?What would you like to see as future Dual upgrade cards?

By PhantomFO, in X-Wing

Obviously, Adaptability has been a hit. It's free, so it'd be hard not to. But now that we have this new class of upgrade, what else would you like to see from it?

One idea I've had lately deals with Ordnance. I was thinking it'd be cool to have some sort of upgrade that can switch from being an accurate, low-powered missile or an inaccurate, but high-powered rocket. Something like this:

Smart Rocket (Missile)

4 points

Attack (Target Lock)

5 attack dice.

Discard this card to perform this attack. If this attack hits, before dealing damage, remove two Hit results (to a minimum of 1).

Dumb-fire Rocket (Torpedo)

4 points

Attack (Focus)

3 attack dice

Discard this card to perform this attack. If this attack hits, before dealing damage, add two Hit results.

By switching weapon classes, it would still be usable on ships that have one or the other, but it would be most valuable on bomber-class ships with access to both slots.

They are kind of tricky to come up with.

EPT:

Reckless - When attacking, you may suffer 1 damage to add 1 hit to your dice roll.

Cautious - When defending, you may spend a TL to change 1 blank to an evade result.

1 or 2 points?

EPT 3 Points

Shake - Action: You may perform a Free Barrel Roll Action, if the ship does not have the barrel roll action get 1 stress. Remove one Target lock from this ship. When this action is used, flip this card.

Bake - Action: You may perform a Free Boost Action, if this ship does not have the boost action receive 1 stress. After Performing the boost, if there is a ship in arc at range 1 you may acquire a free target lock on that ship. When this action is used, Flip this card.

Edit: Make this card Small base only... Last thing we need is Bossk/Oicunn/ChopperHan/IG's Barrel Rolling.

Edited by Panic 217

My idea for an X-wing fix

Side A

Quad-Fire Laser Cannons

When performing a primary weapon attack against an enemy with agility of 1 or less, roll an additional attack die.

Side B

Stutter-Fire Laser Cannons

When performing a primary weapon attack against an enemy with agility of 3 or more, roll an additional attack die.

Not sure on cost. Allows the X-wing to become a real offensive threat against at least part of most lists. (The idea predates the jumpmaster so may need tweaking.) The goal was to provide a bump to Kihraxz, Firespray, and HWK all agility 2 ships that didn't need to be murdered any faster.

so dual cards flip post deployment

adaptability weirdly doesn't take incredible advantage of this since, thus far, it seems that we use it 100% in one form or another (ps 4 greens, ps 3 manaroo for me to fit with scouts)

perhaps one cool thing would be to add a free boost or roll as an upgrade (just action: perform free boost/roll depending on the side), and then flip based on which one you'll used to set up better angles of approach

would also be cool to be able to shift between a long and short range turret upgrade, kinda like if we had auto-blaster and TLT as dual cards (adjusted for pricing obviously) so we could tailor to different opponents

so dual cards flip post deployment

adaptability weirdly doesn't take incredible advantage of this since, thus far, it seems that we use it 100% in one form or another (ps 4 greens, ps 3 manaroo for me to fit with scouts)

perhaps one cool thing would be to add a free boost or roll as an upgrade (just action: perform free boost/roll depending on the side), and then flip based on which one you'll used to set up better angles of approach

would also be cool to be able to shift between a long and short range turret upgrade, kinda like if we had auto-blaster and TLT as dual cards (adjusted for pricing obviously) so we could tailor to different opponents

see Shake & Bake above

great minds, panic, great minds...

[insert Cool Cannon Name Here]

Both Sides: Cannon / M3-A Interceptor Only / 3 Points

Side A:

Range : 2 - 3

Attack: 2 Dice

Text: Your [hit] results cannot be canceled by defense dice. The defender may cancel [crit] results before [hit] results.

Side B:

Range : 2 - 3

Attack: 2 Dice

Text: Attack: Perform this attack twice.

Illicit modification (uses 2 slots total similar to palp) 2 points.

Scrapper's Ramrocket

A: You may not perform attacks. After executing maneuver if you are touching a ship you both receive a face down damage card.

B: Your action bar gains the SLAM action

would also be cool to be able to shift between a long and short range turret upgrade, kinda like if we had auto-blaster and TLT as dual cards (adjusted for pricing obviously) so we could tailor to different opponents

You ninja-ing SOB, I just posted a cannon like this which I think would be perfect to make Scyk's viable and dangerous. Curses!

/fistshake

I'd also be down for a dual sided mod: -1 agi for boost/-1 attack die for SLAM

would also be cool to be able to shift between a long and short range turret upgrade, kinda like if we had auto-blaster and TLT as dual cards (adjusted for pricing obviously) so we could tailor to different opponents

You ninja-ing SOB, I just posted a cannon like this which I think would be perfect to make Scyk's viable and dangerous. Curses!

