As for the OP:
I like the idea, but agree it's a little overpowered. I would make it something like:
Once per turn, target must be in your primary arc. That improves their jousting ability, but also means people out of arc would not suffer so much.
As for the OP:
I like the idea, but agree it's a little overpowered. I would make it something like:
Once per turn, target must be in your primary arc. That improves their jousting ability, but also means people out of arc would not suffer so much.
TIE/D x7 is cute. You might be horrified to learn that it's probably worth more in the 5-7pts range, though. Defenders were already overcosted; the extra dial stuff is probably worth ~3pts at most (It was already the best dial on a small ship; there's only so much better you can be), though PTL probably breaks it a bit (PTL-kturn, whee!), and the regen is 3-4 points too, if R2-D2 and similar effects are worked out. Then again, the new K-wing just gets it as an elite upgrade, so maybe it's even fairer than that, too.
The regen thing alone is actually pretty neat! It would actually work as a real title too. Would make them endgame horrors, and that's fine by me.
Odd anti-synergy with Vessery and Rexler, but perhaps that's all to the good - they were the only ones even roughly worth their points to start with anyway.
You mean a non-unique title that makes a ship with no red moves, green 4-koiogran, 14 greens total, and white 1- and 2- turns, that self heals, has two system slots added (imagine advanced sensors AND fire control system), that can evade and boost... is worth just as much as a Heavy Laser Cannon??? With a combo like that, I could Avanced Sensors, Push the Limit, evade, boost, do a green 4-koigran, get rid of the stress... You must be kidding! ![]()
And for balance reasons, its counter, of course:
Tractor Beam (epic icon)
System. Small ship only. Attack 4 Range [1-2]
Attack(Focus): Discard a Focus token to perform this attack. If this attack hits, cancel all dice results; the defender gets an ion token and a stress token, and his agility score is reduced by 1 until the end of the round; you may then perform a (torpedo) or (missile) attack on the defender.
Cost: 20 points.
Interesting on the Tractor Beam:
You could actually add it to the game which something like this.
Tractor Beam:
5 pts
Cannon Slot
3 Attack, Range 1-2
Spend a Focus to Attack. On a hit ignore all results and assign 1 ion token (1 Damage) and 1 stress token to the target, for the rest of round subtract 1 from targets agility.
Would definitely make it useful and fluffy.
I kind of prefer that the Tractor Beam isn't a cannon in my version. It wasn't in the lore. It was a system. I actually even think that the System Upgrade icon looks totally like how the tractor beam projector looked like (unrelated to that, the Cloaked token looks totally like how the Tractor Beam power gauge looked like!).
A system with an Attack ability is pretty original, but not necessarily wrong if the attack itself never deals real damage. However I felt that the player should have the choice to perform another attack, because that was the main point of the tractor beam: to hold the defender so that it could be easy prey of the attacker.
Of course, we are here mixing the effects of the Ion cannon, with those of the Flechette cannon, plus a ordnance-limited second attack that kind of reminds Corran's double tap or a special Gunner. The cost of this device should be quite epic. ![]()
This makes Dutch an auto include with every x wing list.
He already is.
/ninja'ed
Edited by Darthfish
TIE/D x7 is cute. You might be horrified to learn that it's probably worth more in the 5-7pts range, though. Defenders were already overcosted; the extra dial stuff is probably worth ~3pts at most (It was already the best dial on a small ship; there's only so much better you can be), though PTL probably breaks it a bit (PTL-kturn, whee!), and the regen is 3-4 points too, if R2-D2 and similar effects are worked out. Then again, the new K-wing just gets it as an elite upgrade, so maybe it's even fairer than that, too.
The regen thing alone is actually pretty neat! It would actually work as a real title too. Would make them endgame horrors, and that's fine by me.
Odd anti-synergy with Vessery and Rexler, but perhaps that's all to the good - they were the only ones even roughly worth their points to start with anyway.
You mean a non-unique title that makes a ship with no red moves, green 4-koiogran, 14 greens total, and white 1- and 2- turns, that self heals, has two system slots added (imagine advanced sensors AND fire control system), that can evade and boost... is worth just as much as a Heavy Laser Cannon??? With a combo like that, I could Avanced Sensors, Push the Limit, evade, boost, do a green 4-koigran, get rid of the stress... You must be kidding!
And for balance reasons, its counter, of course:
Tractor Beam (epic icon)
System. Small ship only. Attack 4 Range [1-2]
Attack(Focus): Discard a Focus token to perform this attack. If this attack hits, cancel all dice results; the defender gets an ion token and a stress token, and his agility score is reduced by 1 until the end of the round; you may then perform a (torpedo) or (missile) attack on the defender.
Cost: 20 points.
Interesting on the Tractor Beam:
You could actually add it to the game which something like this.
Tractor Beam:
5 pts
Cannon Slot
3 Attack, Range 1-2
Spend a Focus to Attack. On a hit ignore all results and assign 1 ion token (1 Damage) and 1 stress token to the target, for the rest of round subtract 1 from targets agility.
Would definitely make it useful and fluffy.
I kind of prefer that the Tractor Beam isn't a cannon in my version. It wasn't in the lore. It was a system. I actually even think that the System Upgrade icon looks totally like how the tractor beam projector looked like (unrelated to that, the Cloaked token looks totally like how the Tractor Beam power gauge looked like!).
A system with an Attack ability is pretty original, but not necessarily wrong if the attack itself never deals real damage. However I felt that the player should have the choice to perform another attack, because that was the main point of the tractor beam: to hold the defender so that it could be easy prey of the attacker.
Of course, we are here mixing the effects of the Ion cannon, with those of the Flechette cannon, plus a ordnance-limited second attack that kind of reminds Corran's double tap or a special Gunner. The cost of this device should be quite epic.
