Feed me your pilot ability/EPT type ideas

By Babaganoosh, in X-Wing

I’m working on a campaign system with my brother, and a large part of what we’re doing is creating a system for people to make their own unique pilots, rather than use the stock unique pilots that exist in the commercial game right now.

What we’re essentially doing is replacing the EPT system and unique pilots with categories of abilities that pilots can acquire as they level up during the campaign. We’re including many of the in-game abilities and EPTs, but also introducing a lot of our own ideas.

Pilots will get access to two tiers of abilities. The first tier is available to all pilots (like EPTs), and the second tier of abilities can only be taken by one pilot in the campaign (like pilot abilities).

We’ve thought up a lot of cool abilities on our own, but I’d like to invite you guys to offer your own ideas for pilot abilities. All we need is the text of the ability; no name, point cost, or specific ship/pilot it would go on.

An example of what I'd like to see:

After you perform a [straight] maneuver of any speed, you may acquire a target lock on an enemy ship inside your firing arc.

(That’s one ability we’ll be making available to pilots flying bomber-type ships)

Don't know what to call it, or quite how to word it. Bracketing Fire perhaps. Envisioning one guy opening up and even if he doesn't hit, using his shots to herd his target so his wingman can line up a better shot.

After you complete your attack, the defending ship has -1 evade for the rest of the round. Could be too much, if so maybe roll one less red die.

Something like;

Bracketing Fire.

"Attack one opponent. You may choose to roll one less red die, if you do then after the attack is complete, the defender rolls one less green die for the rest of the round. You may not perform any more attacks this round."

Here's a fun one, but it might be better on a target enemy ship for a co-op campaign than for a PvP campaign. And ideally, it would only be available to nimble, low-health ships like interceptor class ships (TIE Interceptor, A-wing, M3-A Interceptor).

"If you have any evade tokens assigned to your ship, discard all but one of them during the end phase."

"At the end of the Combat phase, if you performed a Koiogran Turn, Segnor's Loop, or Tallon Roll this round, you may rotate your ship 180o."

This represents someone who can flip their ship around, take a potshot, then complete the rotation to continue flying in their original direction. I think it could open up some really interesting strategies and options for a nimble ship.

Not quite what you're looking for but it might be cool to allow any pilots that survived a game in your campaign could take another upgrade for the next round. As in, surviving the battle would progress them from a rookie pilot to a more advanced pilot.

Before activating you may take a free action printed on an upgrade or damage card.

After you execute a maneuver that causes you to overlap an enemy ship, you may receive a stress token to acquire a target lock on that ship.

I'm seeing a lot of ideas that sound useful! Keep 'em coming!

I think I'll definitely use a version of bracketing fire and the flip after shooting as abilities.

Evasive Maneuvers

After an attack targeting you resolves, perform a free barrel roll action.

Deflection shot

1 point

After missing an attack, discard this card and remove one shield token from the opponent.

Angle the Deflector shields.

4 points?

Action

Choose one enemy ship at range 1-3. When that ship attacks, if it does not more hit results than you have shield tokens, cancel all hit results. All other enemy ships add a number of hit results equal to the number of shield tokens you have remaining.

(Note: crit results unaffected)

Edited by That Blasted Samophlange

Don't Blink

When you declare an attack on an enemy ship inside your firing arc, if you are also inside the defender's firing arc, you may assign a stress token to the defender.

Zechs. (TIE Defender Pilot).

After performing a Koigran turn, may make a barrel roll or boost free action.

EPT: aerobatic pilot.

May perform a boost or barrel roll as a free action after a boost or barrel roll has been performed, as long as it is an action in the action bar (needs better wording).

Note: Zechs is based off of me and my styles of combat from TIE Fighter. I liked to spin a lot, and slip to 1/3 speed to turn then thrust to max.

Zechs Darius / Zechs Daryuuz is often my RPG name.

Edited by DariusAPB

An ability I really want to see in the game eventually is something like this

"When attacking, count every <boom> as 2 <booms> they may still be cancelled by a single evade result."

That would bring a 2 attack ship up to very powerful levels while still being balanced.

I'd also love to see some sort of counter attack ability, but I do t think the health in this game is high enough to warrant it.

EPT: Advanced control.

The Pilot has adjusted his craft to allow manual control of flight stabilizers

After performing a K turn, rather than select a dial the pilot may choose to move at speeds 1-(kturn speed) backwards, treat this maneuver as a green maneuver. If the ship overlaps any ship or obstacle, gain a <blam>.

