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

By dewbie420, in X-Wing

I think FFG needs our help with breaking the law- here are some of my "house rules" proxies for Illicit and Scum Only mods:

Stolen Shield Generator

(Illicit)

Increase your Shield value by 1.

2 Points.

*part of my Scyk fix.

SubLight Accelerator

(Illicit)

Your Action bar gains the SLAM icon.

3 points.

Illegal Power Cell

(Illicit)

Increase your Attack value by 1.

6 points.

Extra Stash

Scum Only. Modification. Limited.

Your uprade bar gains the Illicit icon. You cannot equip 2 of the same Illicit upgrades.

1 Point.

Any other ideas out there... FFG is listening. ;)

Biggest Problem Here:

None of these illicit upgrades has any limiting mechanics. Most illicit upgrades have discarding mechanics where it is a chance to discard like Cloaking Device after being used or discard in order to use like Glitterstim. If you take a look at all the illicit upgrades there is a limited number of times you can use them and most of them are only usable once. Like dead mans switch which really can only be used once (I don't think Tel Tuvsa can even use it more than once) and Feedback array can only be used so many times before it destroys your ship. (Gonk can get more uses from it but still it limits the ship).

If you come up with an illicit idea it should follow all illicits and have a limiting mechanic of some sorts. Keep in mind illicits are controlled items and acquiring them is not easy. It makes sense that there will be a limit on how much you can use.

I think FFG needs our help with breaking the law- here are some of my "house rules" proxies for Illicit and Scum Only mods:

Stolen Shield Generator

(Illicit)

Increase your Shield value by 1.

2 Points.

*part of my Scyk fix.

SubLight Accelerator

(Illicit)

Your Action bar gains the SLAM icon.

3 points.

Illegal Power Cell

(Illicit)

Increase your Attack value by 1.

6 points.

Extra Stash

Scum Only. Modification. Limited.

Your uprade bar gains the Illicit icon. You cannot equip 2 of the same Illicit upgrades.

1 Point.

Any other ideas out there... FFG is listening. ;)

Biggest Problem Here:

None of these illicit upgrades has any limiting mechanics. Most illicit upgrades have discarding mechanics where it is a chance to discard like Cloaking Device after being used or discard in order to use like Glitterstim. If you take a look at all the illicit upgrades there is a limited number of times you can use them and most of them are only usable once. Like dead mans switch which really can only be used once (I don't think Tel Tuvsa can even use it more than once) and Feedback array can only be used so many times before it destroys your ship. (Gonk can get more uses from it but still it limits the ship).

If you come up with an illicit idea it should follow all illicits and have a limiting mechanic of some sorts. Keep in mind illicits are controlled items and acquiring them is not easy. It makes sense that there will be a limit on how much you can use.

From Star Wars rebels :)

Illicit

T-7 Disruptor Rifles

2pts

"At beginning of combat phase, you may discard this card to perform this attack. Choose one enemy ship at range 1, even a ship outside your arc. Roll one red die. On a hit or crit result, the enemy receives 2 ion tokens. You cannot attack again this round."

In the show, these rifles can stop ships. Gives it little ion turret like action for defense in return for you not attacking this round, but setting up the next round.

Illicit

Dead Eye Prototype (from Wookieepedia)

1pt

"When attacking with your primary weapon, if you have a target lock on the defender, you may remove the target lock from the defender to change 1 blank or eye to a hit during the modify attack die step. Then discard this card."

Basically guarantees a hit, instead of rerolling for a 50/50 chance. When you need that ONE hit, inject this drug to improve your accuracy :)

Illicit:

Unstable Components

After performing a maneuver you may discard one of your upgrade cards to roll 1 attack die. Resolve each hit or critical hit to all ships within range one of your ship.

Edited by sweeb

I think FFG needs our help with breaking the law- here are some of my "house rules" proxies for Illicit and Scum Only mods:

Stolen Shield Generator

(Illicit)

Increase your Shield value by 1.

2 Points.

*part of my Scyk fix.

SubLight Accelerator

(Illicit)

Your Action bar gains the SLAM icon.

3 points.

Illegal Power Cell

(Illicit)

Increase your Attack value by 1.

6 points.

Extra Stash

Scum Only. Modification. Limited.

Your uprade bar gains the Illicit icon. You cannot equip 2 of the same Illicit upgrades.

