Unpredictable Movements

By EbongHawk, in X-Wing

Unpredictable Movements

Elite Pilot Talent

1pt

At the start of the activation phase you may discard this card. If you do, exchange the value of your attack and defense until the end of the round.

For example: A tie fighter would pop the card at the beginning of the turn changing attack to 3 and defense to 2 for the remainder of the round.

I considered this as a one time use action header card but a youngster swarm that can do this? Terrifying. What do you all think? Any merit?

No.

Finally, a way to push the HWK's primary to two attack dice!

If only the Ghost could EPT, this would be hilarious

3 agility Decimators for the win!

Not a bad idea. Now all you have to do is win the world championship and design it.

Makes no sense, how does a tie being unpredictable make its guns stronger?

Expose already does what I would do. Only I would have made it around the theme of power balancing. Would be an interesting flip card. Full Power to Engines, Full Power to Cannons: Increase primary ATK by 1, reduce DEF by 1 or vice versa Action: flip this card and take a stress. Make it a modification. Would add some interesting flexibility in ship usage.

For a little more balance I would add that the ATK increase can only occur if DEF was not already 0.

Even better I would make it small ship only.

Edited by Jetfire

Makes no sense, how does a tie being unpredictable make its guns stronger?

Expose already does what I would do. Only I would have made it around the theme of power balancing. Would be an interesting flip card. Full Power to Engines, Full Power to Cannons: Increase ATK by 1, reduce DEF by 1 or vice versa Action: flip this card and take a stress. Make it a modification. Would add some interesting flexibility in ship usage.

Your shot is more unpredictable so more of the shots connect. Who cares?

How does Jan Ors being range 3 from you make your attack stronger? How does being closer (R1) make you stronger? You can't get hung up on theme.

Edited by EbongHawk

No.

Woo! How productive, insightful, and helpful you are. I bet you are a hoot at parties... not.

Finally, a way to push the HWK's primary to two attack dice!

Lol so obvious cases of silliness aside it could be a neat one burner for a decimator or ghost with stunned or blinded pilot, could make alpha strike a wings and and slew of TIE ships. Neat little card that can check U-boats privilege. Not saying U-boats are overpowered nor that this is designed with a counter to them in mind. Just seemed like a fun card with some interesting possibilities.

Sooo, Gemmer with SD at R1 rolling 6 dice without Jan, Outmaneouver or Opportunist?

Count me in, he's underplayed anyway. ;)

Rename to expose 2.0, exhibitionism worth investing in

Sooo, Gemmer with SD at R1 rolling 6 dice without Jan, Outmaneouver or Opportunist?

Count me in, he's underplayed anyway. ;)

For one turn yeah. It is an alternative to a crack or ordnance alpha strike for some guys and a turtle shell for others.

Rename to expose 2.0, exhibitionism worth investing in

Except it isn't Expose. It CAN have a similar effect or it could do the opposite or it could drop you attack to 0. Options man, options.

It sounded really stupid at first. But maybe not.. On stuff that only ups it attack by 1 it's clearly worse than crackshot. Up by 2 and it's only a little worse. Sure Gemmer with SD would up by 3 at r1, but he does so at a cost of risking to die. The defensive part is really neat. I like it alot.

Sooo, Gemmer with SD at R1 rolling 6 dice without Jan, Outmaneouver or Opportunist?

Count me in, he's underplayed anyway. ;)

So, for one turn, he'd be a naked Echo.

Anyone who can beat him in pilot skill will happily light him up, probably at least taking out the Stealth Device.

Sooo, Gemmer with SD at R1 rolling 6 dice without Jan, Outmaneouver or Opportunist?

Count me in, he's underplayed anyway. ;)

So, for one turn, he'd be a naked Echo.

Anyone who can beat him in pilot skill will happily light him up, probably at least taking out the Stealth Device.

Yep. Strong for a turn but not broken or OP. I think the card would see some use.

It's a card most valuable in situations where your attack & defense are heavily skewed from one another - obviously, it's of no use to an Interceptor or Defender, who runs 3/3, nor a Z-95 or Jumpmaster running 2/2. So you need to look at where the numbers differ - if it's only +1/-1, you'll find you can get more benefit from something akin to Crack Shot offensively, which negates half its point, too. Let's take a look where we can find the extremes then, shall we?

Stealth Device A-wings - Wth that spare EPT they have, you could actually pull off a 4 attack focused attack, if you don't mind being squishy. It's about the only place I can find where the aggression aspect shows up, other than the (even squishier) Scyk or Black Squadrons, but you have to be careful of the value proposition of Stealth Devices on those dudes, especially when you remember that it can still be shot off when you're at AGI2!

Phantoms - because who doesn't want to shoot through 6 agility on the turn he cloaks up and tanks up?

G1As - 8 HP and 5 dice when cloaked for That One Turn. Who cares about the 1 attack when you can't shoot anyway? Add Glitterstim and be 4-LOM and you're dang near untouchable for a round, with a stress for your friends afterwards. Actually a really decent spot for it.

Decimators: pffftahahahahahahahahahahahahaha

Yeah, so, this mostly ends up being a defensive upgrade with a possible sideline for A-wings that pretend to be HLC-toting Z-95s. The question then becomes - is this a good thing for the game? It'd counter damage spike lists a little bit, frustrate swarm lists a lot, and otherwise probably not do much.

I've seen worse, but I'm not convinced, etiher. Maybe as an Illicit, though, it could be pretty funny, and prevent running simultaneous with Glitterstim.