Need More Illicit, System and Turret upgrades for variety

By pickirk01, in X-Wing

Just brainstorming some ideas. Would like to hear any others.

Illicits

Engine Overload

2pts

At the end of the activation phase, you may discard this card to perform a boost using the 2 bank or 2 straight templates. Then assign two ion tokens to your ship.

Weapons overload

2pts

When performing a primary weapon attack, you may discard this card to roll two additional attack dice.

You may not attack again this round or the next round.

Turret

Heavy Laser Turret

Attack 3, range 3, 6 points

Immediately after you roll your attack dice, change all crit results to hit results.

System

Smart Guidance Computer, 3 points

You may perform Missile or Torpedo Secondary weapon attacks against ships outside your arc.

After you declare a Missile or Torpedo Secondary weapon, you may immediately acquire a target lock on the defender.

System: long range sensors

You may acquire TLs on ships beyond range 3 but within your firing arc. Recieve one focus token when you preform a TL action.

3 points?

Illicit: Military Grade Weapons

Add an extra attack die to primary weapon attacks at range 2.

4 points?

There was a fairly extensive illicit brainstorming thread a while back. A few ideas were pretty similar to some of the wave 7 cards we’re seeing now. I had a vaguely similar suggestion to the glitterstim card we’ve seen.

Edited by Babaganoosh

Turret-

Duel Laser Cannons-Attack 3 :If the defender spends a focus token, turn all of your focus results to hits, and if the defender spends an evade token, turn a hit result to a crit.

5 points.

It is decent, and it can make it so its even worse for the defender to spend their token

How about the Autobaster turret gets a de-nerf, then I'll be happy that there are now three options. (What were they smoking when they limited it to R1 AND only 2 attack die?!?!?)

How about the Autobaster turret gets a de-nerf, then I'll be happy that there are now three options. (What were they smoking when they limited it to R1 AND only 2 attack die?!?!?)

Its only 2 points. Still has its uses on Y-wings. Think of them as a mobile mine platform.

Blaster turret is the weakest turret so far. I don't know how you buff that without making Kavil silly. I think the Twin Laser Turret will give you a bit more options when it comes to turrets. I think it will be awesome on BTL-A4 Y-wings.

Edited by Jo Jo

Disrupter retrofit. 1 point?

Your primary attack loses 1 attack die, but ignores shields when dealing damage.

Combine with Caculation for some nice synergy.

Direct Neural Interface. 3 points.

When you receive a stress token from any source, you must roll one attack die. On a hit result, gain a second stress token. Otherwise, remove the stress token.

Slaver Cage. Large Ship only? 2 points.

Gain 1 Crew upgrade slot. You may not equip Unique crew to this slot.

Disrupter retrofit. 1 point?

Your primary attack loses 1 attack die, but ignores shields when dealing damage.

Combine with Caculation for some nice synergy.

Woah....what? As in, bypassing shields? That seems a little....much.

Disrupter retrofit. 1 point?

Your primary attack loses 1 attack die, but ignores shields when dealing damage.

Combine with Caculation for some nice synergy.

Woah....what? As in, bypassing shields? That seems a little....much.

Your accuracy drops, your raw damage potential drops, and it does nothing or almost nothing against a great many ships.

How about the Autobaster turret gets a de-nerf, then I'll be happy that there are now three options. (What were they smoking when they limited it to R1 AND only 2 attack die?!?!?)

It's very useful as is. A 5Y list with your version would be beyond broken.

System:

Electronic Scrambler 3

When you are declared the target of an attack, that ship cannot spend target locks or reroll attack dice unless that ship has a focus token.

Wording is kinda weird, I know. But basically your opponents need to focus in order to reroll dice when attacking you. Disrupts action economy and limits Predator and native reroll effects.

Disrupter retrofit. 1 point?

Your primary attack loses 1 attack die, but ignores shields when dealing damage.

Combine with Caculation for some nice synergy.

Woah....what? As in, bypassing shields? That seems a little....much.

Your accuracy drops, your raw damage potential drops, and it does nothing or almost nothing against a great many ships.