1 Point.

Any other ideas out there... FFG is listening. ;)

Biggest Problem Here:

None of these illicit upgrades has any limiting mechanics. Most illicit upgrades have discarding mechanics where it is a chance to discard like Cloaking Device after being used or discard in order to use like Glitterstim. If you take a look at all the illicit upgrades there is a limited number of times you can use them and most of them are only usable once. Like dead mans switch which really can only be used once (I don't think Tel Tuvsa can even use it more than once) and Feedback array can only be used so many times before it destroys your ship. (Gonk can get more uses from it but still it limits the ship).

If you come up with an illicit idea it should follow all illicits and have a limiting mechanic of some sorts. Keep in mind illicits are controlled items and acquiring them is not easy. It makes sense that there will be a limit on how much you can use.

Check out my other posts on this thread...we worked it out.

I like the Extra Stash, but your other ideas do not fit into the illicit theme. All illicit upgrade we have so far are one-use, has some drawback or unreliable. Putting 'stolen' or 'illegal' before the name does not make them illicit.

OK, names don't really matter.

...for shield generator add "reduce your hull by 1"

...for the SLAM thingy add "then receive 1 Ion token"

...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"

I know my ideas aren't the greatest... just wondering if other players had any good ideas.

The arbitrary drawback seems more like a mechanic that applies to scum only upgrades like Atari Mindlink and Greedo. Boba Fet <crew> is the only upgrade that goes against this trend. Even Zuckuss which seems like only a benefit you have to stress yourself so if the plan doesn't work out you could end up biting yourself in the @$$.

As for illicits even though they are a scum exclusive they don't all have the negative drawback. Hot Shot Blaster is only a discard mechanic but they all have a limit number of uses. A Feedback Array can only get 4 uses on a ScumZie-95. Sure Hull upgrade could get an extra use and Gonk does have potential for infinite use. The only upgrade that has infinite uses is cloaking device but the failure mechanic means sooner or latter you will run out of cloaks.

Edited by Marinealver

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.

What about:

'Deathwish' (unique): in the event of a collision, roll a red die. On a hit roll, you both take one damage; on a crit hit roll, he takes one damage and you take two. If damage was sustained by one/both craft, then discard this card.

Additional/alternative title: "I have the death sentence on twelve systems!"

Edited by hismhs

Weapon Overload (Illicit, 2 points)
At the start of the combat phase, you may remove up to two shield tokens to increase your primary weapon value by the same amount this turn.

Shield Overload (Illicit, 2 points)
At the start of the combat phase, you may assign two shield tokens and a weapons disabled token to your ship. During the end phase, lose two shield tokens.

Contraband

(unique)

1 point.

'When you discard an upgrade card you may choose to discard this card instead.'

Basically a cheaper version of 'Extra Ammunition' for fighters without a torp slot (e. g. a single Khiraxz or Z with a missile) or even a hard counter to Boba Fett crew.

Contraband

(unique)

1 point.

'When you discard an upgrade card you may choose to discard this card instead.'

Basically a cheaper version of 'Extra Ammunition' for fighters without a torp slot (e. g. a single Khiraxz or Z with a missile) or even a hard counter to Boba Fett crew.

You mean an Extra Ammunition for crackshot? :)

Death Blossom...

When attaking, you may discard your remaining shield tokens to perform one primary attack attack against every ship at range 1-3 (including friendly ships). Then receive a weapons disabled token. if you have a weapons disabled token during the planning phase, discard this card.

Edited by Ravncat

Contraband

(unique)

1 point.

'When you discard an upgrade card you may choose to discard this card instead.'

Basically a cheaper version of 'Extra Ammunition' for fighters without a torp slot (e. g. a single Khiraxz or Z with a missile) or even a hard counter to Boba Fett crew.

You mean an Extra Ammunition for crackshot? :)

Its unique - so why not? Get a second Crack Shot (but lose Glitterstim) on a single ship. Seems to be pretty solid for one of the scum 'aces'.

Deathsticks 2pts

Gain a focus and evade token, then receive 2 stress tokens and discard this card

How about that:

Reverse deflector (2 points):

At the start of the combat phase, "steal" a shield token from a friendly or enemy ship at range 1. At the end of combat phase, return it to owner when not used.

How about that:

Reverse deflector (2 points):

At the start of the combat phase, "steal" a shield token from a friendly or enemy ship at range 1. At the end of combat phase, return it to owner when not used.

Love this.... just not the return it part. I love the idea of shooting at guri and damaging the shield she just stole from u.... so scummy...love it.

