Dream cards...

By StarWarsDad1138, in X-Wing

Yeah.. it would have to be FAQ'd. But the idea would be to allow only 1 EPT to be added. You can always add the line: "You cannot equip two Vet. Co-pilots."

What it would do is make the named Shuttle pilots way more flexible and actually useful in a 100 point match.

Some combinations could be:

Yorr + Wingman, the ultimate stress clearer. In theory he could take 2 stresses off your ships a round.

Kagi + Expert Handling, He'd drive any list that likes TLs crazy. They'd have to just focus and try to deal with him first.

Intimidation + Enhanced scopes + APL. Move first. Block action. Roll for APL. Lower their agility. Nice triple punch of suck.

Any of them Adrenaline Rush. White stop maneuver once!

DTF. 10 Hitpoints to pull crits off of a more important ship.

DareDevil! (you'll need EU, but you can get silly with Advanced Sensors)

Jamming Field Generator

Torpedo 4pts.

All friendly ships at R1 cannot be assigned a Red target Lock token.

Red Target Lock Tokens assigned to Friendly ships at R1 cannot be spent or used to trigger an ability by attackers.

Alternatively, this could be renamed and made a Crew, Modification or Astromech upgrade, but the torpedo slot isn't used much anyway.

Yes I am already trying to nerf those overpowered Tie/x1's.

Heavy-95

Z-95 only, modification

Gain 1 hull, astromech slot.

2-3 points maybe?

Heavy-95

Z-95 only, modification

Gain 1 hull, astromech slot.

2-3 points maybe?

Would go with heavy TIE/LN, gaining a hull and a system, or a shield? I'd make heavy -z95 rebel only

Edited by DariusAPB

Heavy-95

Z-95 only, modification

Gain 1 hull, astromech slot.

2-3 points maybe?

This will push the X-Wing further out of the meta

EPT: Cool Under Fire

At the start of the combat phase, you may remove one token from your ship.

4 points.

Wait... any token? Stress, TL, Ion, Focus, Evade, Weapons Disabled, etc?

I'm not sure what a Weapons Disabled token is, but yes, a Stress, Red Target Lock, Ion.

Edited by Veldrin

Energy transfer, either as a mod or EPT or possibly as an astromech.

After movement, before combat begins, you may reduce your primary attack to 0 and roll a number of red dice equal to the attack, hits restore shields up to your maximum value.

Or

You may spend shield tokens to increase your primary weapon attack by 1 die per token until the end of the round, or for the next attack (depending on how broken it would be to let Corran have two 6 dice attacks).

These are very nice. As a mod, however, you could spend your shields for a big shot, then run and recharge with R2-D2 or R5-P9 and that may be a bit too powerful. On the other hand, if its an astromech you could have a Y-Wing with an Ion cannon turret who doesn't care about the 0 primary attack dice so he would be attempting to regen 2 shield every turn without sacrificing a shot. Also maybe too over powered.

Hmm. I liked these but I think I just talked myself out of them. May have to put some minor restrictions on them but I wanna try this in casual games.

Make them Systems upgrades.

You want this thing on B-WINGS!?!?!?!?!!!!

You can always add the line: "You cannot equip two Vet. Co-pilots."

Thats what the whole limited thing is about

Let's get really crazy for a second. This is definitely a dream, but might be fun to try in a casual game or campaign.

*Imperial Infiltrator

Unique Crew, Rebel or Scum only, -8pts

At the start of the combat phase, roll one attack die. Suffer any hits or crits rolled. (Damage yourself 50% of the time)

At the end of the end phase, roll 3 defense dice. If you roll 3 evades, discard this card. (About a 5% chance to discard)

Is it worth it to basically throw away a ship to squeeze 8 points in somewhere else in your list?

Should it be more like -6pts?

Edited by pickirk01