Could a new system upgrade fix bwing, g1a, generic ewng, even generic phantom???!

By TheOz, in X-Wing

So what do you do think, could a new system fix some of the lack luster ships of the current meta.

Some of what doesn't usually see play these days...or ever

Bwings..all of them right now

Generic Ewing

Generic phantoms

Starviper generics, although the named pilots don't get too much praise either

Tie advances are better now, but we still basically only see vader, a little Juno and every once in a while another pilot.

Even the g1a generics are already taking heat

So considering that they all have system slots, that's a good place to look for a fix. Think of tlts impact, the turret slot leaped in value with that card, and was so good it made you want to run generics just so you can have more tlt! What if there was one of two system upgrades that could fix expensive-ish generic ships like the y wing or g1a or any of the listed ships

So my challenge to the x wing community: can you come up with a system upgrade that could fix some of these ships, and multiple ships if possible. Love to hear some of your creative idea

Here's my idea

Superior Autopilot

system

During this round, treat this ship as pilot skill 12 until the end of the round then receive one stress token and then turn this card face down.

2 pts

Edited by TheOz

So what do you do think, could a new system fix some of the lack luster ships of the current meta.

Some of what doesn't usually see play these days...or ever

Bwings..all of them right now

Generic Ewing

Generic phantoms

Starviper generics, although the named pilots don't get too much praise either

Tie advances are better now, but we still basically only see vader, a little Juno and every once in a while another pilot.

Even the g1a generics are already taking heat

So considering that they all have system slots, that's a good place to look for a fix. Think of tlts impact, the turret slot leaped in value with that card, and was so good it made you want to run generics just so you can have more tlt! What if there was one of two system upgrades that could fix expensive-ish generic ships like the y wing or g1a or any of the listed ships

So my challenge to the x wing community: can you come up with a system upgrade that could fix some of these ships, and multiple ships if possible. Love to hear some of your creative idea

A new system upgarde won't fix the StarViper generics. You need the title (that they can't equip) to get a system slot.

Overcharged Cannons:

Empire only:

Increase your primary attack value by 999

I think that might help us against TLTs, I'm not sure.

Overcharged Cannons:

Empire only:

Increase your primary attack value by 999

I think that might help us against TLTs, I'm not sure.

I'm gonna need more dice...

The question is, how do you make it help generics without increasing effectiveness of aces that already see play? I mean, how can you do that without strong-arming it? Sure, you could give a PS restriction, but that seems too blatant.

Edited by Budgernaut

Generic pilots only

What about something like this:

Flux Capacitor (or whatever you want to name it)

During the End phase, if you were the target of an attack but you did not perform any attacks this round, recover 1 shield.

For the most part, Aces aren't going to get much use out of it because they will be dodging arcs and making shots- but the generics? These are the guys who are getting arc dodged and flanked. But the more you arc-dodge them the tankier they get.

I don't know, the more I think about it the more I think that Aces might like it after all. Imagine Darth Vader zipping in to take a few shots then running off to regen a few shields.

And Corran would love it. :blink:

Generic pilots only

Still too blatant, in my opinion. What do I mean by blatant? I mean, I want a fix that pretends to not be a fix. Giving A-wings -2 points? That was a blatant fix. Giving X-wings the chance to lose an astromech but stay alive? That was thematic and showed ingenuity. Sure, we all know it's a fix, but it doesn't scream "we made a mistake!"

I suppose you could find a thematic upgrade that would only make sense on generic pilots. Like the equivalent of starfighter training wheels or something that you wouldn't expect an ace to take. "Training Protocol?"

Generic pilots only

No such thing.

Now "non-unique" would have some game meaning.

Generic pilots only

No such thing.

Now "non-unique" would have some game meaning.

Hey, we're still in the concept phase here. We haven't started worrying about technical wording.

Having a super-powerful System upgrade for those ships would be a bit of a bummer, as it would mean you'd never get to use the cool system upgrade for other things.

I know this is a hard question because it's really a question that Alex and Frank could be contemplating or experimenting with themselves. I don't think it has to be super powerful, and it should scream low ps and not just have a restriction. Think of something that could work out like enhanced scopes

Superior Autopilot

system

During this round, treat this ship as pilot skill 12 until the end of the round then receive one stress token and then turn this card face down.

2 pts

I think that could b pretty great, also could end the PS war if most ships can shoot first once per game anyway

Possibly something that gives a defense bonus if your ship hasn't activated yet in the combat phase, provides an offensive bonus until the end of the round after you're attacked, or when an enemy ship executes a maneuver that causes them to overlap you? Those would naturally lend themselves more to lower pilot skills.

It'd probably also need to be locked down to small ships only, as the Ghost doesn't really need the help.