/fistshake

today is a slow day for fickle :P

Edited by ficklegreendice

First of all, until FFG releases a dual upgrade card that flips over during the game, I am going with the assumption that you have to pick a side at the beginning of the match and you are stuck with it through to whole match, no flip-flopping mid-game. That said...

Expert Marksmanship

EPT, 4 points (More? Less?)

Side 1: When Attacking, you may spend a focus token to change all of your 'Blank' results to 'Hit' results.

Side 2: After performing an attack that does not hit you must roll one attack die. The defender suffers any 'Hits' or 'Crits' rolled. You may not perform any other attacks this round.

Because, seriously, a Marksman does not miss (and should not have to waste an action either.)

Edited by pickirk01

there is a weird thing about dual cards and discarding (that slow fickle might've just overlooked), since discarding is defined as flipping the card face-down

no reason we couldn't have pilots or dual cards that flip themselves over when desired, it's just a question of designing them in order to not be broken given those circumstances

S foils open +1 attack. S foils closed +1 defense.

Edited by Fuzzywookie

Dual cards is the perfect Xwing fix with s foils

Mod spot (makes you choose between this and IA)

Open:

When taking a focus action, you may Aquire a free target lock

Closed:

Lose one attack dice. All your two speed maneuvers are green and your action bar gains the barrel roll icon.

there is a weird thing about dual cards and discarding (that slow fickle might've just overlooked), since discarding is defined as flipping the card face-down

no reason we couldn't have pilots or dual cards that flip themselves over when desired, it's just a question of designing them in order to not be broken given those circumstances

I thought the new rules update says when you 'discard' a card you place it under your pilot card until the ship is destroyed, then they go to your scoring pile. I'm looking it up...

Edit: Yep page 4 of the tournament rules.

"Discarded Upgrade Cards

When a player is instructed to discard an Upgrade card, he or she places it under the Ship card it is attached to instead. Upgrade cards under Ship cards are out of play. Discarded Upgrade cards remain under the Ship card to which they are equipped; they are not placed into the score pile unless the ship to which they are equipped is destroyed."

Edited by pickirk01

Side A

Delay-action Torpedo

Range: 2-3

Attack: 4

Attack (Target Lock): Spend your target lock to perform this attack, then flip this card. If the attack hits, assign a Detonation token to the target.

Side B

Detonation

Action: Any enemy ship with a Detonation token receives 1 face up damage card. Other ships suffer one damage for each ship detonated within Range 1. Discard all Detonation tokens assigned to enemy ships.

My idea for an X-wing fix

Side A

Quad-Fire Laser Cannons

When performing a primary weapon attack against an enemy with agility of 1 or less, roll an additional attack die.

Side B

Stutter-Fire Laser Cannons

When performing a primary weapon attack against an enemy with agility of 3 or more, roll an additional attack die.

Not sure on cost. Allows the X-wing to become a real offensive threat against at least part of most lists. (The idea predates the jumpmaster so may need tweaking.) The goal was to provide a bump to Kihraxz, Firespray, and HWK all agility 2 ships that didn't need to be murdered any faster.

I like this a little better.

Side A

Quad-Fire Laser Cannons

When performing a primary weapon attack against an enemy with agility of 1 or less, you may flip a blank to a crit.

action: flip

Side B

Stutter-Fire Laser Cannons

When performing a primary weapon attack against an enemy with agility of 3 or more, you may flip a blank to a hit.

action: flip

Edited by Jetfire

My idea for an X-wing fix

Side A

Quad-Fire Laser Cannons

When performing a primary weapon attack against an enemy with agility of 1 or less, roll an additional attack die.

Side B

Stutter-Fire Laser Cannons

When performing a primary weapon attack against an enemy with agility of 3 or more, roll an additional attack die.

Not sure on cost. Allows the X-wing to become a real offensive threat against at least part of most lists. (The idea predates the jumpmaster so may need tweaking.) The goal was to provide a bump to Kihraxz, Firespray, and HWK all agility 2 ships that didn't need to be murdered any faster.

I like this a little better.

Side A

Quad-Fire Laser Cannons

When performing a primary weapon attack against an enemy with agility of 1 or less, you may flip a blank to a crit.

action: flip

Side B

Stutter-Fire Laser Cannons

When performing a primary weapon attack against an enemy with agility of 3 or more, you may flip a blank to a hit.

action: flip

there is a weird thing about dual cards and discarding (that slow fickle might've just overlooked), since discarding is defined as flipping the card face-down

no reason we couldn't have pilots or dual cards that flip themselves over when desired, it's just a question of designing them in order to not be broken given those circumstances

I thought the new rules update says when you 'discard' a card you place it under your pilot card until the ship is destroyed, then they go to your scoring pile. I'm looking it up...

