Stop Gap measure for S&V Epic ships (House rules for S&V GR-75 transport)

By Marinealver, in X-Wing

This is a conversion kit for the rebel transport for playing in a Scum & Villainy epic list. It is only intended to give Scum and Villainy an option for huge ships to play against the huge Imperial and Rebel ships until FFG releases a huge Scum and Villainy epic expansion pack.

UPDATE: With the announcement of the C-ROC cruiser for Scum the need for this conversion kit is coming to an end thus approaching retirement. That being said since the ship is not out I will still continue to support the kit for any and all who would like to try it for themselves until the appointed time of release which is when I can buy it from the stores. I will continue to maintain the filedropper.com link below until that day in which I will check one last time on the link change the status in my sig from ( completed) to (retired) then I will just let the webserver drop the link. Until then feel free to message me for any questions about the kit and if you have any problems with the link. I'll also post it up on boardgame geek but other than that once the scum ship is out I will not be refreshing the link. I hope you enjoyed this kit and it gave you ideas on how to prepare your cruiser coming up in the future epic X-wing games.

Go to the Epic Subforum for discussion and PDF download for this kit.

link below

https://community.fantasyflightgames.com/topic/267641-scum-gr-75-conversion-kit/

Well once the raider comes out the S&V will be the outcast as they don't have access to their huge ships. So sort of like the house rule in which to allow Imperial players to play with an epic ship the logical (and obvious choice) is to let the S&V have the GR-75 as a faction-less ship. Or have the Rebels loan the GR-75 medium transport to the Scum and Villainy until they get their own ship.

Now lets face it there really is no scum only crew that brings a benefit to the GR-75. So for +0 points all S&V GR-75 should gain 1 illicit upgrade slot , just for being an S&V epic ship. (It is natural for the S&V to try and smuggle in illegal substance hidden with legitimate cargo such as feedback array.)

Now with that out of the way lets talk about some non-unique and unique titles that can be added to help out a little bit more. S&V GR-75 can only take a title upgrade that include Scum Only .

thanks to gabe69velasquez for the GR-75 card and the Bloody Credit title.

Scum_Gr75_version_2.jpg

Click HERE for the Scum base tile of the GR-75

Proxy Title Upgrades : As of now they only exist on paper so just print a copy of these and add them to a roster sheet. However they should function like any other title. Just that they are proxy titles only.

Black Market Transport

black_market_transport.png

Scum only, GR-75 only

2 point +2 energy

  • Gain 2 <illicit> upgrade slots. You may use any <illicit> upgrade card once per turn even if you have already used a copy of the same upgrade on the same turn.

Nothing much here but just more goodies. How about 3 hot shot blasters? or a hot shot blaster and 2 Feedback arrays. How about loaded with 3 dead mans switches to become a giant bomb doing 3 damage to everything within range 1 when it explodes?

  • The Bloody Credit (unique)

Bloody_Credit.png

Scum only, GR-75 only

3 points +1 energy

  • You may equip one <crew> upgrade with the either rebel only or imperial only in the text.

So since Scum crew is so underwhelming for GR-75s, why not "borrow" more things from those friendly factions you have such good business dealing with? ;) So put on a rebel captive and watch the stress rise for slicer tools. Or how about stick Leia Organa in a metal bikini and watch your 4 IG-2000s be S-looping like CRAYZEE :o . Also that imperial fleet officer might look good in a metal bikini. :P Now of course once an S&V epic ship comes out they will be giving everything they borrowed back like the gentle uhh..slugs that they are. Also thanks to gabe69velasquez for the idea of a unique title that fits with the Star Wars cannon. To be honest stealing a card from another faction should be a unique trait.

On 5/18/2015 at 8:16 PM, gabe69velasquez said:

• The Bloody Credit - a GR-75 medium transport that was used as a slave ship during the early years of the Galactic Empire.

  • Vasudra (unique)

Vasudra.png

Scum Only, GR-75 Only

4 points +1 Energy

  • Your upgrade bar gains 1 cargo. When you reveal a speed 3 or 4 maneuver gain 1 energy energy token.

The GR-75 transport used by the Azzerman family. This was apparently destroyed by imperials when assisting the rebel evacuation from Hoth (not by choice). Still loading up with just a little more cargo and givning it the ability to gain energy at all maneuvers (including the full speed ahead 4) make this title somewhat thematic on its famous but fated, final flight of the Vasurda.