The fact they have a system slot already gives them a leg up over many other ships.

Fcs is a steal for 2 points. Is a nightmare against small lists and/or large ships.

How about. Trainer. Adds a pilot slot. Gives EPT. ???

I think one time effects and Pilot skill based effects might hold the balance. Let's think here, are throwing more attack dice or defense dice good...no because it's all random anyway and can help any ship, and more actions is too strong too and any ship would take that.

But a once per game pilot skill boost, with a stress or ion token, could be the trick. Because high pilot skill ships don't need a 1 turn boost as much as they would rather have it all game. But a 1 turn pilot skill 12 boost could save these low to mid ps ships, since their high 3-4 dice attacks need to get off at least once in the game. And even could free up whisper and echos ept of vi, as a side note. Just an idea, but I really think an ability like that is what those ships need

Name needs a bit of work, and the point cost might be 0 rather than 1 because of the natural drawback, but:

(1pts) Reactive Combat Systems:

Skip your perform action step.

When you activate during the combat phase, before declaring an attack, you may perform one free action listed on your action bar, then, if you have a cloak token assigned to your ship, you may decloak and receive one stress token.

The thought process is that many of these ships require a firing arc but are too low PS to effectively catch the arc dodging aces.

Using this upgrade, you lose your ability to take defensive actions like evade or focus, as well as your ability to move into a blocking position, but you gain the ability to barrel roll or boost just before your turn to fire comes up, thus helping you to get that all-important firing arc. If you already have an arc, just take a focus or target lock action.

The delayed target lock can also help certain generic ships that would rather be firing torpedoes (so if you ever had a dream of running generic B-Wings as torpedo boats, this could be the ticket).

Additionally, I've worked in the ability to decloak late which will be a boon to phantom pilots who want to have their bonus defense dice during the enemy attack phase and then still decloak into attack position. While that's a huge benefit to their alpha strike ability, consider that they will now be unable to re-cloak until they activate in the next round of combat.

Notice that a Phantom equipped with this upgrade won't be able to use any other valuable system upgrade, which I think helps out the generics and also balances them for their very high spike damage potential. Three of the low PS generics with this mod and a Fleet Officer support shuttle suddenly isn't the silliest idea ever, eh?

Anyway, that's my stab at it.

Edit: I goofed. The de-cloaking part was way too strong for Phantom pilots. I forgot that the Phantom specific cloaking upgrades are mods and not system upgrades, so Whisper is pretty insane with this thing. It needs slight adjusting, but I think the framework is there. I'm re-wording it a bit now.

Edited by CBMarkham

Small Based Ship Only

Enhanced Shield Generators

At the start of the end phase, if you have no shields remaining, you may recover one shield.

3 points.

Stab in the dark mostly, but it seems like it would help a few of them with their survivability problems. Could even remove the "if you have no shields remaining" part but I think that would increase the points by 1.

Dual sided card:

Advanced Avionics Training Protocals

Generic Pilot Only

Side 1

During the combat step, instead of attacking, you may perform any white or green maneuver or any action from your action bar (even if you have already performed this action). Flip this card over.

Side 2

Cancel any 1 critical hit on a red dice. Flip this card over.

--------------------------------------

Remember that time that Soontir arc dodged you despite your best efforts? Side 1 helps with that.

Remember that time that an unlucky crit one shot you before you even fired? Side 2 helps with that.

Bonus: if you're unlucky and bad at guessing your opponents moves you might get both in 1 game! Multiple times if you're really bad or really unlucky!!!

Edited by Rakky Wistol

Small Based Ship Only

Enhanced Shield Generators

At the start of the end phase, if you have no shields remaining, you may recover one shield.

3 points.

Stab in the dark mostly, but it seems like it would help a few of them with their survivability problems. Could even remove the "if you have no shields remaining" part but I think that would increase the points by 1.

I like this, solid idea, maybe 1 too many points, at 2 I think it's great, and shouldn't break anything, vader doesn't want it, whisper doesn't want it, ig and ghost can take it, sounds like a sweet option

Not thrilled with these suggestions. More good options will help, but these are not the way, it would just limit options already in game.

But if I must...

Improved tracking sensor: 1 point [small ship only]

Your agility is 2

Edited by GeneticDrift

Not thrilled with these suggestions. More good options will help, but these are not the way, it would just limit options already in game.

But if I must...

Improved tracking sensor: 1 point

Your agility is 2

Rest easy gentlemen, we now have the fix for Phantoms, E-Wings and Starvipers.

You can't apply the same fix to a handful of vastly different ships.

Emergency Evasion Protocols: Small Ship only. While defending, if you have not yet attacked this round, you may receive one stress to roll an additional evade dice.

Training wheels. Turns all maneuvers green for one turn. Then discard this card. 3 points