Pilot abilities you'd like to see

By debiler, in X-Wing

I'm not talking about EPT's, but pilot abilities that are exclusive to one specific pilot in the game. I especially like abilities that override basic game rules to an extent. Nothing overpowered, though.

Ok, here goes:

1. "You may always measure distance between your ship and another ship."

Sounds simple enough, but would be a great reassurance. Would fit with any droid pilot.

2. "When you boost or barrel roll, you are allowed to touch another ship."

This would make an excellent arc-dodger at close range. Can't get out of arc? Well, at least you're not gonna shoot me dead. Fitting with the daredevil piloting style of the A-Wing, for example.

3. "You may attack asteroids with your primary weapon. On 2 or more <boom> or <kaboom>, you must choose one ship at range 1 of the asteroid to take 1 damage. Then, remove the asteroid from play."

This could also be a very useful ability not only to force a little damage on the enemy, but also to protect one of your own ships from potential collision damage in the next round. Should definitely be on a large ship like the Decimator or the Hound's Tooth, maybe even on a B-Wing.

4. "When you barrel roll, you may turn your ship around to face the opposite direction."

Would be a great TIE fighter ability and goes to show the supreme manuverability of the TIE.

5. "At the start of the activation phase, if you are not stressed, you may switch the initiative for the remainder of this round. If you do, immediately receive a stress token."

This ability would be a game-changer. But one that would be most welcome if you're flying at least one VI Ace but lost out on the initiative for some reason. Also, we'd at least have a use for that nice initiative chip that comes with the game. :-)

"When you hit with an attack, deal 1 damage to the defender."

For pilots who use secondary weapons a bunch, and/or as a default ship ability for a ship which has a 0 primary weapon with a cannon slot (specifically, the ship I thought this up for, the Quadjumper, which is a tug using a big tractor beam). BUt it would make a tasty TIE Defender ability, too. ANother option was 'when you hit with an attack which requires you to cancel all dice, don't, but apply the secondary effect anyway' but I couldn't work out how to word it. Basically intended to carry cheap cannons and missiles. Possibly as an ability for a Scyk pilot or even title.

"When you attack a target in your primary arc, you roll 1 extra die. When you attack a target outside your primary arc, you roll one fewer dice."

For any PWT, to give a pilot who really likes getting arc so you need to actually fly them properly and point front towards enemy, but who can still at least try with their PWT on people out of arc, especially at close range. I also thought of it as a possibility for a Finn crew card.

"Action: you may assign or remove a [+1 red, -1 green] or [+1 green, -1 red] token."

The tokens would apply the noted calculation to the primary weapon and agility values, to a minimum of one for each. Essentially, rebalancing power to weapons and shields, as in the original PC games. I initially thought of this as a possibility for a Defender pilot (specifically, an alternative ability for Maarek) but it would work for anyone whose weapon and agility values match up closely, and might be neat for an Interceptor.

"When you reveal your manoeuvre you may choose to make it one difficulty harder; if you do, increase your primary weapon and agility values by 1 this round. You cannot perform manoeuvres which are normally red for you if you use this ability. You may instead choose to make it one difficulty easier; if you do, decrease your primary weapon and agility values by 1 this round. Green manoeuvres remove an extra stress token if you use this ability."

Again, themed on rebalancing power in the ship. Fantastic on something with a bunch of greens and/or reds, especially if it uses secondary weapons. Way too wordy though, would probably need some sort of symbol or something to denote difficulty of manoeuvre.

"When you reveal your manoeuvre, you may choose to increase its difficulty by 1 to regain a shield token , or remove a shield token to decrease its difficult by one." with the same text about reds and greens from the one above.

Again, too wordy, but I like the theme. More power rebalancing.

"Action: remove a shield token to increase your primary weapon and agility values by 1 for this round, or regain a shield token to decrease them by 1 for this round."

Final 'power rebalancing' one. Basically similar to Miranda's ability, with bigger gains if you boost power, but bigger penalties if you regen.

"When you execute a red manoeuvre, remove 1 stress token during the 'check pilot stress' step. Then skip your Perform Action phase."

Anyone with a bunch of reds on the dial - making the reds not stress you, but cause you not to do an action anyway would be an interesting way to enhance manoeuvrability.

"After you execute a red manoeuvre, you may immediately attack one enemy in your primary arc. If you do, you may not attack again this round."

