You just won worlds. What card do you design?

By Chief Hugh, in X-Wing

Gungan loaded missiles.

roll 4 attack dice. If this attack hits, the defender has a gungan blasted into their ship. The constant annoyance causes their pilot skill to go down by 3. Then cancel all dice results.

Something a friend thought of:

Yoda (crew)

6 points

At the end of the planning phase you may look at one enemy dial and change on of your own dials.

Tweak mechanic/cost for balance.

Insanely gamebreaking imo.

Looking at dial already exist in a milder version, but changing your own dial to adjust to it would be insanely powerfull. Espcially if you are down to a 1v1 ship combat.

Not any worse than a 1v1 against a loaded Corran.

1v1 vs Corran, good flying can make him have no shot on you.

1v1 against Yoda, you cant outfly your opponent.

HUGE difference imo.

Flechette Cloud (bomb)

2 points

When this token detonates, assign a stress token to each ship in R1 of the token.

R7-D9 (astromech)

3 points

Your ship gains the 'crew' icon. You may only equip non-unique crew with a value of three or less. If R7-D9 is disabled or removed so is the crew card.

Droid Interface(Crew)

2pts

Your ship gains the Astromech icon.

Modification, 2 squad points.

Anti-Collision System

After an enemy ship executes a maneuver that causes it to overlap your ship, give that ship 1 stress.

XJ-5

Title

T-65 only

3 points.

Your upgrade bar loses the Astromech slot

Your upgrade bar gets a Sensor slot

Your upgrade bar gets an extra Torpedo slot

Adds Boost to action bar.

I've had a card printed. Worked like a charm even before the autothrusters were invented

I'd beg FFG for 3 things.

1.) Ban the Outrider card.

2.) TIE Avenger.

3.) Assault Gunboat.

Getting to design some irrelevant throwaway card isn't really appealing to me. Oh great, you mean this takes my EPT slot and gives me a stress? Well what if I just used an angled engine upgrade boost and stayed on target that way?

Something a friend thought of:

Yoda (crew)

6 points

At the end of the planning phase you may look at one enemy dial and change on of your own dials.

Tweak mechanic/cost for balance.

Insanely gamebreaking imo.

Looking at dial already exist in a milder version, but changing your own dial to adjust to it would be insanely powerfull. Espcially if you are down to a 1v1 ship combat.

You can already do this. It's called playing Super Dash against sub PS 7 ships. See where everything has moved to, and then boost and barrel roll the other way. Easymode.

But nope, everyone persist with their delusion that being able to omnisciently large ship boost and barrel roll halfway across the map after being 'limited' to doing a green maneuver isn't insanely game breaking. We've already went through this with the Phantom.

You can already do this. It's called playing Super Dash against sub PS 7 ships. See where everything has moved to, and then boost and barrel roll the other way. Easymode.

But nope, everyone persist with their delusion that being able to omnisciently large ship boost and barrel roll halfway across the map after being 'limited' to doing a green maneuver isn't insanely game breaking. We've already went through this with the Phantom.

Hey, look a ParaGoomba post, let's see what he has to say.

Of course, it's whine post about Dash. How silly to expect anything else.

Something a friend thought of:

Yoda (crew)

6 points

At the end of the planning phase you may look at one enemy dial and change on of your own dials.

Tweak mechanic/cost for balance.

Insanely gamebreaking imo.

Looking at dial already exist in a milder version, but changing your own dial to adjust to it would be insanely powerfull. Espcially if you are down to a 1v1 ship combat.

It is very overpowered. Not only will it allow you to reset a single dial with perfect knowledge, all your other ships will be able to act upon that knowledge as well, barrel rolling, boosting or focusing as need be.

A change:

Yoda (2 crew (judge him by his size would you? And well you should not))

6 points

Once per turn, when a friendly ship reveals a dial, you may rotate that dial to another maneuver. You cannot use this ability if you would overlap another ship.

It gives you some control, but not perfect knowledge (always in motion, the future is, yesssss). The double crew is to prevent stacking up on the 3P0's and Chewies and lets him reside only on a huge ship or the Falcon. The last clause is to prevent you from running over people with a Corvette.

I was really hoping Paul would drop by and just say "Stay on Target"

Paul went through a number of iterations of very different ideas.

Apparently the first few were stupid good.

I'm just glad we'll never sit through something as degenerate as snapcaster mage.

**Defensive Astromech** 6-8p

''Unique''

'When defending, you can turn one blank defense die to evade result'

It could be one slot crew member and Scum only. Maybe 8p if it would be crew and 6p if it would be astromech.

Targetting Team

Team

When attacking, you may spend one energy to turn an Eye result into a Crit result.

