I want them alive! - imperial card concept!!

By SoontirFel, in X-Wing

Right - I want an imperial Boba crew card now lol

what do you think to...

* I want them alive!

EPT - 4 points

When attacking, if you destroy the defending ship you may flip over an equipped crew card in order to roll 1 attack dice. If you roll a <hit> or a <crit> then you may remove a crew card equipped on the defending ship and equip it to your ship, if you have an empty crew slot. The equipped crew card's effect now affect your ship.

what do you think?

There are a few strikes against the card.

First, the wordiness. Cards have limits and borders, and that's a lot of text.

Second, the effect is really narrow, conditional, and of questionable use. First, have a ship that can take crew. Then face a ship with crew. Then kill a ship with crew. Then kill your own crew. Then roll a dice. Did you fail the dice roll? You just sacced your crew for no result, on top of a 4-pt EPT.

Third, the design rabbit hole of the theft and destruction of opponents' upgrade cards. Having Boba as a unique, faction-restricted one-off is cool and thematic. Having effects like this be generally available is closer to a Mad Max-style game.

Fourth, people potentially walking off with other people's cards is a nightmare in waiting for both TOs and players. Accidentally or through dishonesty, losing something like a Palpatine is not pleasant to contemplate, and holding up rounds because people have to find their previous opponents to recover cards is just a hassle.

Just play Boba :)

Fifth, who would a captured Luke Skywalker join the crew of a Decimator and start firing its guns for them?

If you were going to do this, it would make more sense to have it as a passenger card, not an EPT. It needs to be lower cost than 4, because it is one-use and highly situational - by the time you destroy an enemy passenger ship, there is a good chance you are winning the game anyway. Most passengers don't cost 4 points even if you have access to them all game.

"I want them alive! (unique)" Passenger slot upgrade card: If a ship is destroyed within range 1 of this ship, you may replace this card with a [passenger upgrade card] from the destroyed ship, regardless of its faction. Cost: 2

Bonus is that it works when your own ships get blown up too...

Edited by Patriarch

Double post

Edited by Patriarch

Fifth, who would a captured Luke Skywalker join the crew of a Decimator and start firing its guns for them?

If he could be turned, he would become a powerful ally.

That's absurd. Darth Vader isn't going to suddenly lose his years of anger and turn over to the Light side for one final hurrah.

I think it would be more effective to make a Imperial Boba card that act along the same principles as the gonk.

Crew - Boba Fett

8 point upgrade card - Action select one enemy ship at range 1, Roll one attack dice, on a critical hit place a captured crew token on that ship.

Second Action - Spend one captured token to make the first enemy ship that attacks you each round, starting next round receive a stress.

Since upgrade cards cannot have but so much text on them I suggest that a reference card much like tractor beam would read - The first time a ship receives a captured crew token the opponent may remove one upgrade card from that ship and then place the captured crew token on the Boba Fett upgrade card.

This would allow your opponent at least two full turns after the initial action with the Boba Fett crew card before the similar rebel captive stress action takes effect, mitigating the extreme penalties involved in this card.

Edited by abomber544

New game mode; capture the flag/Jedi/Sith!

That's absurd. Darth Vader isn't going to suddenly lose his years of anger and turn over to the Light side for one final hurrah.

Um, see end of Episode VI ...

That's absurd. Darth Vader isn't going to suddenly lose his years of anger and turn over to the Light side for one final hurrah.

Um, see end of Episode VI ...

utzTCyo.png

Um, see end of Episode VI ...

+1

In the words of Han Solo (Peace be upon him), "Hunh"

:huh:

I think if we're capturing enemy crew, it should work similar to rebel captive. You kill an enemy ship, place a "captive" token on your upgrade card, and then start causing stress to ships that fire on you.

I think if we're capturing enemy crew, it should work similar to rebel captive. You kill an enemy ship, place a "captive" token on your upgrade card, and then start causing stress to ships that fire on you.

I think this is the key issue with the concept for me. Having an upgrade to maybe give you Rebel Captive seems a bit excessive when you can already just purchase Rebel Captive and have them stressing the enemy from turn 1.

I prefer to leave capture mechanics to cinematic play, like the one Raider mission that includes it.

I think if we're capturing enemy crew, it should work similar to rebel captive. You kill an enemy ship, place a "captive" token on your upgrade card, and then start causing stress to ships that fire on you.

I think this is the key issue with the concept for me. Having an upgrade to maybe give you Rebel Captive seems a bit excessive when you can already just purchase Rebel Captive and have them stressing the enemy from turn 1.

I prefer to leave capture mechanics to cinematic play, like the one Raider mission that includes it.

Maybe. It would certainly benefit from having something to differentiate it from Rebel Captive. How about: If an enemy ship wants to fire on the ship with the captive, they must first roll a hit or a crit on a red die. Allow the attacker to spend a focus on this roll to up an eyeball to a hit too. After all, that isn't just any old captive on that ship - it's a comrade that just moments ago was fighting alongside them. That would certainly make a lot of people hesitant to open fire.

Just make him one point and the person becomes a rebel captive.

Fifth, who would a captured Luke Skywalker join the crew of a Decimator and start firing its guns for them?

If he could be turned, he would become a powerful ally.

Hmmmmm....Yess.....Can it be done?

So I've been thinking about this and what if this was a dual sided crew card.
One side is "I want them alive" that says something like: After performing an attack at range 1 that hits you may choose a crew upgrade on the defender to be discarded. Then flip this card over.

The other side could just be "Rebel Captive" but FFG doesn't like repeating effects so make it something like "Rebel/Enemy Hostage/Prisoner" that does something slightly different. Maybe When you are declared as a defender you are assigned an evade token, or attackers role an additional die against you and you may add an evade result.

Being a dual card helps it from being to situational. This is a complete GUESS but my assumption with the dual cards is that you have it in your list and at the start of the game can choose which side you are using. That makes sense to me with "Adaptability" anyways, letting you choose if you want to raise or lower your pilot skill based you matchup with your opponents list. If I'm correct if you make this a dual card and you face a list with no crew upgrades or none that you want to steal you just deploy it on the "Enemy Hostage" side.

Just spitballing here cause I like the idea, feel free to suggest other triggers or effects that make more sense or are more balanced.

Go with an Imperial Boba Fett that has its own ability.

Boba Fett

Crew

Imperial Only

3 Squad Points

When you perform an attack against a ship with a unique pilot or upgrade, you may change one Blank result to a Hit result. If the pilot or upgrade is Han Solo, you may change it to a Critical Hit result instead.

Go with an Imperial Boba Fett that has its own ability.

Boba Fett

Crew

Imperial Only

3 Squad Points

When you perform an attack against a ship with a unique pilot or upgrade, you may change one Blank result to a Hit result. If the pilot or upgrade is Han Solo, you may change it to a Critical Hit result instead.

This would be awesome on a TIE Phantom!

Got an idea, when you make an attack that does not destroy a ship lose 1 stress token. When you destroy a ship with an attack receive 1 stress token.

However that would be more of a counter to rebel captive.