Rey pilot.

Edited by thespaceinvader

"When you hit with an attack, deal 1 damage to the defender."

For pilots who use secondary weapons a bunch, and/or as a default ship ability for a ship which has a 0 primary weapon with a cannon slot (specifically, the ship I thought this up for, the Quadjumper, which is a tug using a big tractor beam). BUt it would make a tasty TIE Defender ability, too. ANother option was 'when you hit with an attack which requires you to cancel all dice, don't, but apply the secondary effect anyway' but I couldn't work out how to word it. Basically intended to carry cheap cannons and missiles. Possibly as an ability for a Scyk pilot or even title.

"When you attack a target in your primary arc, you roll 1 extra die. When you attack a target outside your primary arc, you roll one fewer dice."

For any PWT, to give a pilot who really likes getting arc so you need to actually fly them properly and point front towards enemy, but who can still at least try with their PWT on people out of arc, especially at close range. I also thought of it as a possibility for a Finn crew card.

"Action: you may assign or remove a [+1 red, -1 green] or [+1 green, -1 red] token."

The tokens would apply the noted calculation to the primary weapon and agility values, to a minimum of one for each. Essentially, rebalancing power to weapons and shields, as in the original PC games. I initially thought of this as a possibility for a Defender pilot (specifically, an alternative ability for Maarek) but it would work for anyone whose weapon and agility values match up closely, and might be neat for an Interceptor.

"When you reveal your manoeuvre you may choose to make it one difficulty harder; if you do, increase your primary weapon and agility values by 1 this round. You cannot perform manoeuvres which are normally red for you if you use this ability. You may instead choose to make it one difficulty easier; if you do, decrease your primary weapon and agility values by 1 this round. Green manoeuvres remove an extra stress token if you use this ability."

Again, themed on rebalancing power in the ship. Fantastic on something with a bunch of greens and/or reds, especially if it uses secondary weapons. Way too wordy though, would probably need some sort of symbol or something to denote difficulty of manoeuvre.

"When you reveal your manoeuvre, you may choose to increase its difficulty by 1 to regain a shield token , or remove a shield token to decrease its difficult by one." with the same text about reds and greens from the one above.

Again, too wordy, but I like the theme. More power rebalancing.

"Action: remove a shield token to increase your primary weapon and agility values by 1 for this round, or regain a shield token to decrease them by 1 for this round."

Final 'power rebalancing' one. Basically similar to Miranda's ability, with bigger gains if you boost power, but bigger penalties if you regen.

"When you execute a red manoeuvre, remove 1 stress token during the 'check pilot stress' step. Then skip your Perform Action phase."

Anyone with a bunch of reds on the dial - making the reds not stress you, but cause you not to do an action anyway would be an interesting way to enhance manoeuvrability.

"After you execute a red manoeuvre, you may immediately attack one enemy in your primary arc. If you do, you may not attack again this round."

Rey pilot.

Well, I do like some of your suggestions, although not as pilot abilities. The +1/-1 token thing would be a great modification that would have serious impact on the way the game is played. But I guess that it would render swarms immensely powerful. So maybe a pilot abilty after all.

EDIT: I like the idea for Rey. Nice ability.

Edited by debiler

A TIE Bomber pilot that buffs mass bombs. An even stronger version of Sabines ability, maybe.

A TIE Bomber pilot that buffs mass bombs. An even stronger version of Sabines ability, maybe.

Yeah, maybe something like this:

"Friendly ships at range 1 may drop bombs to the left or right. When doing so, the maneuver template rules for barrel rolls apply."

This would make Bomber/Punisher squads very interesting.

I want to see a Defender pilot that makes 2-bank barrel rolls.

"After you perform an action you may perform that action again as a free action."

I think this was Anakin's ability in that prequel ships thread, and I really like it. Would need to be in a fragile ship with a good dial and action bar.

"After you spend you Evade token, you may give it to other friendly ship at range 1."


"When defending, outside the attacker's firing arc, you may change 1 of your blank results to an evade result once per round." Similar to Autothrusters.


"If your action is boost, friendly ship at range 1 can also gets free boost action."


"When attacking, if defender hull value is more that 5, you get extra attack dice."


"You recieve stress only from maneuvers." Obvious no EPT can be equipted for him.


