I have always wanted a ship with two illicit slots so I could run feedback array and Deadman switch on the same ship.
Scum needs a few more Illicit upgrades... any Ideas?
I have an Astromech:
What the heck Astromech
After performing a red maneuver you may roll two green dice. If a focus and/or an evade symbol is rolled convert them to tokens. If two blanks are rolled receive a damage card face up and discard this card.
Adrenaline Shot - Action: you may perform all the available actions in your action bar at once, then discard this card and receive one damage and one stress token. 3 pts.
Edited by PlatoStolen Shield Generator
(Illicit)
Increase your Shield value by 1.
2 Points.
*part of my Scyk fix.
Is the other part of your Scyk fix to give Scyks an Illicit slot?
EDIT: Nvm, hadn't read all the way to Extra Stash, yet. ![]()
Inertial Retainers
4 pts
Do not remove evade tokens from this card. At the beginning of the end phase, after all effects that resolve at the beginning of the end phase have resolved, you MUST perform a boost action. If you cannot perform a boost action discard all evade tokens on your ship and receive one damage for every token discarded.
I like that idea, but it would be simpler if it just forced you to boost each round and if you cant you take damage
"spurious position generator" action when this card is activated your opponent MUST move you using any of the range two templates. but you DO have to be moved before the combat sequence.
Electro spike (or whatever name)
(2 points) If you overlap an opponent during the movement phase, you may discard this card to roll 2 attack dice. The opponent suffers hit or crit damage rolled.
"Supercharged Engine" 2 pts.
"After you execute a green or white maneuver you must perform a free boost action. If you cannot, suffer 1 damage"
"Special Modifications"
You can add 1 more modification card to your ship at its normal cost.
Love it!
Why not keep the card secret (i.e., face down) until you choose to deploy and use it for the first time?
That attack boost thing...
IG-88 would dominate. Again.
except that an IG that shoots his primary is a weird IG. because B is a reverse gunner
Twi'lek Slave Girl: *Unique* Illicit and Crew. Once per turn, when you perform an action during your "Perform Action" step, you may perform that action again. 5 points.
I'm rather surprised no one has suggested this sooner......no, I'm not apologizing...
Twi'lek Slave Girl: *Unique* Illicit and Crew. Once per turn, when you perform an action during your "Perform Action" step, you may perform that action again. 5 points.
I'm rather surprised no one has suggested this sooner......no, I'm not apologizing...
Might a Twilek Slave Person (non-gender-specific) in the cockpit be awfully useful in terms of removing pilot stress?
By their dancing, I mean, of course...
Twi'lek Slave Girl: *Unique* Illicit and Crew. Once per turn, when you perform an action during your "Perform Action" step, you may perform that action again. 5 points.
I'm rather surprised no one has suggested this sooner......no, I'm not apologizing...
Might a Twilek Slave Person (non-gender-specific) in the cockpit be awfully useful in terms of removing pilot stress?
By their dancing, I mean, of course...
I was more of the opinion it gives them *cough, cough* extra *cough, cough* energy, so that they can "focus" and "target lock" and "boost" more. Though I don't think male Twi'leks were ever used as slaves the same way females were...
I don't know if this would work better as a tech upgrade or a Illicit but I think it'd be a great option for a bump ship to bump, deny an action, then boost back to shoot the ship it just stopped. Guri would love this.
Retro Thrusters:
2pts
Any time during the activation phase, you may discard this card to place [1] maneuver in your back guides, preform the maneuver. Then receive 1 stress token.
I like the bumping idea.
Kamikaze: If you complete a maneuver that over laps an enemy ship, the enemy ship receives one damage. Roll an attack die. On a 《hit》result, you also take one damage. On a 《critical》result, you are destroyed.
On a 《critical》result, you are destroyed.
Harsh. I'd almost make it more like r5-p8. Roll a hit, they take damage, rol a crit, you both do, or something. Would really suck to have that, for example, on a G1A and blow yourself up to do 1 damage to an enemy scyk or z95 that blocked you.
I do like the idea of being able to turn anything with an illicit slot into a mini-oicunn though.
Edited by VanderLegionI almost like it better than bugzapper Z95's, especially if it were 2 points or less.
Maybe a face up damage card would be better, but deal that on a focus result.
Edited by balindamood
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.
I think a better way of handling it would be as a duel card for example:
Unstable Power Cell:
Side A: Increase your primary attack value by 1. After you perform an attack roll an attack dice, on a (hit) result flip this card
Side B: Reduce your primary attack value by 1. Action: Roll an attack dice on a (hit) or (crit) result flip this card.
I like these ideas, what a fun topic
Not sure what to call it, emergency thrusters?
1pt
Double your agility value for the combat round, at the end of the combat phase, receive one face down damage card and flip this card face down
Is the other part of your Scyk fix to give Scyks an Illicit slot?Stolen Shield Generator
(Illicit)
Increase your Shield value by 1.
2 Points.
*part of my Scyk fix.
EDIT: Nvm, hadn't read all the way to Extra Stash, yet.
The other half of the fix had a Title:
"Dirty Scyk" Interceptor
M3-A Interceptor Only. Title.
Your upgrade bar gains [illicit] icon.
Increase your Hull value by 1.
1 Point.
But the "stash" allowed the other non-illicit ships get one.
power booster:
2 points
Discard this card when you attack to roll an extra die.
illicit fusion:
0 points
Place two different illicit upgrades that are discarded upon use to this ship. You must pay the full price for both. When you discard either upgrade card, both are discarded.
Engine adjustment:
1 point
action: discard this card to preform a boost or barrel roll action.
I almost like it better than bugzapper Z95's, especially if it were 2 points or less.
Maybe a face up damage card would be better, but deal that on a focus result.
I'd be all over a ramming Z-swarm, even if it was only a roll for damage as opposed to guaranteed.
Hunter hunted
1 point
At the start of combat phase you may discard this card. If you do, exchange all red target locks on your ship with their respective blue locks.
Blocking Maneuver
2 point
Large ship only
When an attack passes through this ship, before dice are rolled, you may receive 2 stress tokens to become the target of that attack. You cannot use this ability if stressed.
Push the Envelope
3 point
Small ship only
After you resolve a maneuver, you may receive 1 stress token. Choose a 1 or 2 maneuver, treat it as a white maneuver and execute it. You cannot use this ability if stressed.
Illicits focus mainly on combat tricks that surprise the opponent , constantly keeping them on their toes as to when you will commit to it.
Edited by spacelionSALVO: you may spend your Target Lock to fire all of your ordnance in one combat round. If you do you are dealt one face down damage card, receive one stress token and cannot attack the next round. You cannot modify attack dice in anyway.
Cost: 3 points. Modification.