If you could create a pilot card what ability would you make?

By 4fox100, in X-Wing

Sorry for the long title guys. Anyways i was thinking about pilot abilities anf what new ones FFG might come up with and that got me thinking. So i am asking you guys what abilities can you come up with. My choice:

"When defending the attacker views you at range 3"

(Preferably on a ship that can take autothrusters)

Powerful...yes. OP...maybe. Still I would love to see this one.

When attacking, count each <boom> result as 2 results. They may still be canceled by a single <evade> result.

Imperial Firespray

PS 6 37 points

You can shoot your Cannon out of your auxilary arc while doing so increase the agility of the defender by 1.

When you perform a BR action you may instead BR a friendly ship, obstacle, or token instead. You may perform the BR action more than once in a turn.

"When you bathe in the sweat of seven blind Ewoks, you may decrease your primary weapon value by 1"

During activation phase, treat your Pilot skill as 10.
Some low lvl Pilot

I'd like to see one that worked like Decoy, except in the activation phase.

It would be best on a ship with a Systems Slot to that you could take Enhanced Scopes with it.

Edited by WWHSD

Force lighting:

You may shock your opponent with a defibrillator if they die you win.

14 points.

Quick Study: at the beginning of the turn choose an opponent's pilots ability

Something along the lines of:

"Once per turn, when defending, if there is an enemy ship at range 1 you may cancel 1 attack die and deal 1 damage to an enemy ship at range 1."

Thematically it would be a pilot who maneuvers between two enemies and as one of them opens fire, the pilot pulls up causing the enemy fighter to shoot their friend.

When attacking, may choose one friendly ship at range one with a lower pilot skill. Add that ships primary weapon value to your own. That ship may not attack this turn.

Coordinated fire.

When attacking, if you have an evade token, you may change any one result to a (hit) result.

I swear I came up with this b4 BB8

for my Tie Interceptor Pilot:

after you perform a Green manuver, perform a free barrel Roll action.

the only problem is it basically makes me soontir. But I want my pilot to do somting manuvery.

When attacking, may choose one friendly ship at range one with a lower pilot skill. Add that ships primary weapon value to your own. That ship may not attack this turn.

Coordinated fire.

That would be a solid pilot ability if it only added a single

red die in exchange for a lower pilot skill pilot (that may not even have a shot) giving up its attack.

What you have would let Rebels and Imperials add up to 4 extra dice and Scum to add 3. That's way too many dice to be able roll round after round. Getting 8 dice right now is possible but requires a big investment, is hard to setup, is limited to range one, and is limited by how many torpedoes you can carry.

When an enemy ship at range 1-2 takes a boost, slam or barrel roll action you may perform a barrel roll or boost.

Yes, purposefully not an action.

They already made the one I wanted. Miranda has it.

I'd just give it to Maarek Stele.

Edited by DarthEnderX

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Another one I can think of for an Interceptor pilot or something:

At the beginning of the combat phase, you may perform a free boost or barrel roll action, then immediately receive one stress token.

When attacking, count each <boom> result as 2 results. They may still be canceled by a single <evade> result.

So in other words Bosks<pilot> ability. You are a little late to the game.

Well since torpedoes and missiles are in trouble.

At the start of the combat phase if you have a blue target lock token you may make a free target lock action. You cannot have more than 1 blue target lock token.

So if an arc dodger moves out of the way you can switch targets more easily and the ability works even when your missiles and torps run out.

Edited by Marinealver

T70 pilot: Your action bar gains the (barrel roll symbol) when performing a barrel roll you may use the 1-bank template.

A-wing pilot: when attacking at range 2 or 3 roll 1 additional attack die. You cannot be the target of or activate any ability that would increase the total number of attack dice rolled beyond 3.

T70 pilot: when performing a talon roll you may elect not to rotate your ship 180° and remain pointing in the original direction. You still may slide the ship forward or backward to the edge of the template xxx

Edited by Ayleron

Here is another one for a crazy TIE fighter but how about this for a Y-wing. When attacking for every <critical hit> result immediately roll another red die and add that to the results. (critical hit results from those dice do not generate more red dice).

So a range 1 3 dice attack has potential to do 3 crits and 3 hits. :D not too shabby for 2 firepower.

That

T70 pilot: Your action bar gains the (barrel roll symbol) when performing a barrel roll you may use the 1-bank template.

A-wing pilot: when attacking at range 2 or 3 roll 1 additional attack die. You cannot be the target of or activate any ability that would increase the total number of attack dice rolled beyond 3.

T70 pilot: when performing a talon roll you may elect not to rotate your ship 180° and remain pointing in the original direction. You still may slide the ship forward or backward to the edge of the template xxx

That first one is pretty much just Lt. Lorrir that doesn't cause stress amd grants the ship and action that it didn't have in the first place.

The T-Roll that doesn't rotate is great.

Star viper

PS 7, 29 points

When defending you may cause an emey ship at range 1 to suffer one of your uncanceled <hit> or <crit> results.

Scyk

PS 5, 16 points

When a friendly ship within range 2 uses an illicit upgrade you may gain it's effect as well.

Scum FireSpray. Pilot: Ruby Rhod. PS:8.

May roll an additional attack AND defense dice for each female present at the venue.

When attacking the defender rolls defense dice first.

This ability would be insane, especially with a gunner ability. Forcing opponent to use focus or evades blindly.

Darth Vader in a TIE Defender. (I'd think around 36 points, since Defenders are overpriced)

The Apprentice in a TIE Advanced.

PS 7, EPT, 27 points

Special Ability:

Your Focus and Evade Tokens are not discarded during the End Phase.

You can have no more than 2 evade and 2 focus tokens at any time.

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Edited by Vulf