I think FFG needs our help with breaking the law- here are some of my "house rules" proxies for Illicit and Scum Only mods:

Stolen Shield Generator

(Illicit)

Increase your Shield value by 1.

2 Points.

*part of my Scyk fix.

SubLight Accelerator

(Illicit)

Your Action bar gains the SLAM icon.

3 points.

Illegal Power Cell

(Illicit)

Increase your Attack value by 1.

6 points.

Extra Stash

Scum Only. Modification. Limited.

Your uprade bar gains the Illicit icon. You cannot equip 2 of the same Illicit upgrades.

1 Point.

Any other ideas out there... FFG is listening. ;)

Biggest Problem Here:

None of these illicit upgrades has any limiting mechanics. Most illicit upgrades have discarding mechanics where it is a chance to discard like Cloaking Device after being used or discard in order to use like Glitterstim. If you take a look at all the illicit upgrades there is a limited number of times you can use them and most of them are only usable once. Like dead mans switch which really can only be used once (I don't think Tel Tuvsa can even use it more than once) and Feedback array can only be used so many times before it destroys your ship. (Gonk can get more uses from it but still it limits the ship).

If you come up with an illicit idea it should follow all illicits and have a limiting mechanic of some sorts. Keep in mind illicits are controlled items and acquiring them is not easy. It makes sense that there will be a limit on how much you can use.

Check out my other posts on this thread...we worked it out.

I like the Extra Stash, but your other ideas do not fit into the illicit theme. All illicit upgrade we have so far are one-use, has some drawback or unreliable. Putting 'stolen' or 'illegal' before the name does not make them illicit.

OK, names don't really matter.

...for shield generator add "reduce your hull by 1"

...for the SLAM thingy add "then receive 1 Ion token"

...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"

I know my ideas aren't the greatest... just wondering if other players had any good ideas.

The arbitrary drawback seems more like a mechanic that applies to scum only upgrades like Atari Mindlink and Greedo. Boba Fet <crew> is the only upgrade that goes against this trend. Even Zuckuss which seems like only a benefit you have to stress yourself so if the plan doesn't work out you could end up biting yourself in the @$$.

As for illicits even though they are a scum exclusive they don't all have the negative drawback. Hot Shot Blaster is only a discard mechanic but they all have a limit number of uses. A Feedback Array can only get 4 uses on a ScumZie-95. Sure Hull upgrade could get an extra use and Gonk does have potential for infinite use. The only upgrade that has infinite uses is cloaking device but the failure mechanic means sooner or latter you will run out of cloaks.

Now that everyone knows what it should be and what it shouldn't be... do YOU have any ideas for Illicit upgrades? (That's what the original post is asking. I like a lot of ideas posted, I really want to see yours too.)

Contraband

(unique)

1 point.

'When you discard an upgrade card you may choose to discard this card instead.'

Basically a cheaper version of 'Extra Ammunition' for fighters without a torp slot (e. g. a single Khiraxz or Z with a missile) or even a hard counter to Boba Fett crew.

You mean an Extra Ammunition for crackshot? :)

I like the idea a lot but think the name Hidden Stash fits what you are going for better.

Illicit upgrade

-Disintegrator

Cancel all critical hits and if any critical were cancelled assign 2 face down damage cards, then deal regular damage as normal

(hits direct to the hull for a single crit as if a direct hit but cancels extra crits, then normal damage to the shields/hull)

Edited by Jetfire

Illicit/Crew dual slot

Slave

-Remove one stress at the end phase of each round

Bio-integrated Slicer Tools(2-3)

When a blue target lock belonging to this ship is spent you may receive one stress token to inflict 2 stress tokens to the ship with the matching red target lock.

Something I came up with to make Latts Razzi more competitive, but it works with other ships, and can hold potential for any future ships that give other unique ways to spend target locks.

Customized Weaponry(4-5)

Increase the attack value of a equipped secondary weapons by 1. If this weapon scores a critical hit instantly apply the final results of the attack to the equipped ship without the use of green dice or tokens.

Obviously this has great synergy with the HLC as it modifies critical hits, but you got to take into consideration that you're effectively spending the cost of a whole other ship on just your upgraded HLC. The other obvious option

is Bossk as he can negate the critical hit to apply more damage, but he still runs the risk of rolling 2 critical hits and blowing up his own ship. Ultimately I think it would add enough risk for the reward without being to prone to RNG to

make it not competitive.

