoke" bomb. It could mimic the effect of debris obstacles, but only stays out for the round it is deployed. So, it gives a stress, gives a chance for an "insta-crit", and could obstruct attacks.

Might be a little OP, but I like the idea of magnetic mines, Galaxy Quest style. Maybe a hexagonal mine token that says:

At the end if the activation phase, the mine token must perform a 1 speed maneuver in the most direct direction towards the nearest ship at Range 1-2, and then detonates. Upon detonation, each ship within Range 1 if the mine token suffers one damage.

That would make for an extreme amount of bickering which ship would actually be closest, you need a ruler and a way to measure without moving ships.