The Funny Slot.

By Darkcloak, in X-Wing

Each ship can take a Funny Slot on their upgrade bar.

Funnies are upgrade cards that only fit into Funny Slots, Funnies work just like Titles or Modifications, only one per ship unless specified.

List your Funnies name, cost, restrictions and then card text.

Like so:

Sensor Jammer. 2 points. Imperial Only. Once per round at the start of the planning phase you may make a Sensor Jamming attempt. Select an enemy ship at range 1-3. Roll 2 attack dice, if you roll at least one crit you may place a raspberry jam token next to the defender. The defender cannot perform action while jammed. The jam token wears off and is discarded at the end of the round. Make the Raspberry sound like Rick Moranis.

Baarf. 3 points. Takes up 2 crew slots. When you receive a stress token you may instead take two Ion tokens. When your Ion tokens are removed next round perform a free boost action. Make a pfffbbt! sound.

Edited by Darkcloak

Bleeps Sweeps Creeps 3 sided card. (its a pyramid)

Bleeps

For each ship at range 1 shout an obscenity if you are warned by the judge add one stress token to you (the player)

Sweeps

Upon completion of the game yell "SWEEPS" and flail your arms back and forth until no game pieces remain on the board.

Creeps

make sexual passes at your opponent until everyone is uncomfortable.

Just two.

but one deserves and EPT slot consumption to avoid combos

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I thought this would be something like:

Ficklegreendice (4 pts) Before rolling defense dice, guess the number of blanks you will roll. If you are correct, change all evades and eyes you rolled to blanks and all blanks to evades. If you guessed less than all of your green dice, discard this card.

Or:

Paragoombaslayer: (3 pts) Ships with primary weapon turrets may not target you unless you are within their firing arc.. If your opponent smears ice cream on his/her face, discard this card.

Apologies to Ficklegreendice and Paragoombaslayer. And anyone who thinks this isn't funny or is offended by it.

Cats. 5 Points. Once per round you may let your cat, to a maximum of one, on the playmat for 5 minutes. You may roll one attack dice and one evade dice, one at a time, to entice the feline into hijinx. Any ships that are knocked over are removed from play. All ships must remain in their final positions after the 5 minute Cat period. Ships knocked over by dice may be repositioned as close as possible to their original places, but not ships nudged by dice, or ships nudged by dice that were thrown and initially did not contact a ship but were later caused to do so by the cat. If your cat causes any of your opponents ships to break, the broken ships controlling player must buy your cat tuna, and not the cheap stuff, up to a maximum of $2.99 per one can, or two cans that are on sale, if the situation arises at the time that the broken ships controlling player chooses to purchase the can of tuna. If the broken ships controlling player fails to purchase the tuna within one week of the match wherein the incident took place, then you may choose to increase the number of Cats allowed on the table during the 5 minute Cat period,up to a maximum of two cats. If you do not have any more cats, or the Two Cat Limit has been reached you may increase the time proportionally based on the current weeks supermarket flyer price for tuna. If that weeks weekly supermarket flyer does not have a listed price for tuna, the broken ships controlling player may choose an alternative canned fish or aquatic mammal. If there is no option for either another canned fish or aquatic mammal variety, then discard this card.

that's OP. unless the cat is "discarded" after use..

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Edited by WokeUpDead

Each ship can take a Funny Slot on their upgrade bar.

Funnies are upgrade cards that only fit into Funny Slots, Funnies work just like Titles or Modifications, only one per ship unless specified.

List your Funnies name, cost, restrictions and then card text.

Like so:

Sensor Jammer. 2 points. Imperial Only. Once per round at the start of the planning phase you may make a Sensor Jamming attempt. Select an enemy ship at range 1-3. Roll 2 attack dice, if you roll at least one crit you may place a raspberry jam token next to the defender. The defender cannot perform action while jammed. The jam token wears off and is discarded at the end of the round. Make the Raspberry sound like Rick Moranis.

Baarf. 3 points. Takes up 2 crew slots. When you receive a stress token you may instead take two Ion tokens. When your Ion tokens are removed next round perform a free boost action. Make a pfffbbt! sound.

I watched "Space Balls" last night too.

*Liquid Schwartz

Funny

3 points

After performing a maneuver, action or attack, you may discard this card to perform a maneuver on your dial. Treat that as a green maneuver.