Experimental Focus Array(0-1)

Increase the attack range of the primary and secondary weapons of this ship by 1, and decrease the attack value by 1. Ships under attack from the equipped ship do not receive any extra green dice for distance.

Pretty self explanatory, trade power for range. The best use I can see for something like this is on someone like Kavil who could dance around the out skirts playing sniper using his ability to negate the down side. A bit of future

proofing makes it pretty good on any ship that can add red dice or start with enough that trading distance for power might look attractive. If Zuckuss could make use of a autoblaster turret or cannon he'd be a perfect candidate.

Employer-Side Killswitch(1-2)

Action: This ship may immediately discard a equipped munition to apply the attack/effects to all ships in range 1. This ship is destroyed after performing this action.

Would give S&V a very interesting way or using munitions. I made it an action to keep it from being too easy to trade a chump ship for your average super mobility ace. If you manage to get a low PS ship into range 1 of an ace without boost or barrel roll when he didn't want you to be there then I feel you deserve the possibly devastating results.

High Output Shielding(3-4)

Increase your shield value by 2. Assign a ion token for every point of hull damage this ship receives in an attack.

A more cost efficient shield upgrade with a rather severe down side once your shields finally do pop.

Salvaged Plating(2)

Increase your hull by 2 and decrease your shields by 1. Can only be equipped to ships with at least one shield.

Tel Trevuras new favorite card. Alternatively it can be used to beef up our beloved scum hawks on the cheap, or give Xizor's cannon fodder a cost efficient durability boost.

Illicit Lucky Charm(3-4)(Limited 1)

Once per turn you may change the results of a single die involving this ship to any other result.

Basically a Emperor effect that only works on the equipped ship. If we ever get a way of having multiple illicit slots on a single ship I think I'd be great for making that **** cloak a bit less finicky. I picture the artwork as a Darth Vader

bobble head on some mercs dash. :P

Arc Plating(2-3)

After an enemy ship executes a maneuver that causes it to overlap your ship deal 1 damage to that ship and receive 2 ion tokens.

Your successful blocks will cause automatic damage at the cost of losing your next maneuver.

Blackmarket Cyberization(6-8?)(limited)

Once per round, after you perform an action, you may perform 1 free action, even if you have already performed that action this turn. Then receive 2 stress tokens. This ship may preform actions while stressed, if it does so it

receives one face down damage card.

Pretty **** powerful, but with a high cost and heavy drawback. I think scum could get away with something this powerful simply because we lack the type of ships the other factions have that could truly abuse it. Scum ships so far

have either had clunky dials, low PS, or a mix of both.

Some cards I came up with for fun, but definitely need tweaking wehn I get time.

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Needs to add discard after use as well.

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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 love this idea! You could implement this many different ways, all depending on how it balanced out and the point cost.

For example:

Side A - Increase your primary attack value by 1. After you attack, flip this card over.

Side A - Increase your primary attack value by 1. When you are hit, flip this card over

Side A - Increase your primary attack value by 1. If your attack hits, flip this card over.

All of these could replace "increase your primary attack value by 1" with "roll an additional attack die" if you wanted it to work with secondaries

Side B - Decrease your primary attack value by 1. After you attack, flip this card over.

Side B - Decrease your primary attack value by 1. Action: Flip this card over.

Side B - Decrease your primary attack value by 1. If your attack misses, flip this card over.

Side B - At your next opportunity to attack, do not roll any dice. Then, flip this card over.

I would actually recommend this change to decrease the dice rolled by 1. Otherwise you could take a cannon/ordnance to shoot while your lasers recharge, negating some of the downside of this.

6 pts

Secret upgrade

Action: discard this card, the face down side now becomes the active face up side.

And then have several different face down sides, to surprise your opponent

Bag of Tricks:

One upgrade card for this ship is placed face down at the beginning of combat and held secret from your opponent. The card is flipped face up when you want to use it.

Stolen Imperial Code Cylinders

When defending you may discard this attack to give attacker 1 stress and reroll any red dice.

2 points

Edited by Marinealver

Cyborg enhancements: you move first during activation phase and attack first during combat phase. Discard this card when dealt faceup damage card or a damage card on this ship is turned face up. 4 points

Improvised armor: add one hull. Discard this card to discard any face up damage card. 3 points

Landing claw: when overlapping asteroid obstruction and the beginning of the activation phase you may discard this card to not reveal a dial and not perform any movement this round. Double any bonus dice for this ship from obstructions. 1 pt.