EPT "Targeted" and "Locked On" card idea

By Osoroshii, in X-Wing

Targeted

When this ship has a target lock token on an enemy ship reduce its agility by 1 to a minimum of 0.

points 4

Locked On

If an enemy ship is inside your fire arc and performs a boost or barrel roll, you may perform a free boost action

points 3

either of these cards could be fun to play with

Edited by Osoroshii

The first one seems open to abuse with turrets, the second one needs timing clarification.

The first one would also shut down a C3PO fat falcon.

With Targeted, do you intend the reduced agility to apply to all attacks against the TL'd ship or only to attacks from the ship with the Target Lock on the defender?

Does the ability stack, if I have two A-wings with this ability and they TL the same target does it reduce agility by 2 (assuming the ability isn't limited to the holder of the Target Lock)?

Is it worth adding an "in primary firing arc" limit to the ability if there are no other limits to it or to prevent it boosting primary turrets?

Also, what happens if you spend the target lock during an attack, does the agility go back up before defense die are rolled?

Edit: More questions.

Edited by avaktor

The first one would also shut down a C3PO fat falcon.

It shuts down 3PO, but it's still not a panacea for turrets in general. Since there's no arc restriction, it would be more beneficial for turrets to use than it would be beneficial to be used against them.

Edited by WonderWAAAGH

The intention was to have Targeted stack. Yes there is an upside to giving this tool to turrets but there is also much danger to them on the other side of it. These are all just ways I see the game needs to increase the offense in the game and slow down the ultra defensive builds. Take an Intruder Missile for instants:

Intruder Missile

Attack 3 Range 2-3

Attack (Target Lock): Discard this card to perform this attack

If this attack hits, the defender suffers hits equal to half rounded down of it's remaining Hull and Shields. Then Cancel All dice results.

5 points

A missile like this is no real danger to a tie or a wing or any other low hit point ship. To the larger ships B-Wing, Decimator and YT-1300 this could be devastating. Hitting a Han Solo for 6 on the first shot would shorten the life span of the YT-1300. Getting 8 hits on the Decimator would also spell it's doom. By keeping the points high enough on the Intruder Missile it's never an auto include. If the meta leans to far in the direction of many large based "fat" ships then the value goes up. If the meta leans towards more swarm then the value goes down. IMHO this is the most elegant way to handle the current meta.

Targeted

When this ship has a target lock token on an enemy ship reduce its agility by 1 to a minimum of 0.

points 4

Locked On

If an enemy ship is inside your fire arc and performs a boost or barrel roll, you may perform a free boost action

points 3

either of these cards could be fun to play with

So Wedge would reduce an enemy's agility by 2 with Targeted?

For Locked on, I would think you would have to have to receive a stress and potentially roll a damage die. You would need to only allow it if you are not stressed.

Interesting ideas to mimic sertain pilot abilities. Not sure it would balance with the existing pilots in the game.

The intention was to have Targeted stack. Yes there is an upside to giving this tool to turrets but there is also much danger to them on the other side of it.

Aside from causing no detriment to the VT-49 (and giving it quite the benefit), this would push the meta even further to large ships.

Reducing an agility based ship to 0 defense makes it extremely easy to one shot. Reducing Han to 0 defense does not. It is much better for fat turrets than any other ship.

The intention was to have Targeted stack. Yes there is an upside to giving this tool to turrets but there is also much danger to them on the other side of it. These are all just ways I see the game needs to increase the offense in the game and slow down the ultra defensive builds. Take an Intruder Missile for instants:

Intruder Missile

Attack 3 Range 2-3

Attack (Target Lock): Discard this card to perform this attack

If this attack hits, the defender suffers hits equal to half rounded down of it's remaining Hull and Shields. Then Cancel All dice results.

