My ideas for many X-wing Fixes in general

By eagletsi111, in X-Wing

FFG has used 3 of my idea's so far, lets hope they use more of them to help balance the game

FFG use my exact Idea for Tie Defender fix: See Post #62

https://community.fantasyflightgames.com/topic/183789-tractor-beam-how-do-they-work/page-4#entry1721431

Title:

Synchronized Weapons (Like the BTL A4)
0 Pts
Tie Defender Only
When you have a cannon equipped that is less than 3 points, you may use it in addition to any primary weapon on the same turn.

FFG Used My idea for a Cloaking device for Scum, but changed it slightly: See Post #20
FFG used my idea for Sabines Ability: See Post #135
Here are more great ideas!!!
Stress Rules:
After a ship has 5 or more stress all white maneuvers on its dial count as red.
Punisher Fix:
Title: Heavy Bomber
Tie Punisher Only
0 Pts
When the Extra munitions upgrade card is placed on this ship it adds two Extra Munitions tokens. In addition count this ship as large for any effects which hit it. (Tractor Beams, Ions, Weapons, etc)
Now it follows the old Lore and makes the ship much more playable.
My Idea for an Ordnance Fix
Bonus for Target Selection:
Torpedoes = Add +1 automatic Crit to your attack dice versus large or huge targets only,
Missiles = Add +1 Automatic Crit to your attack dice versus small targets
These bonus dice cannot be modified in anyway.
Bomb Fix:
When detonated all bombs that do at least 1 damage count as critical hits
My Idea for E-wing fix
Astromech Droid
0 points
E-wing Only
R7-T4
Squad Point Cost is reduced by 2 points and all banks count as green.
This fixes the major issue with the E-wing of being over-costed and since it requires a Astro slot, Corran and Ethan need to make a decision as to weather they want R2D2 or this.
Or

Astromech Droid

E-wing only

1 Pts

Add a Tech Slot to your Ship

Edited by eagletsi111

My Idea for an Ordnance Fix
Ordnance Phase:
Make an Ordnance phase before Primary weapons in the Combat phase. But you can still only attack once during the combat phase
Bonus for Target Selection:
Torpedoes = Add +1 automatic hit to your attack dice versus large or huge targets only,
Missiles = Add +1 Automatic hit to your attack dice versus small targets
Weapons Guidance System:
Modification: 0 Pt
When you declare an attack with a [missile] or [Torpedo] upgrade that requires a target lock to be spent. Once per combat phase, you may re-roll up to 2 your dice used in the attack (As if you had a target lock). This way the new pilot Redline is not stepped on. You may not do this if you already have a target lock token.
My Idea for E-wing fix
Modifcation:
0 pts
E-wing Only
Streamlined
Squad Point Cost is reduced by 2 points and all banks count as green.
(For those who think this is too good: In addition all 3 hard maneuvers count as red)
This fixes the major issue with the e-wing of being over-costed and since it requires a modification slot, Corran and Ethan need to make a decision as to weather they want EI or this.
My Idea for X-wing fix
Title:
1 pts
T65C1
X-wing Only
Add +1 hull to your ship. You cannot take a Hull upgrade modification. In addition subtract 2 squad points from all non unique astromech droids (minimum of 0)
(For those who think this is too good: In addition all 3 hard maneuvers count as red)
This adds the Hull that everyone is talking about, sure it's 1 point, but since hull cost 3 normally. It's 2 points cheaper. This fix also fixes the X-wing dial, if you take an r2 for free

Giving Corran more greens is not a good idea, even if it does take away his reds.

My Idea for an Ordnance Fix
Ordnance Phase:
Make an Ordnance phase before Primary weapons in the Combat phase. But you can still only attack once during the combat phase
Bonus for Target Selection:
Torpedoes = Add +1 automatic hit to your attack dice versus large or huge targets only,
Missiles = Add +1 Automatic hit to your attack dice versus small targets
Weapons Guidance System:
Modification: 0 Pt
When you declare an attack with a [missile] or [Torpedo] upgrade that requires a target lock to be spent. Once per combat phase, you may re-roll up to 2 your dice used in the attack (As if you had a target lock). This way the new pilot Redline is not stepped on. You may not do this if you already have a target lock token.
My Idea for E-wing fix
Modifcation:
0 pts
E-wing Only
Streamlined
Squad Point Cost is reduced by 2 points and all banks count as green.
(For those who think this is too good: In addition all 3 hard maneuvers count as red)
This fixes the major issue with the e-wing of being over-costed and since it requires a modification slot, Corran and Ethan need to make a decision as to weather they want EI or this.
My Idea for X-wing fix
Title:
1 pts
T65C1
X-wing Only
Add +1 hull to your ship. You cannot take a Hull upgrade modification. In addition subtract 2 squad points from all non unique astromech droids (minimum of 0)
(For those who think this is too good: In addition all 3 hard maneuvers count as red)
This adds the Hull that everyone is talking about, sure it's 1 point, but since hull cost 3 normally. It's 2 points cheaper. This fix also fixes the X-wing dial, if you take an r2 for free

Giving Corran more greens is not a good idea, even if it does take away his reds.

