You just won worlds. What card do you design?

By Chief Hugh, in X-Wing

I've got a list.

Emperor's Finest

Title. TIE Defender Only.

0 Squad Points.

Your upgrade bar gains one Elite Talent upgrade icon. You cannot equip 2 of the same Elite Talent upgrade cards. Reduce the Squad Point cost of the first Elite Talent upgrade card that you equip by 2, to a minimum of 0.

Integrated Cannons

Modification. TIE Defender Only.

2 Squad Points.

Immediately after performing a Primary Weapon attack, you may perform an attack with an equipped Cannon Secondary Weapon upgrade against the same target.

Training Astromech

Astromech.

0 Squad Points.

At the beginning of the Combat Phase, you may assign yourself a Focus token. You may not equip this card if your pilot skill value is "4" or higher.

TIE/D

Title. TIE Defender Only.

0 Squad Points.

When you equip a Cannon upgrade, reduce its squad point cost by 3, to a minimum of 0.

Inexorable

Raider-Class Corvette Aft Section Only. Title. Unique.

8 Squad Points.

Add one Team upgrade icon to the Fore section's upgrade bar, and two Crew upgrade icons to the Aft section's upgrade bar.

You're a Wizard, Harry (name is WiP; Use the Force? Force Sensitive?)

Elite Talent. Unique.

4 Squad Points.

While you have a Focus token assigned to you, each time you Attack or Defend, you may roll one additional die. If you do so, you may not spend any Focus tokens to modify the result.

I may have a few more, but that's it for now.

Imperial Doctrine- squad card (no slot, not tied to a ship), 6pts:If your list contains ships of only the same type and those ships have no sheild so, you may equip those ships with 10pts of upgrades.--------------Extra restrictions as needed.

Holy Gamma Squad Batman. Captain Jonus (22)Proton Torpedoes (4)Extra Munitions (2)XX-23 S-Thread Tracers (1)Seismic Charges (2)Twin Ion Engine Mk. II (1) 4 xGamma Squadron Pilot (18)Proton Torpedoes (4)Extra Munitions (2)XX-23 S-Thread Tracers (1)Seismic Charges (2)Twin Ion Engine Mk. II (1) Pain is headed your way.

I'm ok with that. Gives bombers 4pts for munitions which are overpriced, gives ties the free crack shots they need to crack aces, gives interceptors 2 free thrusters which you were buying anyway but now they might actually do something ALL together.

It's only 4 free points and limits you to a 94pt list of sheildless ships of the same type.

Imperial Doctrine- squad card (no slot, not tied to a ship), 6pts:If your list contains ships of only the same type and those ships have no sheild so, you may equip those ships with 10pts of upgrades.--------------Extra restrictions as needed.

Holy Gamma Squad Batman. Captain Jonus (22)Proton Torpedoes (4)Extra Munitions (2)XX-23 S-Thread Tracers (1)Seismic Charges (2)Twin Ion Engine Mk. II (1) 4 xGamma Squadron Pilot (18)Proton Torpedoes (4)Extra Munitions (2)XX-23 S-Thread Tracers (1)Seismic Charges (2)Twin Ion Engine Mk. II (1) Pain is headed your way.

I'm ok with that. Gives bombers 4pts for munitions which are overpriced, gives ties the free crack shots they need to crack aces, gives interceptors 2 free thrusters which you were buying anyway but now they might actually do something ALL together.

It's only 4 free points and limits you to a 94pt list of sheildless ships of the same type.

10 points you said right?

It might be a bit much, especially because regular TIEs don't even have room for 10 points. :P.

Cost 6 to net you 10pts. It's a weird way of saying you can build a 104pt list if you only spend 94pts on the same sheildless ship type. Bombers, interceptors (en masse), and regular swarms need just a titch...

Cost 6 to net you 10pts. It's a weird way of saying you can build a 104pt list if you only spend 94pts on the same sheildless ship type. Bombers, interceptors (en masse), and regular swarms need just a titch...

Ah, I interpreted it as a card, costing 6 points, granting every ship 10 points of free upgrades each. :P.

Ride the Shockwave

0 point Scum only Elite Talent

At the start of combat, you may discard 1 Bomb, Missile, or Torpedo upgrade card.

If you do, deal 1 damage to each other ship at Range 1, and deal 1 face-up damage card to yourself, then perform a white 1-2 speed maneuver of your choice.