5 points

A missile like this is no real danger to a tie or a wing or any other low hit point ship. To the larger ships B-Wing, Decimator and YT-1300 this could be devastating. Hitting a Han Solo for 6 on the first shot would shorten the life span of the YT-1300. Getting 8 hits on the Decimator would also spell it's doom. By keeping the points high enough on the Intruder Missile it's never an auto include. If the meta leans to far in the direction of many large based "fat" ships then the value goes up. If the meta leans towards more swarm then the value goes down. IMHO this is the most elegant way to handle the current meta.

I think you are putting to much emphasis on the offensive portion of the game. Having weapons to quickly end the opposition would take some of the fun out of the game. Someone who spends 50 points putting a Decimator on the board would also not agree to the possibility of being knocked out in 1 or 2 rounds. With this missile on 2 ships, you could have a decimator down to 1 shield and 3 hull and a 3rd ship could potentially finish it in the first round.

The Decimator has no agility, so strategy can take it out versus trying to have some super powerful weapon to do so.

Think targeted may work better with a front arc requirement, but then it's basically another outmaneuver with a TL restriction rather then the outside enemy arc restriction. Still needs something to counteract making super turrets tho

The intention was to have Targeted stack. Yes there is an upside to giving this tool to turrets but there is also much danger to them on the other side of it. These are all just ways I see the game needs to increase the offense in the game and slow down the ultra defensive builds. Take an Intruder Missile for instants:

Intruder Missile

Attack 3 Range 2-3

Attack (Target Lock): Discard this card to perform this attack

If this attack hits, the defender suffers hits equal to half rounded down of it's remaining Hull and Shields. Then Cancel All dice results.

5 points

A missile like this is no real danger to a tie or a wing or any other low hit point ship. To the larger ships B-Wing, Decimator and YT-1300 this could be devastating. Hitting a Han Solo for 6 on the first shot would shorten the life span of the YT-1300. Getting 8 hits on the Decimator would also spell it's doom. By keeping the points high enough on the Intruder Missile it's never an auto include. If the meta leans to far in the direction of many large based "fat" ships then the value goes up. If the meta leans towards more swarm then the value goes down. IMHO this is the most elegant way to handle the current meta.

I think you are putting to much emphasis on the offensive portion of the game. Having weapons to quickly end the opposition would take some of the fun out of the game. Someone who spends 50 points putting a Decimator on the board would also not agree to the possibility of being knocked out in 1 or 2 rounds. With this missile on 2 ships, you could have a decimator down to 1 shield and 3 hull and a 3rd ship could potentially finish it in the first round.

The Decimator has no agility, so strategy can take it out versus trying to have some super powerful weapon to do so.

The missile it's self could never kill anything as it only cares about the remaining hull and shield. If a ship has 1 hull left it would do no damage.

Against large ships I was thinking of this EPT:

Broadside

2 pts

"If the defender is a small ship, change a blank to an [eye] during the attack.

If the defender is a large ship (or bigger) change a blank to a [boom]."

Edited by Sergovan

Targeted

When this ship has a target lock token on an enemy ship reduce its agility by 1 to a minimum of 0.

points 4

The first one seems open to abuse with turrets

Targeted

Small Ship only, Limited

When attacking, if you have a target lock on an enemy ship reduce its agility by 1 to a minimum of 0.

4 Points

Limited because of the A-Wing; Combo with Wedge is no problem (cause Wedge does stack with Outmaneuver too), so is the combo of this with Outmaneuver on an A-Wing is crictical but should be a okay since that would be 7 Points of EPTs and two different trigger-conditions

Locked On

If an enemy ship is inside your fire arc and performs a boost or barrel roll, you may perform a free boost action

points 3

the second one needs timing clarification.

Locked On

Small Ship only

Once per Activation Phase, if an enemy ship inside your firing arc performs a Boost or Barrel Roll action you may recieve a stress token to perfrom the exact same action as a free action. If your action bar does not have the approriate icon, roll two attack dice and suffer all Hit or Crit results.

