Hypothetical: Double Upgrades

By DariusAPB, in X-Wing

So this kinda popped in my head a couple days ago, what if a ship had two system slots?

Double Upgrades have been around since wave one with double torpedoes. Since then we've also seen double mods, double EPTs, double missiles, double bombs, double(and triple) crew and double cannons.

What about double astros (for a FFG own fighter design maybe?) double systems, double tech(maybe for later... when there are more options) or god help us double turrets?

What weird and wonderful combinations could there be? would it work in game?

Brobots with fcs AND jammers?

*shudder*

ATC+ acc corrector is another one.

R2D2 with The R2 that requires an action to regen.

TLT+ABT in one package... when the brengun stops hammering the uzi comes out...

Edited by DariusAPB

ATC+ acc corrector is another one.

Aren't they incompatible?

AC makes it so you can't modify the results at all once you use it.

ATC+ acc corrector is another one.

Aren't they incompatible?

AC makes it so you can't modify the results at all once you use it.

ATC doesn't modify the results, it just adds a crit to them.

Yeah the above. No dice results are being touched, this said ATC is TIE Advanced only. And the hypothetical ship with two system slots is hypothetical - but not the already existing TIE Advanced X1.

Edited by DariusAPB

ATC+ acc corrector is another one.

Aren't they incompatible?

AC makes it so you can't modify the results at all once you use it.

ATC doesn't modify the results, it just adds a crit to them.

Luckily, it is Tie Advanced Only...

EDIT: Ninja'd

Astrormech would be tough to do because of R2 Astro + R2-D2 or BB-8

Edited by Hida77

Whatever ship gets double systems or double astros will have to include some bad drawbacks.

Double astros might be balanced if it states no unique astros.

Whatever ship gets double systems or double astros will have to include some bad drawbacks.

Double astros might be balanced if it states no unique astros.

Dial

Points.

Stats.

Base size.

I am imagining some large based AWACs(in spehss) ship with something like FP3 turret, 0 Agi, 6 shields, 8 hull, the dial of a HWK, no or one crew, no cannon, turret or warthog slot, and 2 system slots for probably 40 - 50 points.

or Alternatively some butt ugly hybrid between a y-wing(ortwo!) and a B-wing with 2 astromechs...

Edited by DariusAPB

I think getting to pair an R2 astro with R2-D2, BB-8, or even R3-A2 would be a little too much. Ixidor's suggestion might work, though.

ATC+ acc corrector is another one.

Aren't they incompatible?

AC makes it so you can't modify the results at all once you use it.

ATC doesn't modify the results, it just adds a crit to them.

Adding a die result is a dice modification. Check p.13 of the rules reference.

If you want more than one astromech then that big silver 'Flash Gordon' monstrosity from the Phantom Menace is what you want... That had loads of 'em! ;)

well, there is a 'dual upgrade' reference card coming in Wave8... maybe that will be it. Some upgrade categories may allow the double hull upgrade, etc. I've been wondering WTF that card is gonna say on it. Probably just a new mechanic in play like some new upgrades that take a crew slot plus a systems slot to be added to a ship...

Ever since Emperor Palpatine was released, taking up two crew slots, an interesting new design space was opened up. More than looking at new ships with double upgrade slots, I'm more interested in upgrades that take up multiple slots.

Those could be more 2x upgrades like Palpatine, taking up two of the same slot, or you could imagine upgrades that take up 2 different slots. Like a systems/astromech upgrade card, for example. It would be an interesting way to restrict upgrades to certain ships and rule out certain combinations.

A systems+astro might be a good choice. It could boost E-Wings without causing issues for X-wings and Y-wings and also might not boost Corran too much.

Double Turrets is sorta in game already on the K, you get your primary 2 die and then you get your upgrades. I also echo the Double Astro probably would never happen unless they do something like the bomb upgrade for Y-wings

1pt Crew Slot and you can swap a crew slot for an astromech

The One I feel most likely that we will see is Double illicit. The Scum and Villany are so bad they don't use one illegal part they use 2. Dampeners+Hot Shot Blaster, Cloak+Dampeners etc I don't feel like there are any broken combos with this and it could be interesting and fun for sure. Okay Dead Man's Switch + Feed Back could be tough but also that would be fun fly your 1 HP ship in feedback someone, die and then blow up for a second point of damage

Ewing is a good contender for a double system slot.

As far as upgrades that cost multiple slots, I'm a big fan of the Tie Shuttle: uses (Torp torp missile missile bomb), 1 point, gain a crew slot.

What I'd like to see are some substantial upgrades 4-6 points, that are dual type....

Imagine an astromech+system upgrade....

TWO GUNNERS!!!

... wait a minute ...

... wait a minute ...

nm

Double turrets isn't really a big deal because you can only fire one per turn anyway.

Maybe it adds some versatility, but it's not like they'd stack.

... a cannon that takes 2 cannon slots and is huge and scary! OMG Brobots may get worse.

I always find myself wishing a b -wing could have 2 mods. I want to take a crew but still be able to boost.

Brobots with fcs AND jammers?

*shudder*

Brobots with Autoblasers AND Flechette Cannons?

*no one shudders*

Adv. Sensor + FCS B-wings...mmmmmmm

I always find myself wishing a b -wing could have 2 mods. I want to take a crew but still be able to boost.

edit: me thinking about something else.

Edited by DariusAPB