You just won worlds. What card do you design?

By Chief Hugh, in X-Wing

If I got to design a card, it would be something relatively simple that gives a faction a tool it's lacking.

PS3 TIE fighter, 14pts (maybe 15pts).

"When a friendly ship at Range 1 is hit by an attack, you may suffer 1 of the uncanceled hit or critical results instead of the target ship."

No EPT.

This guy/girl is essentially opposite Xizor/improved DTF Black. I feel this would give the imperials quite a few cool new options in their list-building that they're currently lacking. It's not OP either, just like Biggs the TIE/ln doesn't pair too well with the ability, as it only has 3 HP (4 with shield/hull).

As a new X-Wing player who loves X-Wing comics but very reluctant to invest in Orig. Core set & X-Wing expansion due to their current state, I really want to see them flying again in the competitive scene. I mean hello, this game's name is X-WING MINIATURES so leaving them out in the cold is kinda sad. IA is helping but then T-70 benefits from this as well so not good enough. We need something that will buff T-65 to the point where it is still inferior in comparison to T-70 but not much so, especially when the more experienced pilot skills (e.g. Wes/Wedge) come to play. As such, I would create this card to make them fun to fly again:

Cost 0

Rogue Squadron

Title. X-Wing only (T-70 not eligible)

At the start of the combat phase, if there is at least 1 friendly ships at range 1-2 with the same title, you may assign 1 evade token to your ship.

This will pair well with IA. The T-65 is the rebel alliance's workhorse, so combining the title and IA will make them meet the bill: surprisingly durable fighters that will still perish quickly under focus fire. Thematically, Rogue Squadron flies in relatively loose formation while still covering for each other so this also matches the card effect. I'm quite sure the title does not make them overly powerful due to the predictable maneuver dial. Add determination to the ept slot and we'll see X-Wing pilots stay on target under heavy fire.

Alternate card effect:

At the start of the combat phase, you may assign 1 evade token to your ship for each friendly ships at range 1 with the same title. You can not assign more than 2 evade tokens per round.

The alternate effect will have them fly in closer formation, but more rewarding at the same time. Still, I prefer the first effect because the second will make Wedge very dangerous and decimate other fighters in a range 1 stand-off.

If FFG needs to release this with named ace pilots they shouldn't have any problem. We still have LOTS like N'rin, Plourr, and even some existing pilots such as Ibtisam. Pair it with TIE Defender fix and release it as "Aces/Heroes of Endor" expansion pack!

...I guess I did too much wishful thinking in one day.

I do like how this helps ships work together while not making any one ship into an unstoppable juggernaut! As far as them not being competitive now, I think the integrated astromech will help, but have you seen the Wedge + BB-8 combos people are pulling? Luke is still good too, and Biggs will be better with IA, so I wouldn't be so hesitant. Besides, R2D2 comes in the core, and Corran seems to never go anywhere without him (grumble).

Thank you for the input Penguin! Well I suppose I should try out the Wedge combo and see it for myself...presumably going with PTL and Engine Upgrade for auto-stress-clearing three action economy? As for the R2D2, I have obtained the card from mates who bought more than 1 core set so it should not be a problem :).

Edited by Grivoire

Idk why IA helping t70s somehow reduces their effectiveness on the vanilla x

The non-Poe t70 has an absolutely garbage jousting value and will continue to be less efficient than the t65 after IAs release

Furthermore, the X has quite a few relevent named pilots while the t70 has only Poe. Maybe (doubtfully) blue ace becomes worth with IA and TA but red ace is a lost cause

Not to mention the 3 point difference can mean an essential upgrade (predator/ptl) which would be far more efficient than bumping a t65 to a t70

Touche. I guess this kinda boils down similarly to a Bandit vs Chardaan protos discussion. Still, I'm not convinced that the IA update will make us see more T-65s on the competitive table. Well, maybe it will when the meta shifts once more come spring.

A) the jousting value on the t65 is substantially worse in every similarly priced comparison.

B) Seriously how can you not see 3 points being worth it for

1 shield

A much better dial including talon roll

Boost (and the ability to equip auto thrusters)

Tech upgrade slot

C) the t70 is nearly the exact same ship as the t65 just better in nearly every way. even adding in IA and the cost of an astromech doesn't make the t65 better then a bare bones t70 equivalent ship because the t70 already has 1 shield more which is better then the IA ability (which can t70 can take anyway).

The only ship with any semi competitve role is still only Biggs even after the addition of IA and he still won't be very popular after the addition of IA.

Edited by Gungo

Actually, i think I'd make an interceptor modification....

"Verpine injectors"

Modification. 2 points

Action: when attacking, treat all eyes as critical results. You may not reroll blank results.

Now - your non ept interceptors can be ei interceptors.

I thought of something that might be good for a problem or woe we have all had.

Final Trigger

Modification ? points

If your ship is destroyed with unused Torpedoes, Missiles, or Bombs they detonate targeting all nearest ships in range.

Too much? Maybe. Might hit another of your own ships in the blast? Possibly. Fun? Absolutely?

I thought of something that might be good for a problem or woe we have all had.

Final Trigger

Modification ? points

If your ship is destroyed with unused Torpedoes, Missiles, or Bombs they detonate targeting all nearest ships in range.

Too much? Maybe. Might hit another of your own ships in the blast? Possibly. Fun? Absolutely?

Ordnance cards are discarded when fired (barring EM and the like), so it's easier to check with that.

I'd make it work more like a proximity mine, it'd be a pain to trigger all the effects. Maybe:

"When you are destroyed with at least 1 <torpedo> or <missile> secondary weapon equipped, each ship at Range 1 must roll 3 attack dice and suffer any <hit> or <crit> results."

