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

By dewbie420, in X-Wing

Double sided illicit upgrade

"Traitor" (-6 squad points)

Side A

At the start of the end phase, roll an attack die, on a <focus> result, flip this card over"

Side B

Your opponent gains control of this ship

That attack boost thing...

IG-88 would dominate. Again.

Or Dengar can have a 4 dice PWT... not good...

Double sided illicit upgrade

"Traitor" (-6 squad points)

Side A

At the start of the end phase, roll an attack die, on a <focus> result, flip this card over"

Side B

Your opponent gains control of this ship

I really like it.

I think it would take some playtesting to get the correct negative point value, but it's a great idea. I'd definitely put it on a naked Z-95 or Scyk.

Overloaded Shielding Capacitor: Discard this card at the start of the combat phase to increase your shield value by 4 and receive 4 shields. At the end of the combat phase suffer one damage and reduce your shield value by 4.

Double sided illicit upgrade

"Traitor" (-6 squad points)

Side A

At the start of the end phase, roll an attack die, on a <focus> result, flip this card over"

Side B

Your opponent gains control of this ship

Traitor

At the start of the game, hand this ship, ship card, and all upgrades over to your opponent. It is his ship for this game.

System overclocking:

1 point: after performing an action, you may perform the same action a second time, then earn a stress token.

Illegal Power Cell

(Illicit)

Increase your Attack value by 1.

6 points.

... did you just create the game's first 4-die PWT?

:)

From earlier post:

...for the 'more power' idea change to "when attacking with your primary weapon you may roll an additional attack die, then recieve 1 Ion token and 1 Stress token"

Double sided illicit upgrade

"Traitor" (-6 squad points)

Side A

At the start of the end phase, roll an attack die, on a <focus> result, flip this card over"

Side B

Your opponent gains control of this ship

Traitor

At the start of the game, hand this ship, ship card, and all upgrades over to your opponent. It is his ship for this game.

???

Disruptor Pulse: Discard this at the start of the combat. Choose an enemy ship at range 1. That deal that ship one faceup damage card. That card counts as 0 damage.

Essentially you get the effect of a crit without it counting against your hull.

Overloaded Power Cells: When attacking, you may discard this card to increase your attack value by 2 for this attack. After the attack resolves, receive two ion tokens and a stress token.

I can't imagine an IG-2000 with Overloaded Power Cells. Probably want to run Cool Hand or Electronic Baffle (both maybe). Discard the stress and or an Ion. Then dump 5-6 dice into someone. Sounds fun :D

Emergency reverse - use the 1 template straight out the back and discard - gives 1 or 2 stress, maybe chance of a damage too? would be 2 or 3 points

Double sided illicit upgrade

"Traitor" (-6 squad points)

Side A

At the start of the end phase, roll an attack die, on a <focus> result, flip this card over"

Side B

Your opponent gains control of this ship

Traitor

At the start of the game, hand this ship, ship card, and all upgrades over to your opponent. It is his ship for this game.

So basically it comes over to your side at some random point during the game, but i would change it to "At the start of combat"

So like this:

Traitor ( -6)

A) At the start of the game, hand this ship, ship card, and all upgrades over to your opponent. It is his ship for this game.

at the start of combat roll an attack dice, on a <focus> flip this card over

B) The owner of this ship gains control of it and all attached upgrades cards.

​Salvaged Ordinance: Action: Select one equipped face down torpedo, missile, or bomb upgrade card. Flip it face up, then discard this card. 2 points

I don't know what to call it, but something reflecting the janky nature of smuggler/scum hyperdrives.

"Move your ship 5 straight, then another 5 straight. Then receive 2 ion tokens and 1 stress token. Suffer any results of overlapping any asteroid(s)."

Hotwired Explosives: Discard this card when performing an attack with a TORPEDO or MISSILE secondary weapon. Roll an attack die. On a crit result the attack is cancelled and you suffer 3 critical damage. Otherwise Add 3 hit results to your attack results.

Hacked Encryption: When an enemy ship at range 1-2 acquires a target lock, you may acquire a target lock on that ship.

Black Market Dislocator - Action: you may discard this card to place your ship on an obstacle token of your choosing. 2 pts.

"Flare" 2 pts

Before you reveal a maneuver, you may discard this card to drop a Flare Token. A the end of the activation phase this token detonates.

Flare token detonation rules: Assign all ships within range 1 of the flare token a weapons disabled token.

Super Mega Glitterstim: At the start of the Combat phase, you may discard this card and receive 5 stress tokens. If you do, until the end of the round, when attacking or defending, you may change all of your results to any result. Until the end of the match you are Pilot Skill 0.

Edited by RogueLieutenant

How about: Boosted Fire-Control System - You may acquire two different target locks on two different ships anywhere in the play area, then you may not acquire any more target locks for the rest of the game. Cost 3 points.

Illegal Power Cell

(Illicit)

Increase your Attack value by 1.

6 points.

... did you just create the game's first 4-die PWT?

No, because that card would never see print, WAAAYYY too good.

If this had a draw back like after a successful attack roll a dice and on a crit flip the card facedown.

Black Market Dislocator - Action: you may discard this card to place your ship on an obstacle token of your choosing. 2 pts.

This is interesting. Something similar could be allowing ship some alternative setup area.

Range 2.

A different edge.

Hypermatter Fuel Cell - When you reveal your manoeuver dial you may increase your speed by 1 (to a maximum of 5), then receive a stress token and discard this card. 2 pts.

Improvised Wiring (0 pts)

"During the end phase, you may discard this card to flip a face up damage card face down. Then choose a face down damage card and flip it face up or receive a face up damage card."

Basically it lets you 'shunt' around a damaged system and trade in your critical effect for (hopefully) something better

Improvised Wiring (0 pts)

"During the end phase, you may discard this card to flip a face up damage card face down. Then choose a face down damage card and flip it face up or receive a face up damage card."

Basically it lets you 'shunt' around a damaged system and trade in your critical effect for (hopefully) something better

That's interesting. It would be best on a ship with a lot of hull points.

Molotov Cocktail: Action: Deploy one missile or torpedo as you would a mine using a bomb token, then turn the missile or torpedo card face down. When another ship base or maneuver template over laps the token, it goes off. The ship rolls for damage as printed on the ordnance card, rolls no defense dice, and suffers all damage results.