Black Sun Escort Q-Ship (Click HERE for the Scum GR-75 base with the forward firing arc)

black_sun_q_ship.jpg Q_ship.jpg

Scum only, GR-75 only

10 points +0 energy

  • Your upgrade bar loses 1 <crew> and 1 <cargo> slot and gains a <hardpoint> slot. Your fore section gains a forward firing arc.

Well you are going to need the 5 range ruler from the Tantive IV or Imperial Raider expansion along with a transport to use this title. The front facing arc shouldn't be too difficult to trace but then again if needed someone with some Photoshop abilities can likely print our the firing arc of an aggressor and place it on the base of the GR-75. But now S& V has a ship that can engage at range 5 along with the big boys. Add combat retrofit and you got a true, yet ramshackle, of a warship. Non-unique also means hey why not bring 2 to the party? You got 300 points and these ships will only cost 58 points to attach a single turbo laser on them?

  • Death Merchant (unique)

death_merchant_II.jpg

3 0 points +1 Energy

Scum Only, GR-75 Only

  • Your upgrade bar loses <cargo><cargo> and gains <hardpoint><hardpoint> <Team> and your fore section gains a firing arc.

A Pirate's life for me! Okay we are going a little overboard here (guess someone has to walk the plank, if they had planks in space :D ). But here is a huge ship with multiple weapons, and access to the team slot which like the hardpoint unavailable to Scum until a huge ship is introduced. Sacrificing cargo for weaponry instead of Crew allows for more flexible builds.

Quote
Black Sun Escort Q-ship

<hardpoint><crew><cargo><cargo><illicit>

Death merchant Q-ship

<hardpoint><hardpoint><team><crew><crew><cargo><illicit>

However this gives you more options when upgrading the ship like adding Gredo and the newly spoiled Bossik crew so you can still gain a target lock by attacking at range 5. Also add the glitterstim and be the only huge ship that can make use of focus results when they show up on the dice. 30 points might seem like an insane amount to ask but this is turning a civilian ship into a full warship that can make multiple attacks. I'm sure this will make any space pirate, proud( :ph34r: <not if I have something to say) )!

Now on for Crew upgrades that can be played with the S&V GR-75. Both of these upgrades are unique and have the restrictions Scum Only, and Huge Ship Only , making them only playable with this kit.

Up first for support ships we have the Captain of the Vasudra,

  • Tomaas Azameen (unique)

Tomaas_Azzameen.png

10 points Huge Ship Only, Scum Only

  • When Performing a jam action, you may assign an ion token instead of a stress token untill that ship has up to 2 ion and/or stress tokens.

This really makes the jam action hurt. You can stress+ion a small ship or double ion large and huge ships for more control options. 10 points is not cheap but what do you expect when you hire the entire Azzameen family.

Coming up next is the captain of the Death Merchant.

Arns Grimraker

Arns_Grimraker.jpg

15 points Huge Ship Only, Scum Only

  • Once per round you may spend 1 energy to perform an attack at an enemy ship outside your firing arc at Range 1-3 with a <hardpoint> secondary weapon.

After the mess that was the 1st death merchant many forum members said that it should have been two cards and I have to agree. 15 points should be good for giving a ship the ability to fire out of arc. It is best to put this on the Death Merchant who has 2 hardpoint slots so you can use hardpoint combinations to cover all range bands 1-3. But this is your ship so you can choose what combinations you think will work best.

Now of course once an S&V epic ship comes out there will be no need for these house rules. However this should be able to give the S&V some options until then so they can go play with their rebel and raider friends.

If you like please leave a comment or if you don't like let me (and everyone else) know why.

Scum_Huge_Ship_Battle.jpg

Edited by Marinealver

I like it, especially the armed version because that screams scum to me. I'll try to give more in depth feedback later, but this at the very least warrants a response of support until then.

Also, I think these should ideally be fielded in pairs. So I'd shoot for them to be 50-60 points or so when armed, which you've hit dead on.

I've been so focused on waiting for the Raider, and you just made me realize exactly where my mind will go as soon as I have it!

I love the idea of those, but I haven't looked closely at them.

One idea that I want to see: a Q-Ship variant that lets me drop 3 or 4 Z-95s. Preferably before said Q-Ship is destroyed. We'd have to ask Major Juggler to let us know what the prices of that title ought to be.

Made some changers to the original post.

  • Black Market Transport is now 2 points and gains +2 energy capacity.

I realized that if using 3 feedback arrays that is 3 ion tokens thus 3 energy loss. So it makes sense to store more energy aboard the black market title instead of having it as just a free 2 illicit slots. Also with this I increased the point cost to 2 for the energy change.