Please forgive me, I'm not trying to discount your idea. I do find it interesting, but I think it could use a lot of tweaking.

For instance, (assuming this is an Illicit upgrade) a Kihraxz can one shot an IG at R1 if he rolls hit hit crit and draws Direct Hit. B-wings are pretty much dead in the water, and mildly lucky rolls against E-Wings or Phantoms at any range and they're one shot as well.

That, and you can work around it with Opportunist or Glitterstim pretty easily.

I think this would be something that would be better suited in the HLC-class of expense. Having those capabilities for 1 point (or even 2 or 3) is pretty wild. For instance, the Proton Bomb is 6 points, and that is a one shot deal with lots of limitations. I do think shield bypassing is an interesting mechanic that's somewhat "untapped," but as a primary weapon modification, it's a little much.

How about the Autobaster turret gets a de-nerf, then I'll be happy that there are now three options. (What were they smoking when they limited it to R1 AND only 2 attack die?!?!?)

Its only 2 points. Still has its uses on Y-wings. Think of them as a mobile mine platform.

Blaster turret is the weakest turret so far. I don't know how you buff that without making Kavil silly. I think the Twin Laser Turret will give you a bit more options when it comes to turrets. I think it will be awesome on BTL-A4 Y-wings.

I've played the heck out of the autoblaster turret. I wanted to make it work. It doesn't. Mainly because all the ships you can put it on move like pregnant ox. The best of my ideas involved 3 Y's with AB turrets and a loaded Xizor. After playing 5 games with this list, I shot the autoblaster turrets less than 2 times a game on average.

I've flown higher level Y's with EUs.... still didn't work. R1 is not going to happen very often with HWKs and Ys. Doesn't mater if the AB turret is 2 points or 20, it's a waste of points. I honestly think for 3 points it would have been a fair R 1-2 and 2 Attack turret. Mind you, had they stuck with same tax the Ion Canon received it should be 8 points, R 1-2 and 3 attack die. (Yes this would increase the range by 1 over the cannon, but 8 points is crazy expensive!)

The one thing for slot system to provide variety and customization is twofold.

  1. There needs to be multiple units that have that upgrade slot
  2. There needs to be different upgrade cards that go in that slot

IMHO 3 is really a good number considering this game has only been out for a few years and has less than 10 waves. Along with a 4th upgrade on the way.

Now when it comes to upgrades I can easily think of certain types that are way more under represented and by under-represented I meant not available instead of not played (otherwise I would have to put missiles torpedoes and bombs in there as well).

The most underrepresented upgrade slot IMHO is the salvaged astromech. Sure there are 5 different upgrade cards with 2 of them unique, but as for now only the Scum-wings (S&V Y-wings) can take it. Sure there are 4 different scum-wing pilots so technically 4 different pilot cards can take a salvaged astromech upgrade but really it seems so little compared to others.

As I said since turrets have 3 options with a 4th one on the way there are upgrade slots with less. The Hardpoint for example only has 2 different upgrades with a 3rd on the way. True, it is for epic only and right now only 1 ship can have a hardpoint with a 2nd one en-route, but still 2.5 over 1.5 is less than 3.5 over 4.5. Another one is teams (the doubled crew icon) right now there are only 3 different team upgrades and no spoilers for additional teams when the raider comes out. So now we have another upgrade slot that is more underrepresented than turrets.

Turret upgrades are fine, we have a good selection of ships that can take turrets as well as a good selection of turrets upgrades. Especially when there are 3 upgrades that are more underrepresented than turrets (salvaged astromech, hardpoint, team). Same for illicit as there are 3 with a 4th on the way, same for sensors as there are 4 with a 5th on the way. Titles are a little more complicated as they are often restricted to a single ship model but eventually just about every ship will have a title upgrade, it would be nice to have at least 2 for each ship so the only choice would not be to take it or not. Still the upgrade selection for the most part of standard slots (except salvaged astromech) is fine.

Edited by Marinealver

System:

Electronic Scrambler 3

When you are declared the target of an attack, that ship cannot spend target locks or reroll attack dice unless that ship has a focus token.