A while ago I had an idea for a 1 point astromech.

Once per turn, when declaring an attack, you may receive a stress token to acquire a target lock on the defender.

I didn't have a good name for it though, in retrospect Targeting Astromech would have been a good title :\

It was intended to mildly improve ordnance on low PS ships while still being good for primary weapon attacks.

Also on the astromech theme.

R2 Trainer, 1 point

Your ship gains 1 elite upgrade icon. You cannot equip 2 of the same upgrade cards.

When you receive a damage card, you must discard this upgrade card.

When this upgrade card is discarded, you must discard all equipped elite upgrade cards.

Still undecided on whether or not this should allow 2 elite upgrades on a ship, on the one hand 2 EPT Corran Horn would be nasty (Push the Limit AND Veteran Instincts), on the other hand take a damage card and lose all your equipped EPT.

Edited by avaktor

Forgotten Memory Wipe

Astromech

Your ship gains two additional astromech slots.

You may equip only one unique astromech upgrade.

Place a stress token over one of the equipped astromech upgrade cards.

After you make use of an effect granted by that card, assign a stress token to your ship.

Cost 1

Danger Zone

Don't really care what the rules text says

Danger Zone

Don't really care what the rules text says

"At the start of the combat phase, if you are not within Range 1 of an enemy ship, you may execute a white (1 <bankleft>) or (1 <bankright>) maneuver. Then, if you are not within Range 1 of an enemy ship, receive 1 stress token."

proooobably too complicated for a card, though.

Saber + PTL + AT = 26 points ... one point too much to get 4 of them on the table.

I actually want to have 4 Sabers on the table but there is no 2 point EPT which would help 4 of them.

______________________________________

Vertigo:

If you perform a Barrel Roll or Boost action

you may perform a free Barrel Roll or Boost

action if both actions are on your action bar.

EPT - 2 points

______________________________________

So you can't turtle up this way and you can't boost + focus - but you can use your movement options to the limit without being stressed out - so you can also pull a k-turn at any time.

I would challenge myself and adhere to the following guidelines:

- depart from the usual design of fixing a (turret) problem with more problems (turrets).

- not making pilots that only really benefit from 1-2 of EPTs in the game (you know who)

- not making pilots that only really benefit from 1-2 of EPTs in the game (you know who)

The problem with this is that PTL and Predator are good precisely because they're generalist EPTs. If you make a pilot who has specific synergy with another EPT, you either make that synergy so good that they're locked into it, or it's middling at best and people take PTL/Pred anyway because it's still more efficient than the synergy.

Ironic Tether - Illicit - 2-3 Points

If an enemy ship moves between two or more friendly ships equipped with this upgrade that are within a distance of 1 of each other the enemy ship receives 2 ion tokens.

Would give scum a unique and fun way to counter ships with great mobility and high PS as their own options in that regard are a little lacking.

Something a friend thought of:

Yoda (crew)

6 points

At the end of the planning phase you may look at one enemy dial and change on of your own dials.

Tweak mechanic/cost for balance.

Insanely gamebreaking imo.

Looking at dial already exist in a milder version, but changing your own dial to adjust to it would be insanely powerfull. Espcially if you are down to a 1v1 ship combat.

It is very overpowered. Not only will it allow you to reset a single dial with perfect knowledge, all your other ships will be able to act upon that knowledge as well, barrel rolling, boosting or focusing as need be.

A change:

Yoda (2 crew (judge him by his size would you? And well you should not))

6 points

Once per turn, when a friendly ship reveals a dial, you may rotate that dial to another maneuver. You cannot use this ability if you would overlap another ship.

It gives you some control, but not perfect knowledge (always in motion, the future is, yesssss). The double crew is to prevent stacking up on the 3P0's and Chewies and lets him reside only on a huge ship or the Falcon. The last clause is to prevent you from running over people with a Corvette.

A DEFENDER FIX PLEASE FOR THE LOVE OF ALL THINGS GOOD AND HOLLY!!!

How about this... A free (or 1 point) title that cancels 1 evade result on the defending player's dice results.

My thought process is this: The Defender is the only ship that is 30+ points without a Crew and/or System slot. It is forced to rely on luck when it comes to the dice. My proposed ability evens the score a little bit by removing a die result (instead of just a die).

At a base of 30 points, the Defender should have an ability this good.

Edited by Stone37

Jar Jar Binks, roll five attack dice, if any symbol is displayed change damage decks from new to old, deal out one card per ship and the player with the most damage must speak like Jar Jar for the rest of the match. The player that has the least damage must receive a stress each time he hears Jar Jar's voice.