This maneuver may not be performed while ionized. If this was performed in the activation prior to ionization, the ship must move white 1 backwards.

Edited by DariusAPB

EPT: Coordinated Attack

At the start of the Combat phase, choose a friendly ship at Range 1 with a lower PS than you. When attacking this turn, add dice to your attack roll equal to half the chosen ship's attack value (rounded up). These added dice cannot be modified or re-rolled by the attacker. The chosen ship cannot attack this turn.

When attacking or defending, if the enemy ship doesn't roll any blank results you may force it to reroll all of its dice. Then receive a stress token.

I had a couple pilot ability ideas from when I was trying to come up with more Y-wing pilots, here are a couple:

"When you receive a stress token, 1 other ship at range 1 must receive a stress token."

"1 critical result from friendly torpedo weapon attacks cannot be canceled if you have a target lock on the defender."

“After you perform an attack that hits a ship inside your firing arc at Range 1, that ship receives 1 stress token.”


“Once per round, when an enemy ship declares you as the target of an obstructed attack, you may assign 1 evade token to your ship.”

“Enemy ships at Range 1 may only reroll or change 1 die when spending a target lock or a focus token.”

Edited by Pandademic

An ability I really want to see in the game eventually is something like this

"When attacking, count every <boom> as 2 <booms> they may still be cancelled by a single evade result."

That would bring a 2 attack ship up to very powerful levels while still being balanced.

I'd also love to see some sort of counter attack ability, but I do t think the health in this game is high enough to warrant it.

Check it out:

https://images-cdn.fantasyflightgames.com/filer_public/54/fe/54fe73e9-95ba-4034-b3eb-36ace58c3938/dengar.png

We've got ships and EPTs that can do fun things with every token in the game ..... except ion tokens (not counting Dace - because Dace is a total git and I hate him)

How about this for a B-Wing Pilot, or other Rebel ship with a crew slot:

At the start of the Combat Phase, if a friendly ship at range 1-2 has any Ion tokens, you may remove them and regain 1 shield token up to your shield value. Then take a stress token.

makes Leebo really good and counters effects that add ion tokens prior to the combat phase

I was working on some custom bounty hunter ships but gave up when Scum & Villainy was announced, there's 8 or 9 pilot abilities you could use. I don't feel like re-typing them all so here the link to a post I made last year:

IG-88, Bossk, Dengar, Zuckuss (custom ships)

This is probably totally bonkers, but...

Emergency Course Correction

After revealing your maneuver, if completing that maneuver would cause you to flee the battlefield, discard this card and instead place this ship with the rear edge of its base along the edge of the play area. Then receive a stress token, an ion token, lose a shield and receive one damage card. If you have no shields, receive a stress token, an ion token and two damage cards, randomly turning one of them face up.

"Unleash" or "unleash the hounds"

After u perform an attack, you may immediately perform an attack from an equipped (missile) or (torpedo)

You may not attack again this round.

This would be for fighters.. something with one missile or one torpedo slot.

Edited by churchwarden

An ability I really want to see in the game eventually is something like this

"When attacking, count every <boom> as 2 <booms> they may still be cancelled by a single evade result."

That would bring a 2 attack ship up to very powerful levels while still being balanced.

I'd also love to see some sort of counter attack ability, but I do t think the health in this game is high enough to warrant it.

Check it out:https://images-cdn.fantasyflightgames.com/filer_public/54/fe/54fe73e9-95ba-4034-b3eb-36ace58c3938/dengar.png

A counter-attack would be more along the lines of "when defending, deal one damage if you roll more <evade> than required to negate the attack.

An ability I really want to see in the game eventually is something like this

"When attacking, count every <boom> as 2 <booms> they may still be cancelled by a single evade result."

That would bring a 2 attack ship up to very powerful levels while still being balanced.

I'd also love to see some sort of counter attack ability, but I do t think the health in this game is high enough to warrant it.

Check it out:https://images-cdn.fantasyflightgames.com/filer_public/54/fe/54fe73e9-95ba-4034-b3eb-36ace58c3938/dengar.png

A counter-attack would be more along the lines of "when defending, deal one damage if you roll more <evade> than required to negate the attack.

OOOH! I like that...

You're right, might be over the top. Maybe a discard EPT?