True, but since this is a modification, he cannot boost, which is major with Corran. So if he takes it no more boost, and now he has to place it dial at the same time as everyone else, which with boost he can do according to PS.

I think your E fix is maybe a little too good on Corran and not enough for the generics.

But hey: they all are, right?

X fix is alright, but it's too much to fit on a card.

My Idea for an Ordnance Fix
Ordnance Phase:
Make an Ordnance phase before Primary weapons in the Combat phase. But you can still only attack once during the combat phase
Bonus for Target Selection:
Torpedoes = Add +1 automatic hit to your attack dice versus large or huge targets only,
Missiles = Add +1 Automatic hit to your attack dice versus small targets
Weapons Guidance System:
Modification: 0 Pt
When you declare an attack with a [missile] or [Torpedo] upgrade that requires a target lock to be spent. Once per combat phase, you may re-roll up to 2 your dice used in the attack (As if you had a target lock). This way the new pilot Redline is not stepped on. You may not do this if you already have a target lock token.
My Idea for E-wing fix
Modifcation:
0 pts
E-wing Only
Streamlined
Squad Point Cost is reduced by 2 points and all banks count as green.
(For those who think this is too good: In addition all 3 hard maneuvers count as red)
This fixes the major issue with the e-wing of being over-costed and since it requires a modification slot, Corran and Ethan need to make a decision as to weather they want EI or this.
My Idea for X-wing fix
Title:
1 pts
T65C1
X-wing Only
Add +1 hull to your ship. You cannot take a Hull upgrade modification. In addition subtract 2 squad points from all non unique astromech droids (minimum of 0)
(For those who think this is too good: In addition all 3 hard maneuvers count as red)
This adds the Hull that everyone is talking about, sure it's 1 point, but since hull cost 3 normally. It's 2 points cheaper. This fix also fixes the X-wing dial, if you take an r2 for free

Giving Corran more greens is not a good idea, even if it does take away his reds.

True, but since this is a modification, he cannot boost, which is major with Corran. So if he takes it no more boost, and now he has to place it dial at the same time as everyone else, which with boost he can do according to PS.

The Predator + Advanced Sensors build for Corran would love this card big time.

Maybe variety in Corran should be welcomed but that's not the kind of variety I hope for.

Very nice Eagle.


I just put this in another thread...


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.


It is similar to your title, but it grants the X's a repositioning aspect that no other ship has and also makes it cheaper when loading up on upgrades. A Loop-the-Loop would make the 1 banks and straight effectively into 0 banks and straight. use Adrenaline Rush and you could do a 6K-turn. Combine with a couple other ideas I had...



Auxiliary Shield Generators

Modification, X-Wing Only, 6pts

Increase your shield value by 2.


*R7-D5

Astromech 4pts

Action: If you have no shields remaining, you may roll 1 defense die.

If you roll an evade result, regain all of your shields up to your maximum value, then discard this card.


A 108pt squad of "Rogues" with 2-3 upgrades each comes in at 100pts. And with the new action in my title they have greater action economy.

There's got to be a better name for that than "loop the loop"

"Inside Loop" appears to be the aerobatic term for it.

But that doesn't really put you back of your start position, it keeps you about where you were.

Edited by Ixidor

There's got to be a better name for that than "loop the loop"

I agree, but I like the mechanic and couldn't think of a better name on the spot. ;)

My favorite ordnance fix suggestion so far has been if the attsck hits, cancel all defender dice results. It's still hard to hit the really agile ships, but make these expensive and restrictive 1 shot weapons really dangerous.

The only thing that worries me is the proton rockets upgrade.

I keep meaning to test this out but I don't play nearly as much X-wing as I would like.

What about an Aileron Roll action? Its more fitting of the actual movies with the X-wings dodging fire at the battle of Yavin, and may cause some new decisions to be made.

AILERON ROLL

ACTION

1. Choose the 1 Bank template

2. Set the maneuver template at the front of your ship. This may be place anywhere as long as it does not overhang the base

3. Move the ship to the end of the template

4. Finish by putting the ship with the side of its base touching the template as it does not overhang the base.

Kind of a boost/barrel roll 50/50. Use the idea of Echo decloaking with the template at the front (and only speed 1) as a reference.

Our group always uses the Target Selection Modification rules. It really makes ordnance useful depending on what you fight. And it's free.

