Dream cards...

By StarWarsDad1138, in X-Wing

Would love some way to rejigger X-wings (and maybe other ships like Defender) by applying different cannon patterns and/or shields.

Quad-link: Extra firepower against targets with less than 2 agility.

Stutter-fire: Extra firepower against targets with more than 2 agility.

Could do the same with shields

Double-Front: Extra defense against targets in arc

Stabilize-Rear: Extra defense against targets outside arc

It's a lot of words to fit on one card, but I had an idea for shields:

Modular Shields (Modification)
X-wing only.
At the start of the game, after all ships have been deployed, choose one of the following effects:
- When defending, if the attacker is inside your firing arc, you may change 1 of your blank results to an evade result.
- When defending, if the attacker is outside your firing arc, you may reroll 1 of your evade dice.
Action: Change the chosen effect from this upgrade card.
It's harder to keep a ship in-arc, hence why the effect is better.
Edited by LaserBrain

Modification

Comunications Array - 1SP

At the beginning of combat you may gain a TL on any enemy ship that is TL'd by another friendly ship with Communications Array. You may only have one TL at a time.

Give it to a squad of Punishers and let the Missles and Torps fly.

Rogue Squadron

Title, X-Wing Only 0pts.

Your action bar gains the Loop-the-Loop icon (see below)

Reduce the cost of each equipped upgrade by 1 to a minimum of 0

Cannot equip if your pilot skill is 2 or lower.

New action, called Loop-the Loop

This card explains the rules for performing a Loop-the-Loop action. To Loop-the-Loop follow these steps:

1. Choose the 1 straight maneuver template.

2. Set the maneuver template between the ship’s rear guides.

3. Move the ship to the opposite end of the template and slide the front guides of the ship into the template.

Performing a Loop-the-Loop does not count as executing a maneuver. A ship cannot Loop-the-Loop if this would cause its base to overlap with another ship’s base or an obstacle token.

Had a couple great games against an opponent at my FLGS the other day, and we started talking about the Hounds Tooth and Nashtah Pup, inspiring some cards that could take place when a friendly ship is destroyed.

We didn't go into great detail, but things like Old Buddy, where if a friendly ship is destroyed within range three, you are assigned a focus that stays until used and a target lock on the offending ship.

We talked over several ideas, but mainly along the lines of someone seeing their 'friend' vaporized giving them the anger/resolve to become more offensive, or even low-PS pilots being inspired to take action with the loss of their role model.

I like force sensitive EPTs but the ones listed are a bit insane. I prefer +1ps and access to force talents:

Alter- reroll any one roll and then discard this card

Control- BR an obstacle, discard

Sense- Intel agent for all ships in range 1

Make them all 1 use and cheap.

Oh and:

Darkside- single use vader

Light side- allow a friendly in range 1 to reroll a single die

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).

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.

Experimental laser cannons

3 point unique upgrade

Counts as a secondary weapon

Range 1 to 3

3 red dice

Joruus C'Baoth

Crew: 4 points

Action (focus): All friendly ships in Range 1 get +1 Pilot Skill, Attack, Agility (Battle Meditation)

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.

Unit Cohesion

Title, 1pt

Any ship

When an enemy ship can target multiple friendly ships with the "Unit Cohesion" upgrade, it must choose from the targets that are in the closest range band.

So if you have 4 "Unit Cohesion" ships and 1 is at R1 of the enemy, 2 are at R2 and the other is at R3, the enemy MUST target the ship at R1. If 2 ships are in the same "closest" range, either may be attacked. With the right positioning, you can always force your opponent into only shooting the 1 or 2 ships you want him to target. Makes everyone a Biggs if you fly them right.

I know, I know, how are you ever gonna knock out a Fat Decimater with a cloaked Sigma turtled in front of it???

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.

Noooo! X-Wings have no system slot, and B's do not need the help. Besides, B's and all the large base ships could throw a ridiculous amount of dice in a alpha strike by sacrificing their shields right off the bat.

As I said, needs some restrictions, base size, max of 2 dice, cost a ton of points or ship specific mods or titles, something to keep it balanced.

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.

I didn't think about the Ywing angle, I'm not sure I'd consider it a deal breaker even there, the regen needs hits, not crits or focuses or misses. I definately don't want bwings getting it, so I think it is best as an xwing title, or an astromech. That also blocks pairing it with r2d2. It also works beter with generics than named ships as the risk isn't so spooky. A 6 or 7 die attack from Coran would be brutal, but he is down to 2 hp after. That is a steep oppurtunity cost.

Aileron Roll

Action: Gain 1 evade token and remove 1 red target lock.

Pts 3 Elite Talent

You know the thing where you spin on the spot.

I'd like a new missile.

Energy displacement missile (whatever that means)

Cost .. 5?

2 red dice. Range 1. Defender may not spend evade tokens when defending.

If this attack hits, cancel all dice results.

