Damage card: Losing secondary weapon = losing crew or droid etc

By IG88E, in X-Wing

I thought it would be interesting and would keep up with the times concerning new upgrade cards if this usually bit harmless damage card would be newly defined.

Kind new rule like: "If you dont have a secondary weapon, choose one upgrade card (crew, droid or modification) and discard it."

This would include the new upgrade cards nicely without addition of new damage cards.

Of course, new damage cards would be more interesting, but if this will never going to happen, then at least the above described rule would be fun to cope with.

Comments, ideas, revilements? ;)

I like this idea better than a new damage deck. Half the time this card comes out it does nothing anyway. Would make it a scary crit card. If you put out a new damage deck with stuff like "discard a droid", you just create more useless cards that don't do anything most of the time. Changing this to "discard one upgrade" makes it much more likely to actually do something.

I can just see it, 1 crit gets through, no biggie two hull left, c'mon no Direct hit... Wait I have to discard my hull upgrade?!?!

Edited by Stelar 7

It'd have to be limited only to Secondary Weapon, Crew, Astromech, Salvaged Astromech, and Team upgrades.

I am completely against a new damage deck. However, I like your errata to the Munitions Failure card.

Edited by z0m4d

yay errata!

I support this, and will start 'proxing' this in my playgroup.

This would definitely be the easiest route to take to adjust the damage deck to make more cards relevant. I hope that someone at FFG has the same idea.

IF FFG was to put out a new/revise damage deck that is the kind of thing I'd rather see instead of some of the massive changes we've seen suggested. Make the cards in the deck that can often be useless into something with an alternative ability that can trigger when the first doesn't do anything.

might as well cut to the chase and just errata C3PO so that he gets flung out the air lock at the first crit :P

Yes I think the game could get more strategic when you then have to decide whom or what to sacrifice. C3PO? Engine upgrade? Gunner? ... :unsure:

normally i would say wait and see how it will effect the entire game (such as accidentally strengthening other strong cards or weakening already under-powered cards), but I actually can't disagree. Munitions failure is the only critical damage that only affects 5% (guestimate) of the ships it is drawn on.

Adding more cards will affect the ratio between direct hits/others and pilot/ship cards but simply making this to discard any upgrade as long as it is a weapon: crew, or astromech/salvaged astromech, could be interesting.

Only 2 problems I do see with it so this proposal doesn't get away scotch free.

Super Dash will now have a chance to keep the HLC/Mangler and outrider title if he brings a passenger.

If modifications were included as possible discards, what is the order of precedence? Prime example stealth device. It is discarded after the first hit but if the first hit forced a discard could you discard stealth device then flip damage face down or would stealth device have to be discarded first then another modification say autothrusters had to be discarded in order to flip munitions failure face down.

How do you differentiate between crew, though? Anything that would kill a crew member could likewise kill the pilot, so you might as well have a crit that just removes the ship from play.

Super Dash will now have a chance to keep the HLC/Mangler and outrider title if he brings a passenger.

I like this, I can just see Dash Rendar kicking Leebo out the airlock so he can keep his HLC :D

"Nothing personal Leebo, besides, it's just space, you'll be fine".

While I agree with the notion that there needs to be a system to target upgreade cards via crits (simply to finally limit the dominance of high HP counts - just because it takes less kill shots doesn't mean hammering 3 turns on a Falcon or Decimator should be allowed to amount to zero /bitter) why does Munitions Failure have higher priority to be relevant than over damage cards that have negilible effects to many ships? Or how do you prioritize against nerfing cards which hurt some ships more than others?

e.g.

Damages Cockpit on a generic - no noticeable effect for most ships

"the one that makes all turns red" - more ciritical on ships that have green turns than on those which only have whites

How do you differentiate between crew, though? Anything that would kill a crew member could likewise kill the pilot, so you might as well have a crit that just removes the ship from play.

Nope, in Empire Luke's gunner, Hobby, takes a crit and dies while Luke is alive and the machine is still flying. His console blew up in his face.

I would love a card that could make someone lose R2D2.

How do you differentiate between crew, though? Anything that would kill a crew member could likewise kill the pilot, so you might as well have a crit that just removes the ship from play.

Nope, in Empire Luke's gunner, Hobby, takes a crit and dies while Luke is alive and the machine is still flying. His console blew up in his face.

His name was Dak. Not Hobbie.

How do you differentiate between crew, though? Anything that would kill a crew member could likewise kill the pilot, so you might as well have a crit that just removes the ship from play.

Nope, in Empire Luke's gunner, Hobby, takes a crit and dies while Luke is alive and the machine is still flying. His console blew up in his face.

That's not an answer to the question I asked, nor really all that relevant. I didn't say it should kill all crew, only that something fatal for one crew member would be fatal for others as well. There's really no distinction between pilot and copilot when it comes to mortality, so how do you determine who dies and who doesn't?

How do you differentiate between crew, though? Anything that would kill a crew member could likewise kill the pilot, so you might as well have a crit that just removes the ship from play.

Nope, in Empire Luke's gunner, Hobby, takes a crit and dies while Luke is alive and the machine is still flying. His console blew up in his face.

That's not an answer to the question I asked, nor really all that relevant. I didn't say it should kill all crew, only that something fatal for one crew member would be fatal for others as well. There's really no distinction between pilot and copilot when it comes to mortality, so how do you determine who dies and who doesn't?

He pretty clearly addressed your question. Dunno why I am even bothering. . . I should know better.

fluff justification is secondary to gameplay implication :P

plus, as we all know, **** happens

(the EOTE speed example is a good one, though)

How do you differentiate between crew, though? Anything that would kill a crew member could likewise kill the pilot, so you might as well have a crit that just removes the ship from play.

Nope, in Empire Luke's gunner, Hobby, takes a crit and dies while Luke is alive and the machine is still flying. His console blew up in his face.

That's not an answer to the question I asked, nor really all that relevant. I didn't say it should kill all crew, only that something fatal for one crew member would be fatal for others as well. There's really no distinction between pilot and copilot when it comes to mortality, so how do you determine who dies and who doesn't?

1 - Gameplay. Balance. Fiat. Pick your poison.

2 - Plot Shield for the pilot. Star Wars has this in spades already anyway, so why not embrace it here?

There are other crits that affect the pilot. Blinded, stunned, etc...

He pretty clearly addressed your question. Dunno why I am even bothering. . . I should know better.

He pretty clearly didn't.

There are other crits that affect the pilot. Blinded, stunned, etc...

Should we be able to apply similar effects to crew members as well?

Edited by WonderWAAAGH

Ok, so how would you fix Injured Pilot?

How do you differentiate between crew, though? Anything that would kill a crew member could likewise kill the pilot, so you might as well have a crit that just removes the ship from play.

IF it were introduced my thought is that the lost item should be random and go down an order until a given category is available. Start with Secondary weapons and then I'd guess you could move to (salvaged)astromechs, then systems, then crew, and so on.