  • Armed Q-ship is now +0 energy instead of +2.

I realized if you add in a hard point you will be adding 2 energy capacity so giving it an energy increased seems redundant. Still the value of a hardpoint is what I consider justifiably to add 10 points.

I may shuffle the points around a bit. I am starting to think I gave the slave trader not enough thus thinking about making it 1 point and the black market 5 points for the energy gain. However the abilities for all the titles I am keeping the same.

Edited by Marinealver

I like these a lot, but I don't know about the prices. The Tantive IV card grants two more slots and costs 4 points. Granted, this can act as proofing should the ship take damage to the nose, but still, none of the Epic titles are free .

I'd also be inclined to allow something a little like the Dutyfree; jamming seems a very Scummy thing to be doing. ;) Possibly a blanket AoE jam effect, friendlies? What friendlies? :)

Hmm.

Screamer Title, 3pts

When performing the Jam action, you may choose to suffer an ion token. If you do, you must Jam all ships within Range 1.

(I have no idea on the price here, so I went with Mara Jade as a baseline.)

Edited by Reiver

are the epic titles worth it? I think many arent, but ive heard differing opinions.

  • added a Frankenstein's monster of a card edited with paint Enjoy ;)

I like these a lot, but I don't know about the prices. The Tantive IV card grants two more slots and costs 4 points. Granted, this can act as proofing should the ship take damage to the nose, but still, none of the Epic titles are free .

I'd also be inclined to allow something a little like the Dutyfree; jamming seems a very Scummy thing to be doing. ;) Possibly a blanket AoE jam effect, friendlies? What friendlies? :)

Hmm.

Screamer Title, 3pts

When performing the Jam action, you may choose to suffer an ion token. If you do, you must Jam all ships within Range 1.

(I have no idea on the price here, so I went with Mara Jade as a baseline.)

The slave trader vessel "The Bloody Credit" (unique) title allows you to take Mara Jade for one of your crew upgrades. However I am starting to think that 5 points is too much for the slave trader vessel. Looking at R2-D6 which allows you to equip an upgrade that you normally can't have is only 1 point essentialy making upgrades cost 1 more. Making say a 4 point upgrade cost 9 just to equip or 8 to take 1 away for energy I'm looking back and seeing that might not be the way to go. I might make it 3 points instead. As for ion there is the ionizing reactor that can be added to Mara Jade.

However with the GR-75 titles they add in energy as well as a special ability. But you are right there is no free title upgrades. That is why I made them all cost at least 1.

are the epic titles worth it? I think many arent, but ive heard differing opinions.

Depends on what. With epic you have a lot more leeway with points so 4 points here is really nothing (unlike standard where every point counts especially if you are bidding for initiative.)

Indeed the points I just threw up together sort of GW style than mathwing FFG style. So as I said I may be adjusting the points but the titles are really just there to be simple add ins to make a S&V GR-75 different from a rebel GR-75.

However the Q-ship will stay at 10 points. I think a firing arc is worth 10 points plus cost of a secondary weapon on a ship that has none.

Edited by Marinealver

I love the idea of those, but I haven't looked closely at them.One idea that I want to see: a Q-Ship variant that lets me drop 3 or 4 Z-95s. Preferably before said Q-Ship is destroyed. We'd have to ask Major Juggler to let us know what the prices of that title ought to be.

This would probably be a lot easier to implement once wave 7 is out and we know how the hounds tooth handles deploying the pup when it gets destroyed.

btw how did you make the card? I was trying to make some custom fun cards for a friend for a scum ewing and i couldnt find an image thing that would do it. photoshop? I'm useless.

btw how did you make the card? I was trying to make some custom fun cards for a friend for a scum ewing and i couldnt find an image thing that would do it. photoshop? I'm useless.

It's worse than Photoshop, I used MS Paint ;)

I got a scanner so I might try and scan a CR-90 base and an Aggressor base to merge the two to make a base template for the Q-ship title. But that is for another time.

Edited by Marinealver

Mara Jade hands stress to the unstressed at the end of the combat phase as a freebie.

Jam causes people to be doublestressed during the Activation phase and costs an action.

Whisper and Soontir will both argue that the two effects are, ahem, just a touch different. ;)

So while you could technically buy Slave Trader to put Mara Jade on it for a broadly similar effect, I feel that a 'jam everyone within shouting distance' mechanic makes for a valid title, too. More options don't hurt, right?