When performing that maneuver, you may use the rear guides of your ship as though they were the fore, and vice versa.

Basically, a rocket-jump. Woo.

Edited by DraconPyrothayan

Put it on a Black Sun Ace, add Deadman's Switch, suicide!

Put it on a Black Sun Ace, add Deadman's Switch, suicide!

Yep. Awesome without using the most overpowered part (the repositioning).

A Range 1-2 maneuver in white, possibly in REVERSE, possibly with a koiogran...

Cost 6 to net you 10pts. It's a weird way of saying you can build a 104pt list if you only spend 94pts on the same sheildless ship type. Bombers, interceptors (en masse), and regular swarms need just a titch...

Ah, I interpreted it as a card, costing 6 points, granting every ship 10 points of free upgrades each. :P.

Ha. No. I was being semi-serious. It's a fluffy card with build restrictions that offer a slight boost to things that needed them so you might actually use it and a little to something already in use that might need a slight boost. And besides: Imperial Doctrine is a badazz name.

"Let go"

Ept. 1 point

You may discard this card to discard all stress tokens. Until the end of the round, after you receive a stress token discard it.

I have 3:

- an Scyk prototype card, -1 points, adds an illicit slot

- a pilot card moves other ships out of the way from bumping

- a pilot or upgrade card that allows a ship to use another friendly ship's target lock. Call it "bird dog", or something.

Title

"T-70 upgrade"

T-65 xwing only

+1 shield

Tech upgrade

Boost

Use T-70 movement dial

3 points

And I just fixed every t-65 xwing

Luke and wedge just becsme awesome again. This is what the force awakened set should have contained......I still believe this should happen....

There are no T-65 X-Wings in the game. Just X-Wings and T-70 X-wings. :P.

Besides, Biggs does not need a stronger ship and Wedge and Luke still are awesome. ;)

The above listed card is exactly the difference between a t-65 and t-70 xwing as you can clearly see it's a pretty massive difference.

Edited by Gungo

Divergent power systems
2pt (Modification)
Small ship only
Reduce your Primary weapon value by 1, to a minimum of 0. Gain 1 shield token.

Title

"T-70 upgrade"

T-65 xwing only

+1 shield

Tech upgrade

Boost

Use T-70 movement dial

3 points

And I just fixed every t-65 xwing

Luke and wedge just becsme awesome again. This is what the force awakened set should have contained......I still believe this should happen....

There are no T-65 X-Wings in the game. Just X-Wings and T-70 X-wings. :P.

Besides, Biggs does not need a stronger ship and Wedge and Luke still are awesome. ;)

I'd beg to differ on all accounts... None of the ships you mentioned were anywhere near being even semi competitive at worlds or any national tournament. That's a far far cry from being anywhere near awesome.

The above listed card is exactly the difference between a t-65 and t-70 xwing as you can clearly see it's a pretty massive difference.

Only because Integrated Astromech and Targeting Astromech wernt legal for Worlds.

There's already a fix, just wait for it.

  • R9-GX Astromech

When defending, add one [Evade] to your defense results.

You may not take actions.

Cost: 5

(Is the cost too high for a card that denies you the ability to take actions?)

Imperial only - EPT - Threatening Presence - Unique - Points ?

Ships to which you have target locked, if they do not declare you are the target of their attack , must immediately receive one stress token.

It provides the Imperial side with a semi-Biggs / stress bot mechanic. I have listed it as unique so you can't just spam it on Black Squadron pilots.

Advanced tracking device


Tech.


2 Squad Points.


If you have a target lock on the defender and is inside your firing arc, you may perform a secondary weapon attack with the (missile, torpedo) upgrade icon even if it is beyond range 3.


Tie Defender Only - Title - Vectored Thrust Manifold (or similar jargon): If you performed a green or white maneuver you may perform a free boost action.

This would effectively lower the cost on Defenders since you don't need to take an Engine Upgrade, and it would give them more maneuvering options while preserving their more linear style, not having the white 1-turn like the other Ties. You'd also have a better chance of actually escaping in order to re-position, like you'd expect from a ship that's supposed to be the fastest one around.

