Uncomplicated "Fixes." Lets see what we van come up with

By pickirk01, in X-Wing

Im bored waiting for new news so, what are some real simple but effective theoretical bumps that might help our favorite under played ships?

X-Wing Title

X-Wing Only, 0 points (Im fine with it being on both but if we just want to buff the T65, add the phrase Rebel Alliance only)

When attacking or defending at range 2, roll one additional die.

Tactical Bomber

Title, 2 points

Tie Bomber only

At the beginning of the combat phase, you may acquire a target lock on an enemy ship in your firing arc.

You may maintain 2 target locks.

Linked Ion Cannon

Cannon, 4 Points

Tie Defender Only

After you resolving a Primary weapon attack that hits, the defender suffers one damage and receives 1 Ion token

What do you think?

Any other ideas?

First fix: "v" to a "c"

Why add damage to the defenders attack when simply receiving an ion token from its normal primary attack would suffice?

First fix: "v" to a "c"

?

One of the biggest assets a Defender had in the games was it's firepower. I don't think the rules make enough of it ,especially with it's cost, so that sounds like a cool fix. Stats and dials don't need improving. It just needs to do more for it's cost and linked guns could do that.

Kuat Systems Original

modification, 2pts, Firespray only.

Your action bar gains the boost action icon.

You may equip up to 2 different Modification upgrades (instead of 1).

When performing a boost, large ships use the huge ship template.

When performing a boost, large ships use the huge ship template.

lolwhut?

Bossk should keep his elite upgrade when in his Z

Neurocaine

Illicit, 1 point. Discard this card at the beginning of the activation phase. Your pilot skill becomes 12 until the end of the combat phase.

Would make virago worth taking.

honestly, after playing with bombers (homing, seismics, munitions) the only fix they need is a new Major Rhymer pilot card

properly adjusted to 23/24 points

because wtf is it with 26 point Rhymer ffg!?

Edited by ficklegreendice

Defender

After executing a red maneuver, you may perform a boost.

X-Wing

After executing a green or white maneuver, you may gain a weapons disabled token to perform that maneuver again.

TIE Bomber

Other ships with this title may treat your target locks as their own.

Tactical Bomber

Title, 2 points

Tie Bomber only

At the beginning of the combat phase, you may acquire a target lock on an enemy ship in your firing arc.

You may maintain 2 target locks.

Redline's ability / Super-Predator for just 2 points?

No.

It's not a terrible idea - just a little undercosted / overpowered and if anything discourages an ordnance loadout as it makes primary attacks that much more efficient.

If it was tied to Ordnance, and carried a penalty for its use, it might be better balanced.

How about this:

Tactical Bomber

Title, 2 points

Tie Bomber and TIE Punisher only

At the beginning of the combat phase, if you have any upgrades equipped with the Attack:Target Lock header, you may acquire a target lock on an enemy ship in your firing arc. Then take a stress token.

You may not use this card if you have any stress tokens.

Edited by Funkleton

The problem is that "uncomplicated" either equates to:

-unbalanced

-boring

-not enough

Very thin line.

Ball-peen Hammer

0 points.

Hit the table with a hammer. however the ships land is where they now are located. if any ships are not standing up right they are considered destroyed. Any Ships hit by hammer probably are destroyed.

I find super glue is hands down my "go to" fixer-upper.

I don't know how many odds and ends I have restored after clumsy handling or defect has caused some bit to snap off.

I agree, fixing a broken miniature is an uncomplicated endeavor, as long as we are handy with super-glue.

For me, best Defender Fix:

"Your 'cannon' weapons do not underlie secondary weapon rules when in range 1"

HLC -> no effect because no range 1

Mangler, Ion cannon, Autoblaster etc: You get that extra die

Here's one that I think will put A-Wings back on the table:

Sharpshooter (or whatever)

Elite upgrade, 3 points

A-Wing only

When attacking with your primary weapon at Range 2, you may add 1 attack die (to a maximum of 3).

