Crew Card Ideas: Jar Jar Binks

By TheBard, in X-Wing

“At the start of the Planning Phase you may have your opponent randomly rotate your maneuver dial face-down. This dial may not be viewed by either player until ship activation. If performed, you may roll 3 additional attack dice against a ship inside your firing arc.” 0 pts.

Jar-Jar crew: Discard this card.

It's got pretty good flavor. Wording needs touched up a bit, but it's solid. Much too silly to be actually implemented, but very fun conceptually.

...but I hate Jar Jar, and hate thinking about him, and now I hate you. Let's never speak of this again.

Edited by CBMarkham

Jar-Jar crew: Discard this card.

Jar-Jar crew:

Discard this card to win the game.

You may not discard this card, no matter how badly you wish you could.

Jar Jar Binks: Crew (?) Points

At the start of the game, your opponent must equip the Rage upgrade card to all their ships.

When attacking a stressed ship, roll one additional attack die.

Jar Jar crew:

This card allows your opponent to add the Emperor Palpatine crew card without paying is squad cost regardless of faction restriction. This card has a negative point cost.

-5 points

Frees up room for something extra in the squad (that trademarked haphazard team boost), at the minor cost of oh say, legitimising a hostile takeover of the established government!

Sounds about right fluff wise yeah?

Jar-Jar Binks

Crew

At the beginning of each turn, assign each ship a stress token.

There is a special place in hell for people who make Jar-Jar crew card suggestions

Jar-Jar Binks:

Players can't attack ships at Range 1 of this ship if they could attack him instead.

This ship may be targeted by friendly ships.

Jar-Jar Binks: Action Destroy one Enemy Ship
​Players MUST quote a different line from Ep 1 with the response of another at the start of each turn or they lose the game.

(20)

Card text
​(Jar-Jar Binks: I spake!
Qui-Gon Jinn: The ability to speak does not make you intelligent. Now get out of here)

tumblr_mnlayf0y8v1rey868o1_500.gif

Edited by Cubanboy

Jar-Jar crew: Discard this card.

win the game

Jar Jar Binks: Crew 2 Points

You may use more than one Bomb per round. You cannot use a Bomb during the next round.

When defending, discard this card to accidently roll red dice. The attacker suffers all damage from this roll, then cancel the attacker's dice.

This matches his constant mistakes that worked out so well for him.

Jar Jar Binks: Your opponent may force you to discard this card during any turn to immediately slap you so hard that your children are born hating you for equipping this card.

There, done.

Crew - Jar Jar Binks. -5 pts

All your red maneuvers are green, white maneuvers are red, and green maneuvers are white. (You are flying erratically trying to throw Jar Jar into a wall in your ship to knock him out; if you maneuver normally, he stresses you out). After the first time you take a hull damage, you can discard this card. (You took damage on purpose to get him killed).

Jar-Jar Binks

Crew

At the beginning of each turn, assign each ship a stress token.

I love this! Matches his flavor in-universe, his fan perception, and could actually be built into a list fairly well.

Meesa lika.

Jar Jar Binks (Crew)
At the start of the game, you may equip Jar Jar Binks to one of your opponent's ships. Jar Jar Binks does not require a crew slot.

When Jar Jar Binks is on a ship, replace that ship's Talent with MESA SORRY!

MESA SORRY! (Talent)
This card has no valuable game text.

You want to make your opponent hates you so much you'll reach Jar-Jar's level?

Jar-Jar binks:

Non-faction limited

1 Crew Slot

Cost 5

At the start of the match, Choose 1 of your opponent's crew upgrade card. You must exchange this upgrade card with the selected upgrade card for the entire match. Both players retain the original squad point costs before the exchange.

Edited by Grivoire

No. Just no.

Friendly and enemy ships may not be targeted if the attacker could target you instead. Friendly ships may target this ship with their attack.

Friendly and enemy ships may not be targeted if the attacker could target you instead. Friendly ships may target this ship with their attack.

I already suggested that...

Jar-Jar crew: Discard this card.

Jar-Jar crew:

Discard this card to win the game.

You may not discard this card, no matter how badly you wish you could.

Jar-Jar crew: Discard this card.

win the game

Friendly and enemy ships may not be targeted if the attacker could target you instead. Friendly ships may target this ship with their attack.

I already suggested that...

I know the feeling DraconPyrothayan...

Friendly and enemy ships may not be targeted if the attacker could target you instead. Friendly ships may target this ship with their attack.

I already suggested that...

Ah.. Missed that. Apologies.