3 Points

Stress Token because possibly a double action; Damage the same as Daredevil

"Exact same action" = same action and same direction; If it's Lorrir you still only get to use the 1-straight; if you cannot perform that action (bump, obstacle) you still recieve the stress token

Both Small Ship only because Large Ship get more out of the free Boost or Barrel Roll and we finally need Small Ship only cards that are not titles, unless we are set on playing with/against Fat Han/Super Dash forever and ever

Edited by 0rph3u5

I like the idea of making target locks more potent, but I don't know if reduced agility is the way to do it. I have suggested an droid that would let you change one (focus) to a (hit) if you use a target lock on the attack. Something like that might feel more fluid in game.

The intruder missile is poor design in my opinion. It is a weapon that targets one type of ship. In itself not the worst idea, but it is devastating to those ships, and almost useless against everything else. The answer to the "meta" of fat turrets is to play 75 minute rounds in tourney play. The problem is not that they always win, but the way that they interact with the scoring system. And how poorly a swarm does in the same system if the game goes to time and the fatty is still alive. 75 minute rounds all but eliminates this problem.

Of the fatties, c3po seems to be the biggest pain. How about attack that mechanic directly. Cannon: 3 dice, if this attack hits, cancel all dice results and deal 2 damage to the defender.

Targeted

When this ship has a target lock token on an enemy ship reduce its agility by 1 to a minimum of 0.

points 4

The first one seems open to abuse with turrets

TargetedSmall Ship only, Limited

When attacking, if you have a target lock on an enemy ship reduce its agility by 1 to a minimum of 0.

4 Points

Limited because of the A-Wing; Combo with Wedge is no problem (cause Wedge does stack with Outmaneuver too), so is the combo of this with Outmaneuver on an A-Wing is crictical but should be a okay since that would be 7 Points of EPTs and two different trigger-conditions

Locked On

If an enemy ship is inside your fire arc and performs a boost or barrel roll, you may perform a free boost action

points 3

the second one needs timing clarification.

Locked On

Small Ship only

Once per Activation Phase, if an enemy ship inside your firing arc performs a Boost or Barrel Roll action you may recieve a stress token to perfrom the exact same action as a free action. If your action bar does not have the approriate icon, roll two attack dice and suffer all Hit or Crit results.

3 Points

Stress Token because possibly a double action; Damage the same as Daredevil

"Exact same action" = same action and same direction; If it's Lorrir you still only get to use the 1-straight; if you cannot perform that action (bump, obstacle) you still recieve the stress token

Both Small Ship only because Large Ship get more out of the free Boost or Barrel Roll and we finally need Small Ship only cards that are not titles, unless we are set on playing with/against Fat Han/Super Dash forever and ever

A-Wings can't take more than one of the same EPT.

I think the first should be a Modification not an EPT so low PS can take it

The intention was to have Targeted stack. Yes there is an upside to giving this tool to turrets but there is also much danger to them on the other side of it. These are all just ways I see the game needs to increase the offense in the game and slow down the ultra defensive builds. Take an Intruder Missile for instants:

Intruder Missile

Attack 3 Range 2-3

Attack (Target Lock): Discard this card to perform this attack

If this attack hits, the defender suffers hits equal to half rounded down of it's remaining Hull and Shields. Then Cancel All dice results.

5 points

A missile like this is no real danger to a tie or a wing or any other low hit point ship. To the larger ships B-Wing, Decimator and YT-1300 this could be devastating. Hitting a Han Solo for 6 on the first shot would shorten the life span of the YT-1300. Getting 8 hits on the Decimator would also spell it's doom. By keeping the points high enough on the Intruder Missile it's never an auto include. If the meta leans to far in the direction of many large based "fat" ships then the value goes up. If the meta leans towards more swarm then the value goes down. IMHO this is the most elegant way to handle the current meta.

I think you are putting to much emphasis on the offensive portion of the game. Having weapons to quickly end the opposition would take some of the fun out of the game. Someone who spends 50 points putting a Decimator on the board would also not agree to the possibility of being knocked out in 1 or 2 rounds. With this missile on 2 ships, you could have a decimator down to 1 shield and 3 hull and a 3rd ship could potentially finish it in the first round.