5x Green Sq. Pilot + Sharpshooter + Chardaan Refit (100 points) gives you 15 attack dice at Range 1-2, which is top tier (and possibly broken, but I think the lack of Autothrusters and PTL in this list, and PS 3, will keep it in check).

Edited by DagobahDave

Quad Fire

Modification, 1 point

X-wing Only

"At the start of this ship's activation, this pilot may select range 1, 2, or 3. During the combat phase, when attacking targets at the selected range, the pilot may change any blank results to {eyeball} results. When attacking targets at other ranges, the pilot must change all hit results to {eyeball} results."

Alternatively, and possibly simpler...

"At the start of this ship's activation, you may select range 1, 2, or 3. During the combat phase, when declaring an attack against a target in the selected range, you may assign 1 Focus token to this ship."

Target Lock tokens spent to fire a missile or torpedo secondary weapon may be used to re-roll dice before discarding.

reduce munitions cost by one across the board...

allow MOVE BOMB SLAM action!!!

What I feel is the main problem for no-name TIE Bombers (and I guess Punishers too) is of course a need to have a TL to fire their ordnance and thus be cost-effective (with Extra Munitions now, it's way better than it was before, but still not quite enough), which on it's own isn't so bad, but then they are left with no actions and become crit sponges that drop faster than three hull TIE Fighters. Perhaps that title would help;

TIE Heavy Bomber

Title. TIE Bomber (and TIE Punisher?) only.

Immediately after declaring an attack with one of your equipped secondary weapons you may assign a focus token to your ship.

That way, they gain a focus, to really shine in their intended role and be more effective than other more multi-role ships in firing rockets/torps, or they leave said token, to actually be able to defend themselves, evade enemy fire, and hopefully not die after firing and missing a single rocket/torp.

Alternatively the title could say;

Immediately after declaring an attack with one of your equipped secondary weapons, that instructs you to spend a Target Lock you have on the defender, you may assign a focus token to your ship.

So you could actually fire any torps (and concussion/assault/cluster missiles) more effectively than others, while not overpowering other missiles that leave you with means to modify your attack dice.

Not sure about the cost though (0 maybe?).

So you mean:

When declaring an attack that requires you to spend a target lock, you may gain a focus token.

E-Wing:

Title: E-Wing Mk. 1 wing cannons: -2 Points.

E-Wing Only. During the Combat Phase, when you attack, you may turn 2 blank results to hit results. Immediately reduce your attack value by 2 until the end phase of the next round.

Corran can't benefit from this at all, which is what i want. It specifically says the Combat Phase, not the End Phase, so he can't fire normally then double tap for 2 guaranteed hits, and it also immediately reduces the attack value by 2. Corran doesnt need help, every other E-Wing pilot does. Since its also a discount upgrade, and you don't HAVE to use this ability unless you need it, you can now finally run 4 PS1 E-Wings, all of whom get 2 guaranteed hits. Sounds a little familiar to a certain 4x Tempest Squadron w/ AC list, doesn't it? It just comes with some very serious drawbacks if you decide to use it, but is made up for with much better dials.

Astromech: R5-G8: 3 Points

Once per round, when defending, if your ship has shield tokens, you may ignore one uncanceled hit result.

This is supposed to be a "fix"(not even, really, just something fun to use) for the X-Wing. E-Wings got 3 greens, an evade action, and a fondness for R2-D2 already, Y-Wing might be able to use it, but the T-65 is getting the most mileage out of it. With 2 greens, the X-Wing is often letting 1 hit get through, especially with a bad roll. This just ensures that a bad roll can be made up for. The Y-Wing only has one green, so while it could save a Y-Wing some trouble, it won't be blocking all the uncanceled results remaining like it can on a T-65, or T-70, especially the T-70 given that the T-70 has 3 shields, and would get even longer use from it, but the T-65 could use it well.

Edited by Razgriz25thinf