Oh, and I'm a dummy. Don't take an ion token, spend an energy. Same effect :)

17221856183_e269cb1eb4_n.jpg
A guy from my FLGS did such a fabulous job of repainting his VT-49 that I had to make a custom card for it.

17602350168_77f184e7c9.jpg

Also recently did a Vuffi Raa card for the YT-1300
17619733591_dfa5ed92c1.jpg


And just now, before spotting your thread, finished my scum CR90 proxy for the DP20.
22824956449_eb9a0fa47f.jpg

23062958575_1c4f64eea1.jpg

I want to redo your GR-75 and some of your upgrade cards...

Edited by gabe69velasquez

Solid work here. Feels scummy. Doesn't break anything off the top of my head but I don't play epic much so... Maybe now I will.

(double post)

I want to redo your GR-75 and some of your upgrade cards...

Currently searching this list for ideas:

http://starwars.wikia.com/wiki/Category:GR-75_medium_transports

Sounds good. I was looking for a more scum and viliany picture instead of the same picture as in the Rebel GR-75. I was looking at something like this transport seen in the background. Labor_droids.png

Now I know lore wise that this is a GR-45 and not a GR-75 according to the loremasters (and lore nerds) of Star Wars. Still I don't want to change point costs or stats of the GR-75 as this is intended only to be a filler until S&V get their own proper epic ship in which we will all forget about this and go play with the new toys. Yet I did want to have something simple to hold over until then because lets face it it is not coming anytime soon.

Now as for the upgrade cards (especially the slave trader vessel I might make it 3 points and the black market transport 2 points) I am thinking about changing the point value but I haven't had much time to play around with them. It is one thing to theorize on paper it is another to put a hypothesis to practice and observe the results.

However I think the next image that is needed is the Q-ship base which has a 90 degree front firing arc on the fore section. I think the IG-2000 aggressor firing arc will suffice for the Armed Q-ship. I am also confident that 10 points will be a suitable squadron point cost for that title.

Edited by Marinealver

• Death Merchant - a GR-75 medium transport owned by the scavenger Arns Grimraker.

• The Bloody Credit - a GR-75 medium transport that was used as a slave ship during the early years of the Galactic Empire.

• Vasudra - a Gallofree Yards GR-75 medium transport owned and operated by the Azzameen family.

"Several vessels fell into the hands of the Hutt Cartel who used them to land troops and attack vehicles on Hypori for the Ground Battle on Hypori." http://starwars.wikia.com/wiki/Ground_Battle_on_Hypori

The term Q-Ship referred to any starship that, while ordinarily belonging to a class of freighter or transport, had been outfitted with military-grade weapon systems, deflector shields, and armor plating. Ships that had been modified thusly were intended to pose as ordinary cargo vessels in order to lure pirates into firing range, whereupon the crew would engage the unsuspecting raiders.

http://starwars.wikia.com/wiki/Q-Ship

Each time you've mentioned Q-ship I remember that they are supposed to be traps for pirates, not pirate ships themselves. Since a standard variant of the GR-75s had fire linked lasers, I think any of them could have a turret slot without a title. An anti-pirate pirate GR-75 should have slightly more.

Sounds good. I was looking for a more scum and viliany picture instead of the same picture as in the Rebel GR-75. I was looking at something like this transport seen in the background. Labor_droids.png

Edited by gabe69velasquez

• Death Merchant - a GR-75 medium transport owned by the scavenger Arns Grimraker.

• The Bloody Credit - a GR-75 medium transport that was used as a slave ship during the early years of the Galactic Empire.

• Vasudra - a Gallofree Yards GR-75 medium transport owned and operated by the Azzameen family.

"Several vessels fell into the hands of the Hutt Cartel who used them to land troops and attack vehicles on Hypori for the Ground Battle on Hypori." http://starwars.wikia.com/wiki/Ground_Battle_on_Hypori

The term Q-Ship referred to any starship that, while ordinarily belonging to a class of freighter or transport, had been outfitted with military-grade weapon systems, deflector shields, and armor plating. Ships that had been modified thusly were intended to pose as ordinary cargo vessels in order to lure pirates into firing range, whereupon the crew would engage the unsuspecting raiders.

http://starwars.wikia.com/wiki/Q-Ship

Each time you've mentioned Q-ship I remember that they are supposed to be traps for pirates, not pirate ships themselves. Since a standard variant of the GR-75s had fire linked lasers, I think any of them could have a turret slot without a title. An anti-pirate pirate GR-75 should have slightly more.