The Decimator has no agility, so strategy can take it out versus trying to have some super powerful weapon to do so.

The missile it's self could never kill anything as it only cares about the remaining hull and shield. If a ship has 1 hull left it would do no damage.

I understand that - but you are talking about a weapon that I can put on 2 Z-95s - shoot from range 3 in the first round and then a ship with HLC can potentially take out a Decimator from range 3 in the same round.

This is not about one ship or one weapon, but about the combined effect of everything.

I'm kinda ok with the required 17pts of upgrades to kill off one ship. Concurrently you could spend 12 points on Cluster Missiles and down a Decimator in one turn and yet they seem to survive in this meta.

I'm kinda ok with the required 17pts of upgrades to kill off one ship. Concurrently you could spend 12 points on Cluster Missiles and down a Decimator in one turn and yet they seem to survive in this meta.

Yes - but with Concussion missles you have to roll dice. Even then the odds of ALL dice on every attack being a hit is unlikely - which is why Decimators likely survive.

Intruder missle with Z95 Lt. Blount - I wouldn't even have to roll a hit on the dice to take 6 hull and 2 shields in the first attack.

Targeted

When this ship has a target lock token on an enemy ship reduce its agility by 1 to a minimum of 0.

points 4

So, if you had 4 of these you would reduce Stealth Device Soontir Fel to 0 agility. Probably not a good idea. At a minimum you would have to make it unique.

A-Wings can't take more than one of the same EPT.

Not a Rebel player, so I didn't know that when shooting of my hip - Thanks for clearing that up

Targeted

When this ship has a target lock token on an enemy ship reduce its agility by 1 to a minimum of 0.

points 4

So, if you had 4 of these you would reduce Stealth Device Soontir Fel to 0 agility. Probably not a good idea. At a minimum you would have to make it unique.

No need to make it unique, just limit it's effect to the ship that is using it ... "When [you are] attacking" should get it to work that way

Edited by 0rph3u5

Targeted

When this ship has a target lock token on an enemy ship reduce its agility by 1 to a minimum of 0.

points 4

Locked On

If an enemy ship is inside your fire arc and performs a boost or barrel roll, you may perform a free boost action

points 3

either of these cards could be fun to play with

I like the second one, like a "passive action" or in this case "passive boost action". Mabe as pilot skill?

Targeted

When this ship has a target lock token on an enemy ship reduce its agility by 1 to a minimum of 0.

points 4

Locked On

If an enemy ship is inside your fire arc and performs a boost or barrel roll, you may perform a free boost action

points 3

either of these cards could be fun to play with

FCS and gunner/IG88B/Corran's Double Tap is already too good.

I'm kinda ok with the required 17pts of upgrades to kill off one ship. Concurrently you could spend 12 points on Cluster Missiles and down a Decimator in one turn and yet they seem to survive in this meta.

Yes - but with Concussion missles you have to roll dice. Even then the odds of ALL dice on every attack being a hit is unlikely - which is why Decimators likely survive.

Intruder missle with Z95 Lt. Blount - I wouldn't even have to roll a hit on the dice to take 6 hull and 2 shields in the first attack.

make it a torp ?

Make spending the TL a condition so it's not too OP (ok maybe it is already :) )

maybe add stress or forbid the use of focus?

Add a 1 point astromech that synergizes with it REALLY well

make it so it's not so great on a Y-Wing - like maybe the droid cannot be equipped on a ship with agility of less than 2.

Voila!

A reason to fly X-Wings

albeit a bit of a one trick pony

Edited by Funkleton

Locked On

If an enemy ship is inside your fire arc and performs a boost or barrel roll, you may perform a free boost action

points 3

I quite like this - I'd make it like a reverse Expert handling though - so 2 points instead of 3

Something like:

If an enemy ship inside your firing arc performs a boost or barrel roll, you may perform a free boost or barrel foll action. If you do not have the corresponding action icon, receive 1 stress token. You may then acquire a target lock on that ship.