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

By 4fox100, in X-Wing

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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The Apprentice seems very undercosted for that ability. I could maybe see him as a PS6 with no EPT at 26 points.

Friendly ships within range 1 of you, receives 1 extra hull at the beginning of combat. And the end of the End phase, remove the extra hull from each ship that received it. If the ship has 0 hull, it is then removed from play.

Well, howzabout:

The Apprentice

PS 7 with EPT, 28

The guy's pilot ability would be pretty dull without Push the Limit, Juke, or Veteran Instincts.

With no EPT, just storing one token during the first turn wouldn't make him any more special than a TIE/fo with Comm Relay. Since After turn 1, you are most likely to use whatever tokens you generated for that turn.

And he's still inside a TIE Advanced, which has a lame dial. 28 points puts him at the same cost as his lady friend Juno Eclipse, who has higher PS and a much better dial thanks to her ability.

The moldy Crow title is 3 points to add to a HWK-290.

It only does Focus, but has no limit and can pile on a big stack, and hand them out with Kyle Katarn.

Jan Ors crew will turn em into evades.

Innate abilities are usually half the price compared to similar things on upgrades. That's my reasoning at least. I wanted a way to make a Tanky TIE Advanced similar to Poe and Luke, but without mimicking those abilities.

Homing Missiles still treat him like any other ship with a single focus. He's resistant to Crack Shot, having a pool of tokens at his disposal. Still vulnerable to auto damage such as Ten with Mangler and Autoblasters. Unlike X-wings, has no way to regenerate shields.

The supply of tokens makes him similar to Soontir, but without Autothrusters and the Interceptor's fantastic dial. And the PS9 of course.

I'll admit to having a severe Imperial bias.

Edited by Vulf

I thought of a cool one for a StarViper version of myself~ I'd love feedback!

Leo Howler PS 6, Elite
If you have a blue Target Lock or Focus token in the End phase recover 1 shield token.

31 points.

Lt Linna

A-wing

PS 5 or 6

Immediately before you reveal your maneuver, you may execute a [ Straight 1], [ Left Bank 1] or [ Right Bank 1 ] maneuver. Then, receive 1 stress token.

Based on a character briefly mentioned in one of the X-wing books whos' sole characterisation was "A-wings are best 'cause they go fast'. So the ability to allows you to effectively boost, perform a green to clear the stress and the boost again for positioning shenanigans.

"Scorpion"

TIE Defender

PS 5

After you perform an attack with a secondary weapon, you may acquire a target lock on the defender.

Essentially a fire control system using a secondary weapon, meant to pair with TIE/D title and preferably Tractor Beam. Also, "Get over here!"

A-wing

Pilot name: Hot Rod

Pilot Skill: 6

Ability: Due to constant tinkering with his/her engines, when boosting must use the two-straight/bank templates.

Elite Pilot Talent

23 points

I thought of a cool one for a StarViper version of myself~ I'd love feedback!

Leo Howler PS 6, Elite

If you have a blue Target Lock or Focus token in the End phase recover 1 shield token.

31 points.

I thought of a cool one for a StarViper version of myself~ I'd love feedback!

Leo Howler PS 6, Elite

If you have a blue Target Lock or Focus token in the End phase recover 1 shield token.

31 points.

*coughcoughFCScough*

Just make it pilot skill 3, so he can't take the virago title and use fcs

Bith Traveling Band

YT-1300 (scum)

PS 6 EPT

Bith Travelling Band can't be destroyed as long as you are humming the song, regardless of how many damage points it has. When you stop humming, lose this ability and suffer all damage as normal.

Just for fun.

XA wing (awings as the wings on an Xwing)

Dial: all maneuvers, all green

When attacking or defending you may rotate 2 dice to any result.

"Why didn't we think of this sooner, just look at what the empire is doing"

During activation phase, treat your Pilot skill as 10.

Some low lvl Pilot

I think this would actually be pretty balanced if it assigned a stress and was optional.

I quite liked the abilities I gave Ace and Aeron... although I do need to go back and Scummificate them.

Ace2-YT1300_zps19bd80f4.jpg

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Some scum pilot: at the start of activation switch your pilot skill with 1 ship at range 1. Trading low ps with soontir or Vader seems crazy.

Some rebel pilot: enemy ships you have target locked cannot perform the boost or barrel roll action.

Some imperial pilot: increase your primary weapon value by 1 if at least 2(3?) other friendly ships are at range 1 of you.

I thought of a cool one for a StarViper version of myself~ I'd love feedback!

Leo Howler PS 6, Elite

If you have a blue Target Lock or Focus token in the End phase recover 1 shield token.

31 points.

*coughcoughFCScough*

Just make it pilot skill 3, so he can't take the virago title and use fcs

Or get rid of the focus thing and make him spend the Target Lock to recover.Then it doesn't really matter what his PS is.

A-wing, Interceptor, future Tie Avenger?

"After you execute a boost or barrel roll assign an evade token to this ship"

X-wing T-65

"After you execute a green maneuver assign a focus token to this ship"

small ship only, too good on large ships

"If this ship has any face-up damage cards future critical hits are dealt as normal damage"

bomber

"When you deploy a bomb or mine, you may immediately deploy another bomb or mine"

bomber

"When you fire a torpedo or missile, you may fire another against the same target (target lock requirement is waived)"

Mist hunter

You may spend a focus to modify any bomb or obstacle attack dice within range 1.

I'd like to see a TIE Fighter or Interceptor pilot with an evade version of Guri/Alozen's ability.

Reverse. The ability to back your ship up instead of going forward. For me personally, an action that allows you to do a red 2 straight using your back guides instead of your front would be a pile of amazing. Probably on a small ship. But X-Wing is build off Star Wars which was designed more WW2 arial combat than say Bab5. Still, you asked for wishes.

PS1 on a ship with a crew slot. When an opponent's ship within range 3 of you overlaps an obstacle, you may spend a focus token to change any (eye) rolled to a (hit).

Space geologists for the win!

Kylo Ren - When you have a target lock on a ship, you may view that ship's movement dial before choosing your manouvre.

There would be a generic crew called "Demolitions specialist" that cost a point that stated, "When an enemy ship at range 1-2 with a red target lock token triggers a mine, you may force your opponent to reroll any or all dice. Then you may force them to convert 1 free focus to a hit."

Imagine Cluster Mines or Prox mines that were actually deadly. Imagine this on Emon or Warden Squadron or a TIE Shuttle flying support.

The problem with Clusters and Proximity Mines is that they're unmodified dice. Haha, not anymore. Watch out Soontir.

  • At the start of combat, select 1 enemy ship at range 1. If your attack hits that ship, that ship cannot attack again this round.
  • For every enemy ship that you are not in their arc, you may reroll an agility die (overriding the reroll limit of once).
  • For each friendly ship within range 1, you may lower your agility by 1 and increase their attack by 1. You may only do this once per friendly ship and you cannot lower your agility below 0.

Those sound fun and in no way playtested.

I'll play.

Jet wash: ship must have boost. Discard this card. You may place a straight 1 or 2 in your rear guides, upon revealing your movement dial.

If it overlaps an enemy ship, that ship must immediately perform a barrel roll and then losses its action this turn.

When attacking or defending, you may choose to use the faces on the bottom of your dice rather than the faces on top.

Action: Discard a (Torpedo), (Bomb), or (Missile) upgrade card.

If you do, deal 2 facedown damage cards to all ships at Range 1 (including yourself), then perform a free Boost or Barrel-Roll.

You may perform that Boost using your rear-guides rather than your front guides.