The "secondary weapon" wording prevents it from working with EM or Chardaan Refit, but I can't think of a way that allows it to work with bombs as well. That said, bombs tend to actually get used, and they don't have the torp/missile requirements anyway.

'Stay in Close Formation'

At the start of the activation phase, choose 1 friendly ship at Range 1. Until the end of this phase, treat your ship as if its pilot skill were equal to the pilot skill of the chosen ship.

0 points (or 1 point)

'Stay in Close Formation'

At the start of the activation phase, choose 1 friendly ship at Range 1. Until the end of this phase, treat your ship as if its pilot skill were equal to the pilot skill of the chosen ship.

0 points (or 1 point)

This is interesting, adds an extra guessing element into activation without going the semi-broken route of late dial adjustment. Double-blind with Intel Agent for maximum hilarity.

'Stay in Close Formation'

At the start of the activation phase, choose 1 friendly ship at Range 1. Until the end of this phase, treat your ship as if its pilot skill were equal to the pilot skill of the chosen ship.

0 points (or 1 point)

This is interesting, adds an extra guessing element into activation without going the semi-broken route of late dial adjustment. Double-blind with Intel Agent for maximum hilarity.

A BSP with 'Stay in Close Formation' following Vader into battle moving with PS9 ... thats worth 1 point.

Howlrunner with 'Stay in Close Formation' able to fly before the PS1 / PS3 crowd after the formation k-turned to prevent collisions ... thats also worth 1 point.

So ... 1 Point for this EPT

Smuggling Compartment.

Illicit Upgrade. 2 pts. (1 pt?)

You may equip two non-Smuggling Compartment Illicit Uogrades to this ship at their regular cost.

Smuggling Compartment.

Illicit Upgrade. 2 pts. (1 pt?)

You may equip two non-Smuggling Compartment Illicit Uogrades to this ship at their regular cost.

Wording update:

Smuggling Compartment

Limited

Your upgrade bar gains the [illicit] [illicit] icons

1 point

I thought of something that might be good for a problem or woe we have all had.

Final Trigger

Modification ? points

If your ship is destroyed with unused Torpedoes, Missiles, or Bombs they detonate targeting all nearest ships in range.

Too much? Maybe. Might hit another of your own ships in the blast? Possibly. Fun? Absolutely?

Ordnance cards are discarded when fired (barring EM and the like), so it's easier to check with that.

I'd make it work more like a proximity mine, it'd be a pain to trigger all the effects. Maybe:

"When you are destroyed with at least 1 <torpedo> or <missile> secondary weapon equipped, each ship at Range 1 must roll 3 attack dice and suffer any <hit> or <crit> results."

The "secondary weapon" wording prevents it from working with EM or Chardaan Refit, but I can't think of a way that allows it to work with bombs as well. That said, bombs tend to actually get used, and they don't have the torp/missile requirements anyway.

Yeah, it's definitely a complex card. I wasn't sure how to make it work exactly with bombs. But I wanted it to be bigger the more unused weapons were still on the ship being destroyed.

I like your idea, seems simpler than figuring out how to resolve each weapon individually. But do you think 3 attack per left over equipped weapon would be too much?

That would actually make it an interesting choice. Let that loaded bomber stick around and attack you, or take it out and face the danger.

Smuggling Compartment.

Illicit Upgrade. 2 pts. (1 pt?)

You may equip two non-Smuggling Compartment Illicit Uogrades to this ship at their regular cost.

Just make it a modificttion that is scum only. At this point thoough, there are not enough worthwhile upgraded to make this worth it IMO

I thought of something that might be good for a problem or woe we have all had.

Final Trigger

Modification ? points

If your ship is destroyed with unused Torpedoes, Missiles, or Bombs they detonate targeting all nearest ships in range.

Too much? Maybe. Might hit another of your own ships in the blast? Possibly. Fun? Absolutely?

Ordnance cards are discarded when fired (barring EM and the like), so it's easier to check with that.

I'd make it work more like a proximity mine, it'd be a pain to trigger all the effects. Maybe:

"When you are destroyed with at least 1 <torpedo> or <missile> secondary weapon equipped, each ship at Range 1 must roll 3 attack dice and suffer any <hit> or <crit> results."

The "secondary weapon" wording prevents it from working with EM or Chardaan Refit, but I can't think of a way that allows it to work with bombs as well. That said, bombs tend to actually get used, and they don't have the torp/missile requirements anyway.

Yeah, it's definitely a complex card. I wasn't sure how to make it work exactly with bombs. But I wanted it to be bigger the more unused weapons were still on the ship being destroyed.

I like your idea, seems simpler than figuring out how to resolve each weapon individually. But do you think 3 attack per left over equipped weapon would be too much?

That would actually make it an interesting choice. Let that loaded bomber stick around and attack you, or take it out and face the danger.

When your ship is destroyed, ships at range 1 roll one red die for each [torpedo], [missile], and [bomb] upgrade card you have equipped and suffer all damage rolled.

3 red dice per weapon is too much, the weapons aren't exploding against your ship. You're just suffering the blast because you're near.

Having EM trigger is not a problem, it actually saves the discussion about ordnance tokens. EM explodes, so tokens don't. :P.

Chardaan Refit is such a niche case that it'd never come up. You run A-Wings with either a missile or the refit and would you pick this over autothrusters on an A-Wing?

similar to yoda earlier

Thrawn: 2 crew 6pts

Imperial only

At the start of the game pick one enemy ship

That ship must play his dials face up until Thrawn is destroyed

Comms Array, Modification 0 pts.

At the beggining of the attack phase, you may take a free action to acquire a target lock on a ship that has been locked on by any other friendly ship WITH Comms Array. You may only acquire one target lock per round this way.

OK, Boys. Let's ROAST this pig and go home!

Edited by WarTurtle