Without going into specifics, what's a general mechanic you'd like to see on a new pilot or upgrade?

By joyrock, in X-Wing

Like for instance, I'd like to see upgrades that have an option for slots that it takes up(like either missile or torpedo, for instance).

Mechanic

Crew, Limited

6 points

During the end phase you may discard one face down damage card or flip one face up damage card face down.

For real this time...

I would like a crew something like "*Veteran Co-Pilot" that gives your upgrade bar an ept slot if you don't have one.

I'd like to have an astromech that lets me keep unspent focus, even if it limits focus to 1.

Just straight up stuff from TIE Fighter. Plenty of room yet!

Tractor Beam (SOON)

Power Distribution (I think Miranda is as close as we will come)

Mag Pulse

Chaff

Flares

....

GUNBOAT

Covering Fire: At the start of the Combat phase, choose one enemy ship within your firing arc at range 1-3. If the chosen ship attacks a friendly ship that is not affecting it with Covering Fire, reduce its attack value by 1.

Slide slip.

Ignore the back nubs when placing your ship during a maneuver. The template must not exceed past the base of the ship

I'd like to see some mechanic where every point of PS matters. For example, a dieroll with a 12-sided die to determine of some piece of debris hits your ship. If you roll under PS, you get damage. Or maybe something entirely different. But something that makes PS matter more, and not just relatively with regards to other ships.

These have been suggested in some threads:

-Moving asteroids in some way.

-Deploying outside R1 of your side

-Squad upgrades

When enemy attacking ship in arc and at range 2-3 declares a missile or torpedo attack you may roll a 3 attack dice and gain a stress token. If you get 2 hits and/or 1 crit the attacker must skip this attack phase.

Edited by All Shields Forward

Angle Shields Action

If you have atleast 1 shield remaining, you may receive 1 stress token. If you do, your ship gains 1 additional shield token until the end of the combat phase.

Sorry, I went into specifics. :)

These have been suggested in some threads:

-Moving asteroids in some way.

-Deploying outside R1 of your side

-Squad upgrades

Angle Shields Action

If you have atleast 1 shield remaining, you may receive 1 stress token. If you do, your ship gains 1 additional shield token until the end of the combat phase.

Sorry, I went into specifics. :)

and the difference between that and being assigned an evade token is?

I'd like to see a card similar to what someone else mentioned- a title that gives non-EPT pilots an EPT.

Top of Class (0)

Title. Unique.

Your upgrade bar gains the EPT icon. You cannot equip this upgrade if your pilot card has an innate EPT upgrade slot. You may equip a second title.

Mag Pulse warhead. Missile that deals a weapon disabled token to the target. May have to modify the WD token so that it doesn't disappear at the end of the turn.

Reverse throttle Hop- After a 2 speed or higher maneuver, let you place the 1 straight template at the rear guides, and move your ship so the front guides fit in, then gain a stress.

Linked Fire- EPT. When attacking a ship with a primary weapon, may choose one other friendly ship that has not attacked yet has that ship in range and fire arc. You may add that second ships primary weapon value to the attack. The other friendly ship may not declare an attack this round. Change all Crit results into Focus results.

Sensor Ping: Action: Choose one enemy ship at Range 1-3. Assign that ship a Ping Token.

Ping Token: Combat Phase: When you attack a ship with at least one Ping Token assigned to it, you may choose to reroll one defense die. End Phase: Ping Tokens are removed during the Remove Tokens step.

Phased Sensor Array. Modification. 3 points. When you perform a Sensor Ping action, you may choose one enemy ship at Range 1-5.

Some sort of wingman mechanics for mid PS pilots, allowing them increased efficiency when working closely together (for example: bonus green/red dice if in range 1 of each other, limited to PS4-6). Something to show they are seasoned pilots who have learned to work together, while the low PS pilots don't have those kind of skills yet. It would help make the mid-PS pilots viable.

Edited by costi

I would like to see upgrade cards that affects the entire squad if certain conditions are met.

For example having a card where if the whole squad is composed of all x-wings of 5 or less pilot ability, each can add a boost to their action bar. Something like that.

I wish Force sensitive pilots had a special upgrade slot for Force upgrades.

I second the alternate slot or combined slot idea. Like upgrades that either are modifications or sensors, or both. As well as the 'Avoid' function

I'd like to see a pilot that can stock dice results. Like...

When attacking or defending you may place one of your dice on this card, or replace a die with one from this card. You can only have two dice on this card.

But most of all, atmospheric rules!

A maneuver that looks like a barrel roll + k turn (sideways movement but ending with template between nubs)The star vipers look like a ship that could do that.

A universal upgrade that prevents an enemy ship from firing out of arc

I'd like to see some sort of rocket bomb. Something that would fly off the front guides of your base and detonate after flying for a time. It'd be a neat mechanic that would remind me of some of the olden days of Battlefleet Gothic torpedoes.

I'd l like a mechanic that introduced some function or gain to closing and opening Sfoils, add that dimension to the game because it always seemed to be a big part of the movies I miss.

And also, because I'm a scum player, I'd like a ship jacker mechanic that can jump his ship for yours.

I would like to see more pro and con type abilities and cards. Something that maybe provides a decent bonus, but also comes with a negative effect, something not reflected in the points cost. So maybe something like a cheap HLC that causes the user stress. A pilot ability that lets you add a crit or evade, but you take an Ion token.

Stuff that is cool, and that people will want to use, but that also messes with them in ways they will have to plan around.