The defender suffers a number of *booms* equal to 1/2 of its total hull and shield value, rounded up. (So, decimator takes 8 damage, yt 1300 takes 7, Spray, shuttle and yt 2400 takes 5, B-wing and y-wing 4.)

Probably OP. but still.. only useful sometimes, only 2 red and range 1 restriction.

Dream cards - What should be and will never be.

Concussion missile. Range 3-4

Target lock required to launch, target lock spent to launch. Target lock may be used to re roll dice.

Firepower 3

If this hits, cancel all dice results, the target suffers 3 hits.

Target Lock required to launch, Target lock spent to launch.

Proton torpedo

Range 3-5

Firepower 2

If this hits, cancel all dice results. The target suffers 5 hits and 1 crit.

EPT: gunnery reflexes.

Turret only. May be equipped onto huge ships if they have a gunnery team even if they do not have an ePT slot.

When a warhead is fired at the bearer of this card or any allied ship within range 1 you may attempt to shoot down the warhead. All warheads count as agi 4 1 hull. If you have a card that allows a second attack such as gunner, quad turret - the next attack must be at the warhead.

I won't pretend I am smart enough to figure out the correct prices.

Edited by DariusAPB

some of them from another thread i recently posted:

Evasive Thrusters

Modification, 2 Points

Your action bar gains the evade action

Disruptor Torpedo

Torpedo, Range 1, Attack 2, 4 Points

Attack(Focus):

The defender may not spend evade tokens when defending.

If your attack hits, cancel all dice results. The defending ship suffers 1 damage and receives a "weapon disabled"-token

Heat-Seeker Missle

Missle, Range 1-2, Attack 4, 5 Points

Attack(Target Lock): Spend your target lock to attack one enemy ship.

The defending ship gains 2 additional evade dice.

Only if your attack hits:

-> Keep all hits and crits and change all blanks and eyeballs to hits.

-> The defender cancels all dice results

Somehow an ordnance fix... either it hits for its full potential or does nothing.

ND9 Hyperdrive Motivator

Tie Defender Only. Title

Immediately after you reveal a maneuver, if the revealed maneuver is a green maneuver, you may perform a free Boost or Barrel Roll action before executing the maneuver.

1 Point

Cannon Fire-Link

Tie Defender Only

Missle 0 Points

If you equip a cannon upgrade, its squad point cost is reduced by 2 (to a minimum of 0)

After you perform a primary weapon attack, you may immediately perform an attack with an equipped secondary cannon weapon which says "Then cancel all dice results."

(Ion, Flachette and any future type cannon doing 1 damage and something special,)

The Purpose here is to link those cannons from the lore but still improving cost problems with the defender and the big guns.

Twin ion Engine

Modification. TIE only 1 Point

You may treat all bank maneuvers as green maneuvers

Sonic Cannon

Cannon Range 1-3, Attack 3, 7 Points

Attack: Attack 1 ship. If this attack hits the target ship, the ship suffers 1 damage and receives 1 ion and 1 stress token. Then cancel all dice results and put a "weapons disabled"-token onto this cannon which is removed after the next combat phase

Edited by Taiowaa

EPT – Copycat

2 Points

Action: Choose any ship at range 1. Until the end of the turn you may treat your pilot ability text as the pilot ability text from the chosen ship.

Or (no, not a choice on the card, I just don’t know which way I would make it)

Action: Choose any ship at range 1. Until the end of the turn you must switch pilot ability text with the chosen ship.

Potent, but restricted by 1) costing an action and 2) using up your EPT making action-stacking more difficult.

EPT: Cool Under Fire

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

4 points.

How about MUST remove with lower point cost?

A 1 point modification for TIE ships which made their banks green. I'd call it Twin Ion Engine Something.

that may exist...

OverYourHead.PNG

Angle the Defector Shields: 1 point

You may discard a shield token to remove a red die targeting you.

Switch shields to double front: action 1 point

If a ship attacks you while in your primary fire arc, It takes two hit results to remove a shileld token. Attacks targeting you outside your primary arc ignore shield tokens.

Edited by That Blasted Samophlange

Fire-linked ion cannons: a 4 point upgrade that occupies a Cannon slot but is not itself a secondary weapon. When you deal damage with a primary weapon attack, the target receives an ion token.

Engage at point blank range. Elite talent. Point cost ?

When your ship would be rammed by an epic ship you may forgo being removed by discarding this card

Veteran Co-Pilot. Crew Member. 1 Point.

Your upgrade bar gains the EPT upgrade icon.

You cannot equip this upgrade if you already have a EPT upgrade icon or if your pilot skill value is "3" or lower.

Barrel rolling Shuttles. I need them.

This has been one of my little pet ideas for a long time. R2-D6 with skin, essentially. Potentially a game-changer on the K-wing and Shuttles (not to mention the non-Bossk YV-666 pilots). This would also have to be "Limited" to avoid any future FAQ entry. You know someone would try to argue that you add the crew cards simultaneously, allowing a ship multiple EPTs.