My Idea for an Ordnance Fix
Ordnance Phase:
Make an Ordnance phase before Primary weapons in the Combat phase. But you can still only attack once during the combat phase
Bonus for Target Selection:
Torpedoes = Add +1 automatic hit to your attack dice versus large or huge targets only,
Missiles = Add +1 Automatic hit to your attack dice versus small targets
Weapons Guidance System:
Modification: 0 Pt
When you declare an attack with a [missile] or [Torpedo] upgrade that requires a target lock to be spent. Once per combat phase, you may re-roll up to 2 your dice used in the attack (As if you had a target lock). This way the new pilot Redline is not stepped on. You may not do this if you already have a target lock token.
My Idea for E-wing fix
Modifcation:
0 pts
E-wing Only
Streamlined
Squad Point Cost is reduced by 2 points and all banks count as green.
(For those who think this is too good: In addition all 3 hard maneuvers count as red)
This fixes the major issue with the e-wing of being over-costed and since it requires a modification slot, Corran and Ethan need to make a decision as to weather they want EI or this.
My Idea for X-wing fix
Title:
1 pts
T65C1
X-wing Only
Add +1 hull to your ship. You cannot take a Hull upgrade modification. In addition subtract 2 squad points from all non unique astromech droids (minimum of 0)
(For those who think this is too good: In addition all 3 hard maneuvers count as red)
This adds the Hull that everyone is talking about, sure it's 1 point, but since hull cost 3 normally. It's 2 points cheaper. This fix also fixes the X-wing dial, if you take an r2 for free

Giving Corran more greens is not a good idea, even if it does take away his reds.

True, but since this is a modification, he cannot boost, which is major with Corran. So if he takes it no more boost, and now he has to place it dial at the same time as everyone else, which with boost he can do according to PS.

I've ran and faced Corran a bunch of times without EU. He really doesn't need it. There needs to be a card that helps the generics but doesn't help Corran. He doesn't need it.

What about an Aileron Roll action? Its more fitting of the actual movies with the X-wings dodging fire at the battle of Yavin, and may cause some new decisions to be made.

AILERON ROLL

ACTION

1. Choose the 1 Bank template

2. Set the maneuver template at the front of your ship. This may be place anywhere as long as it does not overhang the base

3. Move the ship to the end of the template

4. Finish by putting the ship with the side of its base touching the template as it does not overhang the base.

Kind of a boost/barrel roll 50/50. Use the idea of Echo decloaking with the template at the front (and only speed 1) as a reference.

Interesting. But really an Aileron roll is just tipping the wings and sliding rudder. which keeps you facing the same direction but moving slightly sideways. Because of space and continuum of movement you need to have some type of thrusters to do this.

To better represent that I would do this:

Maneuvering Thrusters(Aileron roll):

Modification:

X-wing

0 Pts.

When you execute a straight maneuver, move the template to the front side of your base then move your ship using the new location of the template.

I'm adding this to the top.

Edited by eagletsi111

All you need to do is tap Z or R twice.

Poof, x-wing fixed.

All you need to do is tap Z or R twice.

Poof, x-wing fixed.

Huh! Are you talking about the video game. I'm confused!

Nice and balanced ideas

The missile/torpedoe +1 difference add fluff and tactic. Fun but doesn't sound in the mood of the games rule.

The PWT nerf is an instabuy for our group.

The other idea : ordonnance 1hit = cancel all défense dice makes those one shot weapons a worthy bet.

My Idea for an Ordnance Fix

Ordnance Phase:
Make an Ordnance phase before Primary weapons in the Combat phase. But you can still only attack once during the combat phase. It's a nice boost to those low PS ships that have ordnance

I actually went through the gymnastics for this a few weeks ago, including a reusable ordnance system, it requires two new tokens, ordnance and reload. Ordnance tokens are like TLs, but numbered like ship IDs, 4 of each number.

Basically, every torp/missile card would have Range+1 ordnance tokens assigned to it.

When you fire with a TL, you spend the TL as usual, but instead of rolling the attack, you assign ordnance tokens to the target equal to the current range.

During the Ordnance phase, any ship with an ordnance token assigned removes 1 ordnance token. Any ship that removes its last ordnance token has an attack performed against it from the corresponding torp/missile card (cards get Range+1 tokens because they need to have a non-assigned one at all times for IDs with multiple torps/missiles flying).

Basically this solves low-PS ordnance (TL is spent, but ordnance hits target AFTER at least one action phase, so you can reaquire). This would require some card mods (Expert Handling and Countermeasures amended to shuck ordnance tokens?), but it also allows the target ship to set up for evasion since the torp/missile hits them at least after their next action phase, plus they can panic.

The reload system is a bit trickier, in that I'm not sure if there's a good way to use the values on existing cards to get the timing right (it has to be variable to handle torps/missiles of varying strength), but it's basically done by assigning reload tokens and removing one from the card during each end phase.

My Idea for E-wing fix

Astromech Droid
0 points
E-wing Only
R7-T4
Squad Point Cost is reduced by 2 points and all banks count as green.
This fixes the major issue with the e-wing of being over-costed and since it requires a Astro slot, Corran and Ethan need to make a decision as to weather they want R2D2 or this.

Going down the astromech discount for E-wing route, you could go with a title "E-wing Series I" that reduces the cost of an equipped astromech with R7 in its name by 2 points to a minimum of 0. That would be in tune with the whole E-wings only supporting R7s when they were first built.

With that, release 2 or 3 unique R7 astros and another generic R7. Gives you room for a generic upgrade to the E-wing and a couple of unique abilities that can also be had by Y and X wings for a slightly higher price.

For the "inside loop" action, what if you had to move forward 1 straight at the end of the combat phase? Then you complete a full loop.

A year and a half is a long time.....