Potential Dual Upgrades

By rabid1903, in X-Wing

Morning everyone,

So with the preview of Dual Upgrades, this opens up a world of possibilities for potential future cards. Here, we'll speculate on what some may be.

X-Wing Quad Lasers

Side 1: Forego your attack during this combat phase to flip this card.

Side 2: Increase your primary weapon value by 1. After attacking with your primary weapon, flip this card.

Modification - X-wing Only

2 points

Rocket Pod

Side 1: 3 attack, range 2-3. After attacking with this weapon, flip this card.

Side 2: You may spend an action to flip this card.

Missile

2 points

Just some quick thoughts, I'll add more up here from the comments

It depends a lot on how dual Upgrades work and how frequently they are supposed to flip.

It depends a lot on how dual Upgrades work and how frequently they are supposed to flip.

Not going to argue with you here. This is more oriented towards the ability to flip cards back and forth as a concept, not as much towards the exact application that FFG has in store for us.

I do worry that they may have stove-piped themselves by not putting the flip details on each respective upgrade (say, putting "you may flip this card prior to revealing your dial." for Adaptability.) If they dictate that every dual upgrade must be flipped at the same time, that's a pretty restrictive structure.

Modification

X-wing, B-wing only

S-Foils: When you perform an attack, your opponent may not spend evade tokens

S-Foils (Flipped): When you perform a green maneuver, you may assign a weapons disabled token to your ship to perform a barrel roll or boost action. Then you may flip this card.

2 points?

Modification

X-wing, B-wing only

S-Foils: When you perform an attack, your opponent may not spend evade tokens

S-Foils (Flipped): When you perform a green maneuver, you may assign a weapons disabled token to your ship to perform a barrel roll or boost action. Then you may flip this card.

2 points?

This does seem to be a good fit for S-Foils, especially if it is chosen at the start of activation. Though you wouldn't need the weapon disabled card, as the Side 2 text could simply say you cannot perform attacks with your primary weapon.

It depends a lot on how dual Upgrades work and how frequently they are supposed to flip.

Not going to argue with you here. This is more oriented towards the ability to flip cards back and forth as a concept, not as much towards the exact application that FFG has in store for us.

I do worry that they may have stove-piped themselves by not putting the flip details on each respective upgrade (say, putting "you may flip this card prior to revealing your dial." for Adaptability.) If they dictate that every dual upgrade must be flipped at the same time, that's a pretty restrictive structure.

Shake: 1 point EPT

Action: Perform a Barrel Roll action and cause any target locks on you to be discarded

Bake: 1 point EPT

Action: Perform a Boost action after doing so you may also perform a target lock. For each action performed that is not on your action bar receive one stress token.

Modification

X-wing, B-wing only

S-Foils: When you perform an attack, your opponent may not spend evade tokens

S-Foils (Flipped): When you perform a green maneuver, you may assign a weapons disabled token to your ship to perform a barrel roll or boost action. Then you may flip this card.

2 points?

Mod - Lambda only

S-foils -Before attacking, you may perform a free boost maneuver, then gain 1 stress token

flipped - Assign a weapons disabled token to this ship. Treat all 0 maneuvers as white.

Calibrated Rockets

Side 1: 3 attack, Range 1, you may fire this at ships you are touching

Side 2: 3 attack, Range 2-3

Missile

2 points

I could definitely see this being used to good effect with blocking Scyks or Protos.

Edited by rabid1903

Shake: 1 point EPT

Action: Perform a Barrel Roll action and cause any target locks on you to be discarded

Bake: 1 point EPT

Action: Perform a Boost action after doing so you may also perform a target lock. For each action performed that is not on your action bar receive one stress token.

Expert Handling...

Shake: 1 point EPT

Action: Perform a Barrel Roll action and cause any target locks on you to be discarded

Bake: 1 point EPT

Action: Perform a Boost action after doing so you may also perform a target lock. For each action performed that is not on your action bar receive one stress token.

Expert Handling...

i'd like to think of it as Expert handling+ its like New Game+ you get all the swanky benefits, but of course a downside.

I'd like to think of this on a Tie swarm with Youngster... a bunch of boosting TL'ing AP's who then spend the rest of the game stressed.

also when was the last time you saw EH taken

Edited by Panic 217

System dual.

+1 red and -2 green

-1 red and +2 green

What about Corran? Never heard of him this idea is totally balanced.

We really do need to know who those dual upgrade cards are supposed to work before we go to town suggesting others.

At its simplest it will simply be an upgrade with a given name and cost that has one of two modes that is selected at the beginning of play. The more complex rules would be those requiring multiple copies be used at a time with one set one way and another set a different way. Switching modes during play would add another level of complexity.

In the simplest form I could see this being an answer to some of those calls for "sideboards" and other things things that would allow you to change your squadron once you see what you are, or could be, playing against. There is no reason that one side of a dual upgrade needs to be positive while the other is negative. I could see having some kind of dual upgrade ordnance where one side is very helpful against swarms and another against those extremely hard to hit targets while having one that is good against those tough, but easy to hit, fatties could replace either of the other choices.