"Every ship at range 1 has it's pilot skill decreased by 1."


"You may reroll any number of dice for ordinance attacks and defences".


"If you hit defender with missles, friendly ship at range 1-2 can get target lock on the defender."


"Every attack damage or defence damage is a critical hit." Should be on ship with low HP and no shields.

Call this a prediction, if you like.

M3-A Interceptor named Pilot Ability: You may attack ships on your own side.

It's something that allows for a lot of Scum-related shenanigans. Triggering dead man's switch, the blast damage from assault missiles, etc. etc. The most powerful though is using a Tractor beam for some mid-combat arc dodging (with a commensurate risk)

Call this a prediction, if you like.

M3-A Interceptor named Pilot Ability: You may attack ships on your own side.

It's something that allows for a lot of Scum-related shenanigans. Triggering dead man's switch, the blast damage from assault missiles, etc. etc. The most powerful though is using a Tractor beam for some mid-combat arc dodging (with a commensurate risk)

This would be great if it weren't for the fact that Tractor tokens specifically allow the opponent of the person who applied the token to make the decision about the boost/br, so shooting your own ships with TBs would let your opponent decide where they go...

I wish they had written it so the person who applied the token decides the movement; they really shut out a lot of cool design space as it is.

"You ignore all Bomb tokens and their effects."

"The first time you destroy an enemy ship in a combat round, choose another enemy ship at Range 1 of that ship. Any damage dealt to that ship in excess of its remaining Hull value is dealt to the chosen ship instead."

"You do not deploy as normal at the start of the game. Instead, deploy within Range 1 from any board edge before the Planning Phase of the second round and receive two Stress tokens."

"You ignore all Bomb tokens and their effects."

This one for a scum Y-Wing for the ultimate "Genius" carnage!

"After you perform a green maneuver, you may then choose a green maneuver from your dial, and perform it as a white maneuver. If you do this, skip your "perform action" step."

#4 barrel roll ability would be insanly good, but I want it now on a Tie Interceptor. You would definatly have to take stress for it.

"If your Attack causes an enemy ship to be removed from play, perform another Attack using your normal Attack rules at Pilot Skill 0."

Edited by Darth Chuck

"At the beginning of the Combat Phase if you're within an enemy ship's firing arc you may perform a free boost or barrel roll action."

That and just generally abilities that give ships maneuvers not present in on the dial and other movement related abilities. That's where the flavor is.

Nora Wexley

PS 6 Y-WIng

You may take a free boost action when you suffer an uncancelled critical hit (even against your shields).

EPT, Turret, Torpedo, Torpedo, Astromech

Nora is a Y-wing that gets scorched, but survives the assault on the second Death Star. She is also Snap Wexley's (Red Ace) mom.

"Opposing ships may not regenerate shields while <Pilot Name> is in play."

"All damage cards dealt by and to this pilot are dealt face up."

"Opposing ships may not regenerate shields while <Pilot Name> is in play."

Or, "Opposing ships' shields are ignored while <Pilot Name> is in play."

Some kind of offensive advantage when attacking stressed ships. This should be an across the board rule but...

"When attacking a ship with atleast 1 Stress token, you may roll 1 additional Attack die or reduce that ship's Agility by 1"

(maybe there is already a pilot with this ability but I never flew it)

really want to see more dice independent mechanics, mainly guaranteed damage or control mechanics as the result of maneuvers and/or bombs

also a built-in lightning reflexes that can be activated so long as the pilot isn't stressed. Shenanigans galore :o (and you don't have to waste tomax to do it!)

Edited by ficklegreendice

Some kind of offensive advantage when attacking stressed ships. This should be an across the board rule but...

"When attacking a ship with atleast 1 Stress token, you may roll 1 additional Attack die or reduce that ship's Agility by 1"

(maybe there is already a pilot with this ability but I never flew it)

Eaden Vrill.

"When attacking, you may convert a crit into a hit, if you do you may also convert a blank into a hit."

This would make marksmanship a somewhat better upgrade.

"You may fire torpedoes or missiles without spending the targetlock. If you do, receive one stress token."

"When defending, if you are within range 1 of a friendly ship, roll one additional defense dice"

"Your ship cannot be target locked."

"After you overlap another ship, resolve the overlapping as normal then, if you are not stressed, you may perform a free Boost or Barrel Roll action."