Wording is kinda weird, I know. But basically your opponents need to focus in order to reroll dice when attacking you. Disrupts action economy and limits Predator and native reroll effects.

Edited by Hujoe Bigs

Counterfeit Transponder

1 point

When a friendly ship within range 1 is declared to be the target of an attack, if the attacker could target you instead, you may discard this card to force them to target you.

Basically a single-use Biggs.

System: Ejection Seat (unique)

When ship is destroyed without flying off edge, place a tracking token within R1 of ship's last position. Token cannot be targeted by enemy ships. If friendly ship is within R1 of token, 'rescue' ejected pilot and place this card on that ship.

3 points

What's he point? Kinda like Nashta Pup, this saves some points that would have been lost with that ship, but why use the card at all? Just don't spend the points!

Well,what about this?

Escape pod Large ship only (unique)

Place tracking token within R1 of ship just destroyed (and didn't leave play area). If friendly large ship is within R1 of token place this card and all crew upgrade cards from lost ship on 'rescue' ship and crew upgrades are now active on that ship.

Token can be targeted by enemy ships, has no firing arc, does not move, and is destroyed if any attack hits.

Doom shuttle blows up, Vader lives and is rescued by decimator, keeps blowing up arc Dodgers.

Cost? Who knows. Maybe the small ship version can work that way too for HWKs, B/Es and Phantoms.

Sorry HWKs don't have systems, yet.

Remember that the Illicit slot appears to be dedicated to limited-use items - to date, they all are either single-shot discardables, or items limited in other ways (Deadmans Switch only works once [when you blow up], Feedback Array is self-damaging). The idea is powerful effects done cheap, but with disadvantages. This is why the item was 'illicit' rather than 'standard issue', see? ;)

That said, I do have two favourites, dealing with the shadiest of currencies in the underworld: Information.

Homing Beacon

Illicit, 1-2pts

At the start of the activation phase, you must discard this card. Then gain two target locks on an enemy ship anywhere in the play area.

False Transponder

Illicit, 2-3pts?

Treat your Pilot Skill as '12'.

If you are attacked by an enemy ship while within that ship's firing arc, discard this card.

The first gives you a powerful boost to ordinance, or other alpha strikes - a double target lock lets anyone be the best of both Redline and ST-321... but it's only done once, and it's done in the first round before movement. Effectively, you're calling your shots - it's then up to the opponent to make sure you don't get to capitalise on it.

The second is a 'stealth fix' for PS-dependent ships in a low-PS faction, granting any so equipped ship the ultimate PS trump card in the opening rounds as long as it stays out of arc. The StarViper especially able to benefit from this, and the upgrade is strongest against two-ship builds. Still, the moment the enemy gets you in arc, the party's over...

Edited by Reiver

There was a fairly extensive illicit brainstorming thread a while back. A few ideas were pretty similar to some of the wave 7 cards we’re seeing now. I had a vaguely similar suggestion to the glitterstim card we’ve seen.

Thanks. Been playing over a year but only been on the forums for a couple months. I look for older stuff but there are like 2000 threads on this blasted site so I can never find stuff I want.

Well I started that thread, and like baba said. Many of those idea's by the community have already seen cards released.

So yes, FFG does read the boards.

Or we were thinking along the same lines, which is more probable given the development-to-release schedule. More probable than them taking specific ideas from the boards that is

Edited by Babaganoosh

Right. They probably have about 500 ideas for wave 10 that they are kicking around right now. As these speculation threads come out, and as tournament results become known, I would like to think that they factor that into how they narrow those options down to the 20-30 cards that come out in a wave.

It is almost like they have their own volunteer focus group working for them. Now how much credence they give to us, well that is the question. ;)

Anyway, I just really like to hear how people all over the world see the game. When you see what types of ideas other people have, a lot of times you end up saying, "Oh wow. I never thought of using that card with that pilot as a wingman for that guy."

I just want a regular-ass Range 1-3, Strength 2 turret.

No weird special rules. Just two lasers, in a turret, with the same range and damage that they'd have if they were facing forwards.

... because there just aren't enough range 1-3 turrets currently seeing play, right? <_<