Tractor beam (either as a system or as a Tie D title upgrde) I think should alter the Activation phase. take a stress to reduce the speed of a maneuver revealed in your front arc at range 1-2 (or just range 1)
As for the OP:
I like the idea, but agree it's a little overpowered. I would make it something like:
Once per turn, target must be in your primary arc. That improves their jousting ability, but also means people out of arc would not suffer so much.
"Once per turn, when you place or spend a Target lock on a ship in your front arc, take a free Evade action""
It's a nerf, but it REALLY puts the Xwing at the mercy of arcdodgers. The counterplay here is to keep the Xwing from moving his target lock around or spending it- if he cant do it, the Xwing spent 1-2 points on a title (because all free fixes take something away when they add something) for nothing
TIE/D x7 is cute. You might be horrified to learn that it's probably worth more in the 5-7pts range, though. Defenders were already overcosted; the extra dial stuff is probably worth ~3pts at most (It was already the best dial on a small ship; there's only so much better you can be), though PTL probably breaks it a bit (PTL-kturn, whee!), and the regen is 3-4 points too, if R2-D2 and similar effects are worked out. Then again, the new K-wing just gets it as an elite upgrade, so maybe it's even fairer than that, too.
The regen thing alone is actually pretty neat! It would actually work as a real title too. Would make them endgame horrors, and that's fine by me.
Odd anti-synergy with Vessery and Rexler, but perhaps that's all to the good - they were the only ones even roughly worth their points to start with anyway.
You mean a non-unique title that makes a ship with no red moves, green 4-koiogran, 14 greens total, and white 1- and 2- turns, that self heals, has two system slots added (imagine advanced sensors AND fire control system), that can evade and boost... is worth just as much as a Heavy Laser Cannon??? With a combo like that, I could Avanced Sensors, Push the Limit, evade, boost, do a green 4-koigran, get rid of the stress... You must be kidding!
And for balance reasons, its counter, of course:
Tractor Beam (epic icon)
System. Small ship only. Attack 4 Range [1-2]
Attack(Focus): Discard a Focus token to perform this attack. If this attack hits, cancel all dice results; the defender gets an ion token and a stress token, and his agility score is reduced by 1 until the end of the round; you may then perform a (torpedo) or (missile) attack on the defender.
Cost: 20 points.
Interesting on the Tractor Beam:
You could actually add it to the game which something like this.
Tractor Beam:
5 pts
Cannon Slot
3 Attack, Range 1-2
Spend a Focus to Attack. On a hit ignore all results and assign 1 ion token (1 Damage) and 1 stress token to the target, for the rest of round subtract 1 from targets agility.
Would definitely make it useful and fluffy.
I kind of prefer that the Tractor Beam isn't a cannon in my version. It wasn't in the lore. It was a system. I actually even think that the System Upgrade icon looks totally like how the tractor beam projector looked like (unrelated to that, the Cloaked token looks totally like how the Tractor Beam power gauge looked like!).
A system with an Attack ability is pretty original, but not necessarily wrong if the attack itself never deals real damage. However I felt that the player should have the choice to perform another attack, because that was the main point of the tractor beam: to hold the defender so that it could be easy prey of the attacker.
Of course, we are here mixing the effects of the Ion cannon, with those of the Flechette cannon, plus a ordnance-limited second attack that kind of reminds Corran's double tap or a special Gunner. The cost of this device should be quite epic.
The only issue I have with Tractor not being a cannon. Is that one of the main ships that used it in the fluff is the TIE Defender. By making it a system, the defender will never get to use it ![]()
The only issue I have with Tractor not being a cannon. Is that one of the main ships that used it in the fluff is the TIE Defender. By making it a system, the defender will never get to use it ![]()
Make it a Tie Defender title. ![]()
The only issue I have with Tractor not being a cannon. Is that one of the main ships that used it in the fluff is the TIE Defender. By making it a system, the defender will never get to use it
In the post were I propose that tractor beam, just before I propose a title that solves that problem. ![]()
TIE/D X7 (epic icon)
Title. TIE Defender only.
Treat all white maneuvers in your dial as if they were green. Treat all red maneuvers in your dial as if they were white.
Your action bar gains (boost) and (evade) icons.
Your upgrade bar gains 2 (system) icons.
At the beginning of the activation phase you may assign a (weapons disabled) token to your ship. If you do so, recover one shield token.
Cost: 15 points.
Edited by AzrapseSo I ran the idea past my group... they arnt entirely opposed to testing this fix...
As for the OP:
I like the idea, but agree it's a little overpowered. I would make it something like:
Once per turn, target must be in your primary arc. That improves their jousting ability, but also means people out of arc would not suffer so much.
My Ideas for X-wing fix
Title:
1 pts
T65C1 Heavy
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
New Upgrade:
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.
The aileron roll idea is neat.
My 'fix' would be title that provides 3 point discount on astromechs and some new models. This buffs other Rebel cards. Some rarely seen mechs could see play if they are free. A new mech could introduce aileron or maybe Slam action (in exchange for stress or potential damage to represent overloading engine).
Edited by RhoaranMy Ideas for X-wing fix
Title:
1 pts
T65C1 Heavy
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
New Upgrade:
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 think it's clearly op, but toned down could be quite thematic. The 'three actions for one' thing is a bit much isn't it? How about the following?
"When attacked by a ship you currently have target locked, add one evade to the result" ...
OP Ship
x-wing only
You may perform a primary weapon attack outside your firing arc.
-5 points
OP Ship
x-wing only
You may perform a primary weapon attack outside your firing arc.
-5 points
Incorrect. It is -9 points.
I'm just bumping this to say...
Noone expects the Inquisition (TIE).
Edited by Rakaydos