Going forward I don't see much that can be done if one thinks two copies need to be in play with each set to opposing sides; it works when you are looking at a zero cost upgrade that moves PS up or down a point but nothing else really makes sense.

Fight/Flight

Fight: Reduce your agility to 0, increase your primary attack value by 1 for each agility removed.

Flight: Reduce your primary attack value to 0, increase your agility by 1 for each weapon value removed.

Dash who? Arc dodgers what?

Fight/Flight

Fight: Reduce your agility to 0, increase your primary attack value by 1 for each agility removed.

Flight: Reduce your primary attack value to 0, increase your agility by 1 for each weapon value removed.

Dash who? Arc dodgers what?

cant wait to have my phantom roll 8 blank greens and 6 blank reds.

System dual.

+1 red and -2 green

-1 red and +2 green

What about Corran? Never heard of him this idea is totally balanced.

i like this idea, because my friends 3 green corran dies too easily to my Whisper, cant wait to see how easy he crumbles to Whisper/Chirp with 1 green.

Shake: 1 point EPT

Action: Perform a Barrel Roll action and cause any target locks on you to be discarded

Bake: 1 point EPT

Action: Perform a Boost action after doing so you may also perform a target lock. For each action performed that is not on your action bar receive one stress token.

Expert Handling...

i'd like to think of it as Expert handling+ its like New Game+ you get all the swanky benefits, but of course a downside.

I'd like to think of this on a Tie swarm with Youngster... a bunch of boosting TL'ing AP's who then spend the rest of the game stressed.

also when was the last time you saw EH taken

NG+ like Dark Souls? That gives you better gear but makes all enemies more difficult.

Or NGE like SWG where the game is ruined and everyone quits? :)

EH isn't a bad buy if you're expecting to face a lot of TIE Advanced or FCS.

What

It depends a lot on how dual Upgrades work and how frequently they are supposed to flip.

What

It depends a lot on how dual Upgrades work and how frequently they are supposed to flip.

This. Speculating on other possible uses hinges heavily on knowing how they actually work first.

It's perfectly reasonable to speculate on possible uses in addition to how exactly they work. Essentially it allows us to recreate their design process, where logically they would want a rule card that can be used in several scenarios instead of one isolated one. So they would design several upgrade cards they want to work, and come up with a single rule card that would streamline and make sense of them all.

So, in essence, this thread has revealed three different ways that dual upgrade cards could work and other uses that would go with them:

1 - They are cards that have a condition that must be satisfied in order to flip (e.g. reloadable munitions.)

2 - They are cards that are flipped several times during the game, in a specific phase (e.g. calibrated munitions & S-foils)

3 - They are cards that create a sort of side-board that are chosen at the start of the game (e.g. pilot skill shift)

The second has the most logical/streamlined sense to it, and many cards can be designed to it. The third is by far the most restrictive and doesn't make good design sense. While the first opens up the most uses, but adds some complexity to the rule while taking away from the complexity of upgrade cards that can go with it.

TL;DR: There are many ways to speculate even if you don't have all the information.

If they change mid game, I think I'd prefer if the closed S-Foils made more of the dial green, since quite a bit of the Astromechs would benefit from something like that. Disabling the weapons or reducing the attack value by 1 would both be solid tradeoffs, though it might be nice to still allow torpedoes. Sadly, I'm not sure what kind of upgrade this would be, as the mod-slot is already super competitive.

If they change mid game, I think I'd prefer if the closed S-Foils made more of the dial green, since quite a bit of the Astromechs would benefit from something like that. Disabling the weapons or reducing the attack value by 1 would both be solid tradeoffs, though it might be nice to still allow torpedoes. Sadly, I'm not sure what kind of upgrade this would be, as the mod-slot is already super competitive.

I feel like it would need to be a modification. Titles, especially for X-Wings, just allow so much flavor. The mod would have to be able to stand up to IA though, as that'd probably be its biggest competition.

Energy Transfer Array Modification, Dual Card 3 Squad Points

Once per round, during the activation phase, you may choose one ship you are touching. Remove one shield token from that ship and place it on your ship. Then receive a disabled weapons token.

Once per round, during the activation phase, if you have at least one shield, you may choose one ship you are touching. Remove one shield token from your ship and place it on that ship. That ship then receives a disabled weapons token.

FAQ: A ship cannot receive shield tokens in excess of its maximum shield value.

Fight/Flight

Fight: Reduce your agility to 0, increase your primary attack value by 1 for each agility removed.

Flight: Reduce your primary attack value to 0, increase your agility by 1 for each weapon value removed.

Dash who? Arc dodgers what?

cant wait to have my phantom roll 8 blank greens and 6 blank reds.

Talon bane rolling 7 red at range one.