"Aces for Hire" - a homebrew Scum Aces expansion.

By Mangipan, in X-Wing

If the tokens are stripped before the attack, you could do okay damage with 2 attack dice.

That's actually a really good call. Let's try "Shrieker" Flares take three!

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There are two tweaks I'm pondering - instead of discarding an evade and a focus it could hit every focus token on the defender, and there's the potential to bring it up to 3 points if it still seems a bit on the nose.

What I feel will often kill a ship within this game is a combination of poor choices for generics due to them being overcosted, or often a lack of customizability in the form of passive upgrade types (Systems, Tech, Crew, etc). This is apparent especially with our good friends the Viper and M3-A, who lack many of these options, the Syck especially, and the StarViper title being unique and with a crappy set of criteria for it, AND no elite generic. You've essentially addressed enough of these problems to make it not just functional in the game, but extremely desirable. :3c

This is absolutely true - I noticed when working on these fixes that while the Kihraxz ace pilots needed some support, the StarViper was really wanting on the whole spectrum. Its aces really suffered from having too low pilot skills, being too fragile and too expensive. The generic pilots simply had no options, leaving them flying overpriced butterflies with no way to fix that.

Those are all great cards. Would definitely bring the Kihraxz back into the mix with more emphasis on ordnance which is very healthy for the meta. I would say the "Shrieker" Flares should do max 1 damage and keep the 3 attack dice OR whether it hits or not (similar to Flechlette Torpedoes) it removes all focus tokens from the target. Flares from ships never technically have to "hit" they just interrupt a pilot's sight and "focus," so you could go off of that and only have the "Shrieker" Flares remove focus tokens, retain the 3 attack dice, and do no damage since they would automatically remove focus tokens.

When I was brainstorming fixes for the Kihraxz, I kept coming back to the things that brought the T-70 so far above the T-65 - an inherent boost, a vastly better dial and an extra shield. An early draft had pretty similar fixes being applied to the Kihraxz, but part of the beauty of this game is that there are so many different knobs to tweak. I love that I can take a ship that's a clear equivalent to the T-65, but give it some perks in a way that are completely different to the perks on the T-70. It helped a lot that the generic K-Fighter pilots are currently far stronger than the aces. The 5x Marauder build isn't winning any tournaments, but it's not underpowered either, and the classic glittercrack Black Sun Ace is a fantastic ship to round out a squad with. This let me aim my cards more toward the Kihraxz aces than generic pilots.

This is outstanding! I know the Scyk needs some love too, and if you cook up similar stuff for the 'angry bee' I'd definitely give it a try>

For the "Shrieker" how about it does 1 damage, plus 1 damage for every evade and focus the defender has assigned? Use it to target turlted up aces and the like. Spend the token or take damage. Either way the attcker wins. Poe and Fel would live in fear of the thing then. Would be funny to 1-shot a Moldy Crow as well.

Edited by Salted Diamond

Actually, I think all of OP's cards feel pretty awesome and well balanced. Though for the flares, if they're going to be 3 attack dice, I'd probably say "focus or evade token". They shouldn't hit very hard. Of course, Bio's input is equally valid.

I woukd say the scyk needs a lot more help than the kihraxz.

Trouble with the star viper, and the scyk for that matter, is that most of the usual slots for fixes for them are already taken. Both have a title you'd still want to make use of, and any named starviper is definitely going to want it's mod for autothrusters, if not by he scyk too wanting stealth device or a shield.

An option for the starviper, then, is the much maligned torpedo slot. Something akin to chardaan refit might be the best option.

I like the ideas for the zann consortium pilots, and I think there's some good mileage in giving them access to cloaking device, but perhaps go down the route of using the new upgrade card rather than just giving a pilot a free cloak action and a 4 point upgrade for free (although the pilot skill does limit its power somewhat).

Here's an idea. Let's go for something really scummy, but based off the x1 title:

Zann Refit

Torpedo, 0 cost

Your upgrade bar gains an [illicit] icon. If you equip with an illicit upgrade you may reduce its cost but up to 3 squad points.

I'd then add another starviper only illicit that costs 4 points. Not sure what yet. Possibly something that gives then an evade token and/or more green manoeuvres.

Arlem with cluster missiles, glitterstim, and that new title. Three attacks with a target lock and glitterstim focus. That's nine or ten modified red dice in one turn. Even for a one time attack, probably a bit broken, and you still have your EPT open.

I like your Starviper ideas though. I would almost certainly give Zann a try. I also really like Urai Fen. Don't change his ability, but maybe make him cost another point or two.

Also be cool if concealed warhead racks weren't exclusive to the Kihraxz.