Sounds good. I was looking for a more scum and viliany picture instead of the same picture as in the Rebel GR-75. I was looking at something like this transport seen in the background. Labor_droids.png

I like this image, I'm going to do my own screen capture for a card, if you don't mind my stealing the idea.

Nice back lore, especially on Vasudra.

I didn't want to make unique titles because I wanted scum players to have flexibility when making their GR-75 however the Bloody Credit does seem like a perfect title to rename the Slave Trader Vessel and make it unique. So as you go steeling ideas don't mind me if I steel a couple too ;) .

Also I do know Q-ships were designed to ambush pirates and submarines that threaten supply liners however Q-ships were nothing more than an transport with hidden armaments so I still think the name fits the title.

The Vasurda sounds like an interesting ship but I don't know of any mechanics that would fit the title. If you could think of one that fits its role in X-wing alliance and is simple enough to be put into a x-wing house rule then that could be good. Still I don't want to flood the house rule with titles and unnecessary upgrades.

okay changes I have made to the original post

  • changed the Slave Trader Vessel title to "The Bloody Credit" (unique) title and made the point cost 3 points. To be honest taking an upgrade from another faction should be restricted to a unique upgrade so only one card can be from out of faction.
  • raised the point cost of Black Market Transport from 1 to 2 points (1 for each energy capacity increase).
Edited by Marinealver

Getting there but she needs a few more touch ups.

17659307100_c4eaef0940_z.jpg

Edited by gabe69velasquez

New changes.

With my skills of MS Paint you will find a work that can only be described as a more retched hive of scum and villainy.

  • Added in a link for the Scum base in the original post.
  • Also cannot leave out the ever so popular front facing firing arc of the Q-ship

Scumbase_GR_75.jpg Q_ship.jpg

You can get the full size image HERE for the regular and HERE for the Q-ship.

I really need to figure out how to post these images smaller.

Edited by Marinealver

I really need to figure out how to post these images smaller.

I'm pondering these stats and an ability if any. With a PS4, perhaps 32 cost.

I'm thinking of titles that allow for:

• Crew slot

• Turret slot

• Canon slot

17664019040_9230588557_z.jpg

Nice job. Now all we need it the points and text for "May equip titles only with the phrase Scum Only " titles in the ability so that they don't get mixed up with the rebel titles. (also a disclaimer as not endorsed by FFG or disney just to be on the safe side probably best as ultra fine print).

I really need to figure out how to post these images smaller.

There are a lot more options on Flickr.com than anywhere else.


I'm pondering these stats and an ability if any. With a PS4, perhaps 32 cost.
I'm thinking of titles that allow for:
• Crew slot
• Turret slot
• Canon slot




17664019040_9230588557_z.jpg

I think 30 is good for the basic point cost. After all most of the crew slots that are useful on the GR-75 are rebel-only and none of the scum-only crew works well with the transport. Giving it an illicit slot and calling it even IHMO is the best thing to do. I also want to keep it as close to the Rebel version of the GR-75 for those who may not have the ability to print out their own card so they can just use the rebel card as a stand in and just add 1 illicit upgrade. Besides most S&V pilots are 1 pilot skill lower so leaving them at 3 is good enough.

As for the titles at first I wanted only 3 to keep in line with the other 2 (and most likely 3 epic ships). However when taking a look at the titles and seeing your 3 suggestions I think maybe I should bump it up to 5 titles to keep on par with the Rebel and Imperial epic ship options but keeping them relatively simple to implement. Basically the 5 titles will be broken down into two categories, 3 support titles (2 unique/ 1 non-unique) such as the Black Market Trader, <unique>"The Bloody Credit" and thinking of some sort of pilot type crit damage removal for the <unique>Vasurda, and 2 combat titles (1 unique and 1 non-unique) that include the fore section firing arc. I might use the <unique>"Death Merchant" for the title of the unique combat title. Either way it is a little late now so I'll come up with text for those upgrades sometime after the sun comes up in my time zone.

Edited by Marinealver

Aw. Not a fan of the AoE Jam action then? It was just so scummy... ;)

Curse my insomnia hi folks.

Aw. Not a fan of the AoE Jam action then? It was just so scummy... ;)

Why settle for Jam action when you can triple feedback array (Black Market Trader title) any ship at range 1. In addition to jamming and slicer tools. That seem more scummy to me than a AOE jam ;) .

Any ways well here are some other titles for discussion before I put them up on the OP.

