Scum needs a few more Illicit upgrades... any Ideas?

By dewbie420, in X-Wing

Something something

Cost: 1

After performing an action, you may perform the same action again. Then discard this card.

This may not be an illicit, but it is a fitting turret based on the Y-TIE ugly's turret.

4-6

L-s1 laser cannon: This weapon cannot be fired outside your firing arc. Add 2 to your primary weapon. After each attack role 1 attack die. On a focus result discard this card and take 1 damage.

I am not sure about the names but here is few ideas for illicit upgrades.

Spice #1

At the start of the movement phase discard this card and do not collect any stress tokens in movement and combat phase. 1-2p

Spice #2

At the start of the movement phase discard this card and consider your next move as green. 1-2p

Draw the power

At the start of the combat phase discard this card and add one critical hit on your next attack and suffer one stress token and one ion token. 1-2p

Wanted to bump this thread and give my idea.

"Sensor Mask" (2-3 pts I'm thinking)

- Illicit

When defending, if the attacker is within range one and in your arc, increase your agility value by 2.

Death Blossom...

Further text required:

"You must also equip the IP Lawyer-droid crew upgrade for 50pts (The Last Starfighter's legal team in on the holo-phone)."

Edited by ABXY
[here’s one to challenge the list-building app creators…]


.Hot-Swap Module [aka Plug-n-Fly] (1pt)

You may equip an Illicit upgrade worth up to 2 squad points on a friendly ship that has no Illicit slot, paying the additional squad points as normal.


[perhaps “…friendly Small ship…” ]

[for tournie scoring, the points would accrue to the ship equipping the respective cards]


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Droid Interface Scrambler (3pts)

Action: Until the end of the turn, ignore the text on all Astromech and Salvaged Astromech upgrades within range 1 of this ship.


[or lower the point cost and incur Stress to use]


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Circuit Scrambler (3pts)

DUAL CARD

Side A

Action: Until the end of the turn, ignore the text on all System upgrades within range 1 of this ship.

Side B

Action: Until the end of the turn, ignore the text on all Tech upgrades within range 1 of this ship.


[or lower the point cost and incur Stress to use]


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. Jedi Artefact (1pt)

DUAL CARD

Equip after determining Initiative. [not sure if necessary to state this]

Side A

During the Activation and Combat Phases, this ship must activate and attack first in its PS bracket regardless of which side has Initiative.

Side B

During the Activation and Combat Phases, this ship must activate and attack last in its PS bracket regardless of which side has Initiative.


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. Sith Artefact [aka The Nope-Scope] (2pts)

Discard this card and assign a stress token to your ship to cancel the effects of a single Action performed by a ship in your firing arc.

(penalty?...) Then roll 1 attack dice, on a [hit] result, assign 1 Ion token to your Ship, on a [critical] result take 1 damage.


[not sure if it would be necessary to point out that the target is still considered to have performed the action – thus cannot repeat that action this turn using PTL, Vader or other free action means... would need off-card mention in the expansion notes]


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Gamma Particle Projector (3pts)

Attack: Receive an Ion token and discard this card to attack 1 ship (even a ship outside your firing arc?). During the Deal Damage step, cancel all [hit] and [critical] results then choose 1 System, Tech, Astromech or Salvaged Astromech upgrade that the target must discard.

Attack: 4. Range 1-2.


[or reduce to 2pts and limit to System and Tech]

Edited by ABXY

Stolen Flight Codes [or Chameleon Device] (5pts)

Small ship only

You may deploy on a neutral edge of the playing area.

No enemy ship may assign tokens to or declare attacks on this ship.

Discard this card if you declare an attack or if an enemy ship completes a maneuver within range 1 of this ship.

Coolant Vest (6pts)

At the end of the combat phase, you may remove one stress token. If at any time you have more than one stress token, discard this card and roll one red die, suffering any hits or critical hits rolled.