Edit: Yep page 4 of the tournament rules.

"Discarded Upgrade Cards

When a player is instructed to discard an Upgrade card, he or she places it under the Ship card it is attached to instead. Upgrade cards under Ship cards are out of play. Discarded Upgrade cards remain under the Ship card to which they are equipped; they are not placed into the score pile unless the ship to which they are equipped is destroyed."

Yep. But there's no reason that FFG can't bake rules into the cards themselves that would allow for them to be flipped during a game in order to gain other effects. They'd just have to put text on there saying, "Action: Flip this card to its alternate side."

I really hate the idea of a dual upgrade card that just flips every time it is used. It would be one thing to have a hard that is filled when used and then the other side has some cost to flip it again making it useful again but I couldn't stand one that just flip-flops on it own when used.

I certainly like the ideas of a dual upgrade that would let a ship carry a piece of ordnance with two different "settings" on it where one is good against a certain type of target and the other against a different type of target. I see a suggestion that has one side be a torp and the other a missile and that type of dual upgrade should be IMPOSSIBLE to do because you'd have to have the upgrade in a given slot when the game begins.

As an X-Wing "fix" one could be interesting if one side would increase the primary weapon power (full fire-linked) while the other may increase accuracy but perhaps at the cost of maximum damage.

It could be interesting to have a dual crew upgrade with both sides representing a given crew performing one of two different tasks.

Well I had the idea of Deflector Shielding modification for 3 points. With double front (inside firing arc) and double rear (outside firing arc) as options. You can find the post HERE.

Either way it simplifies to side A when taking 2 or more damage from an attack recover one shield token to value if attacker is inside firing arc and side B when taking 3 or more damage from an attack recover one shield token to value if attacker is outside firing arc.

Sort of like reinforced deflectors only as a modification and restricted to inside/outside firing arcs. I made the outside firing arc weaker as for most ships it would cover less area.

Edited by Marinealver

X-Wing Title (0 pts)/ T-68?

Side A:

Enhanced Laser Targeting- When you roll at least two blanks on attack dice you may change one blank to a hit.

Side B:

Superior Thrust Control- When you roll at least two blanks on defense dice you may change one blank to an evade.

Imperial Arsenal

Title - Imperial Only

Requires bomb.png

Side A

Supply Lines

This card has a negative points cost.

- 1 point for each torpedo.png, missile.png, and bomb.png upgrade equipped.

Side B

Hot Loaded Rounds

Whenever a ship suffers damage from your secondary weapon

or bomb upgrades, that ship suffers 1 more damage.

+1 point for each cannon.png, torpedo.png, or missile.png
secondary weapon or bomb.png equipped.

This card can only be equipped by Imperial Ships with the bomb icon in the upgrade bar.

TIE Bombers, TIE Punishers, Decimators, Firesprays

Side A allows for a discount when equipping Ordnance, to offset the cost of loaded ships

(This includes Extra Munitions). The only Ordnance that would be free is the 0 damage Tracers.

Side B Increases the cost of ships for an increased damage potential. It is worded in such a way that Extra Munitions would not increase the cost.

The only ship that would get the bonus damage from a Cannon would be the Firespray, a ship that needs a little help to be worth its points. On a Firespray with only a cannon equipped, this becomes +1 point for +1 extra damage whenever you deal damage with the cannon in your forward firing arc.

I think this card should perhaps be Unique, and called Special Issue Munitions, to keep it from being a 4 copy auto include. On Hot Loaded, should it be restricted to once per round like Sabine? Or should we really emphasize the fire power and allow bombs and Cluster Missiles to extra damage? The Imperials do not have any support pilots like Jan Ors that can add extra dice to friendly attacks.

Whatya think?

Edited by Vulf

Imperial Arsenal

Title - Imperial Only

Requires bomb.png

Side A

Supply Lines

This card has a negative points cost.

- 1 point for each torpedo.png, missile.png, and bomb.png upgrade equipped.

Side B

Hot Loaded Rounds

Whenever a ship suffers damage from your secondary weapon

or bomb upgrades, that ship suffers 1 more damage.

+1 point for each cannon.png, torpedo.png, or missile.png
secondary weapon or bomb.png equipped.

...

It doesn't work.

Dual Upgrade cards will always require one slot and one point value no matter which side is used. This is why you get to choose which side to play as it enters play. If the sides occupied different slots and had different point costs you clearly are looking at two completely different upgrades where one could be legal for a build while the other side doesn't work at all.