  • Vasudra

Scum only, GR-75 only

7 points +1 energy

Okay before I move on to this one I am stuck between 1 of two options, since the lore had it as transporting medical supplies why not try to give it a medical theme. So here are the 2 options for abilities for the Vasurda title upgrade.

  1. During the end phase you may spend 5 energy to discard 1 face up damage card with the Pilot trait on another friendly ship at range 1.
  2. During the end phase you may spend 5 energy to flip 1 face up damage card with the Pilot trait face down on up to 2 friendly ships at range 1.

So one acts like a remote determination and the alternative acts as a double bandage.Which ability do you think would be best.

  • Death Merchant

Scum only, GR-75 only

50 points +0 energy

  • Your upgrade bar loses <crew> <cargo> <cargo>, and gains <hardpoint> <turret> slots, and your fore section gains a forward facing firing arc. You may make an attack with your <turret> secondary weapon from your fore section only by spending one energy. Treat <turret> upgrade card having the header Attack: [Energy] and when instructed to spend a focus token spend an energy token from your ship card instead.

My biggest concern is that this is a lot of text for a little upgrade card. I may cut out the Attack Focus section just to make it simpler which would mean no blaster turret for the transport. Now this technically makes the transport a true gunship however with the title and combat retrofit it will cost just as much as a CR-90 and still has yet to add weapons. It still has no primary weapons so Gunner will be useless but good news Greedo can now be of some use on a Transport. Turret being restricted to the fore section means there still is a blind spot directly behind the armed transport. Also the turret will now be spendign energy to make attacks acting more like a hardpoint than a turret upgrade. With the Attack: [Focus] turning into Attack: [Energy] I intended to make the Blaster turret usable requiring 2 energy to fire while the rest of the turrrets would only cost one.

If this can be fitted on an upgrade and still remain legible then go for it however if it cannot then I will see about trimming it down to 40 words or less.

okay that is enough of the insomnia insanity. I'm going to bed before I try to make an 100 point upgrade.

Edited by Marinealver

Death Merchant - a GR-75 medium transport owned by the scavenger Arns Grimraker.

The Bloody Credit - a GR-75 medium transport that was used as a slave ship during the early years of the Galactic Empire.

Vasudra - a Gallofree Yards GR-75 medium transport owned and operated by the Azzameen family.

AZ 380 - a Gallofree Yards GR-75 medium transport in the service of Twin Suns Transport Services and the Azzameen family.

I hadn't noticed GR75 titles didn't say Rebel Only. With a PS4 and an illicit slot, even though crew selections are limited right now, I'm still leaning towards 32 cost. I don't think you have to remove anything to add weapons, it's not like you are trying to keep the mass of the hull the same. At most use one cargo slot for the space of all gunnery chairs perhaps.

I'm still considering title ideas that allow for:

• Team slot

• Turret slot

• Canon slot

• System slot

• Bomb slots

• non-Huge modifications

• Target Lock action

Current Cargo:

• Backup Shield Generator - spend 1 energy to recover 1 shield

• Comms Booster - remove all stress / assign 1 focus token to that ship.

• EM Emitter - When you obstruct an attack, the defender rolls +3 defense dice

• Engine Booster - spend 1 energy to execute a white Straight 1 maneuver

• Expanded Cargo Hold - draw a damge card from fore or aft Damage deck

• Frequency Jammer - unstressed ship range 1 of jammed ship recieves stress

• Shield Projector - spend 3 energy to force enemy to attack you instead

• Slicer Tools - spend 1 energy to cause stressed ship to suffer 1 damage

• Tibanna Gas Supplies - You may discard this card to gain 3 energy.

• Ionization Reactor - Spend 5 energy / each other ship at Range 1 to suffer 1 damage / 1 ion token.

Illicit Upgrades

• "Hot Shot" Blaster

• Dead Man's Switch

• Feedback Array

• Inertial Dampeners

Current Modifications (*For Title ideas)

Engine Upgrade

Shield Upgrade

Stealth Device

Anti Pursuit Laser (Large ship only.)

Targeting Computer

Hull Upgrade

Combat Retrofit (GR-75 only. Huge Ship only. )

Munitions Failsafe

Advanced Cloaking (TIE Phantom only.)

Stygium Particle Accelerator (cloaking only).

B-Wing/E2 (B-Wing only.)

Countermeasures (Large ship only.)

•Experimental Interface

Tactical Jammers (Large ship only.)

Autothrusters

17251230524_2ab75631b0_c.jpg

I have a bunch of other ideas but I have some chores I have to get to today.

Edited by gabe69velasquez