The Imperials now have a bunch of marginal ships that don't see play (no Defenders, very few bombers around, shuttles now have Palpatine at least, and the Punisher has gone down in flames every time I've seen someone try it), compared to 1 for scum, the Starviper, and none for the Rebels now that the HWK has the TLT. Even the ships that are good, it's not the ship classes (when was the last time you saw most anything from the Imperial Aces save Carnor, maybe?) but just a couple of specific pilots who are so amazing as to make it work. We don't all want to just be flying Soontir all day. So come on people, let's BRING BALANCE TO THE FORCE!

Edited by PenguinBonaparte

Swivel Cannons

Modification - A-wing only

Gains Auxiliary rear firing arc, attack power is now 3, cancel all focus icons before modifying dice while attacking

2 pts

Sloppy wording but you get the idea.

I want a 4 point EPT that worth it's weight. Here goes

I also want this effect, but I don't know if it should be an ability or a cannon or even ordnance.

When attacking, your hit result count as 2 hit results. They may still be evaded by 1 evade result.

Makes a 2 attack ship as strong as a 3, but can still be cancelled by 2 evades.

I'd say for this ability all crits should automatically be cancelled. Word it something like this. Following your attack, immediately cancel all critical results. Each hit results damage is doubled. Seems more like a 10 point cannon and it's sort of in the vein of HLC already.

Ride the Shockwave

0 point Scum only Elite Talent

At the start of combat, you may discard 1 Bomb, Missile, or Torpedo upgrade card.

If you do, deal 1 damage to each other ship at Range 1, and deal 1 face-up damage card to yourself, then perform a white 1-2 speed maneuver of your choice.

When performing that maneuver, you may use the rear guides of your ship as though they were the fore, and vice versa.

Basically, a rocket-jump. Woo.

I might mod this a little (and I think I have heard you talk about this idea before), but I definitely think this would help the expense of taking ordinance. I would not make it scum only. I would make it a 1 point modification card and I'd probably dump the face-up damage for normal damage and make it an action.

Something like:

Action: Discard one ordinance card (missle, torpedo, etc). Deploy one ordinance token (new token needed same size as a proximity mine for added range) from the rear guides using the 1 straight or bank maneuver template. Each ship within range one immediately suffers (not at end of activation) 1 damage.

Advanced Tracking Device

Modification

cost: ?

Action: At the start of the combat phase you may put a target lock on one ship that is within range three and your firing arc. You may have two target locks at the same time.

Title

"T-70 upgrade"

T-65 xwing only

+1 shield

Tech upgrade

Boost

Use T-70 movement dial

3 points

And I just fixed every t-65 xwing

Luke and wedge just becsme awesome again. This is what the force awakened set should have contained......I still believe this should happen....

There are no T-65 X-Wings in the game. Just X-Wings and T-70 X-wings. :P.

Besides, Biggs does not need a stronger ship and Wedge and Luke still are awesome. ;)

I'd beg to differ on all accounts... None of the ships you mentioned were anywhere near being even semi competitive at worlds or any national tournament. That's a far far cry from being anywhere near awesome.

The above listed card is exactly the difference between a t-65 and t-70 xwing as you can clearly see it's a pretty massive difference.

Only because Integrated Astromech and Targeting Astromech wernt legal for Worlds.

There's already a fix, just wait for it.

That doesn't help your case. Neither IA or TA fix xwings.

Title

"T-70 upgrade"

T-65 xwing only

+1 shield

Tech upgrade

Boost

Use T-70 movement dial

3 points

And I just fixed every t-65 xwing

Luke and wedge just becsme awesome again. This is what the force awakened set should have contained......I still believe this should happen....

There are no T-65 X-Wings in the game. Just X-Wings and T-70 X-wings. :P.

Besides, Biggs does not need a stronger ship and Wedge and Luke still are awesome. ;)

I'd beg to differ on all accounts... None of the ships you mentioned were anywhere near being even semi competitive at worlds or any national tournament. That's a far far cry from being anywhere near awesome.

The above listed card is exactly the difference between a t-65 and t-70 xwing as you can clearly see it's a pretty massive difference.

Only because Integrated Astromech and Targeting Astromech wernt legal for Worlds.

There's already a fix, just wait for it.

You mean the same cards the will work for the T-70...

That doesn't help your case. Neither IA or TA fix xwings.

My BBXXZ squadron over vassal disagrees.

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.

Edited by Grivoire