Upgrade card ideas

By KommanderKeldoth, in X-Wing

Some upgrade card ideas my group and I have tossed around

​Bombing Scope (0)

Modification

​"When you roll damage dice for a <bomb> template that you dropped, you may change one <focus> result into a <hit> or <critical> result"

Munitions Astromech (0)

X-wing Only

"If you equip a <torpedo> upgrade reduce its squad point cost by 2 (minimum 0)"

Advanced Solar Arrays (1)

Modification TIE Only

Action: Gain one shield token, even if this would increase your shield value above its maximum value. During the end phase, lose 1 shield token.

The bombing scope would help out K-wings, Firesprays, Punishers and Bombers by making low PS mine layers scarier.

Munitions astromech would give the X-wing a reason to take torpedoes and it would provide a 0 point astromech to discard for IA once your torp is off.

Advanced Solar Arrays is basically designed to allow the mediocre/terrible pilots from Imperial Aces to get a PtL like effect without the EPT slot (by taking Advanced solar arrays and Experimental Interface)

I like the Bombing Scope, though not sure how useful it will be on some bombs, such as proton and seismic, etc. it looks really only useful on mines.

Maybe something similar to the Firespray bomber pilot that can drop bombs at further range- or maybe allow it to drop a bomb using the 1 soft banks.

Advanced Solar Arrays is a cool name but giving a shield to a Tie? Especially a type of Tie that doesnt have any shields is a bad idea...and not thematic.

If anything it should give them some sort of maneuvering bonus...but we already have that with the TIE Mark II.

As for Munitions Astromech it doesnt realyl seem helpful since the astromech would have course have a cost, almost offsetting the bonus from making ordnance cheaprer, especially on the Xwing (since it only gets one torp)-- on the Ywing it almost may make up for it if it takes both torps.--

How about an astromech with the same name that doesnt make you discard the Target Lock when a torpedo card says "Spend your target lock to perform this attack". That right there could be really useful on ordnance users.

Edited by knavelead

The person going over the mine rolls... So that card would not work.

The Astromech should coat 1 but reduce price by 3. Otherwise you will have people abusing the IA and Astro for 0 total cost.

Advance solar array already exists, called an evade.

Edited by Hujoe Bigs

Advanced Solar Array = Evade Action which most TIEs already have.

Ok, maybe not entirely the same close enough that I'd really question its value. If the ship doesn't already have Evade it gives that option and a Shield token can protect against effects that an Evade token does not but when facing standard attacks there is little difference.

Training Astromech

T-65 X-Wing Only

-1 Squad Points

Cannot be equipped if your Pilot Skill is 4 or higher. This card has a negative squad point cost.

The idea is that you take it with Integrated Astromech to make the slightly overcosted low-PS generic T-65s a little bit cheaper and more durable.

Emperor's Hand

Imperial Only

Unique

3 Squad Points

Can only be equipped on Unique pilots. Add one Elite Talent symbol to your upgrade bar. You cannot take the same Elite Talent more than once.

  1. The thing is action:bomb tokens aka mines can work both ways. If you hit them do you really want to be modifying dice? Now we all can agree that cluster mines needs a buff and proximity mines could use one as well. however those could be buffed by pen and ink changes to the rules reference card on how they detonate. They don't really need any upgrade card like sabrine wren. I don't see ghosts carrying cluster mines w/EM much on the table.
  2. I suggested something like this earlier and I am sure I borrowed this idea from someone else. Would make sense as a way to get maybe rookie pilots back into action. The only problem is X-wing only means the T-70 also gets it. It depends on what the goal of this upgrade is to accomplish. If it is to get torpedoes on single slot ships that would work. If it is to buff the classic X-wing to competitive it already failed because it is competitively inferior to the T-70 and the upgrade will give the T-70 the same benefit so there was no real gain in power there.
  3. See quote below

    Advanced Solar Array = Evade Action which most TIEs already have.

    Ok, maybe not entirely the same close enough that I'd really question its value. If the ship doesn't already have Evade it gives that option and a Shield token can protect against effects that an Evade token does not but when facing standard attacks there is little difference.

    but yeah the whole point of a shield value is to keep shields from spiraling out of control. Even if it started with 0 shields. Can you imagine Corran with 20 shield tokens (hey maybe people will start playing AHM and proton bombs) . Well as funny as it sounds it would not be a fun experience. Now the free evade action/token sounds great and this is just me personally but I feel that the evade token has largely been neglected over the far more consistent and versatile focus token. So anything that makes evade action/tokens good is okay for me. Jsut have to be careful and not too good. A ship that gains 3-4 evade tokens a turn can make C-3PO look like Elusiveness and the meta would be worse than the post wave 5 point fortress meta.

The person going over the mine rolls... So that card would not work.

It would have to read something like 'When your opponent is rolling damage dice for a bomb you planted, that player must change one focus result to a hit result'.

MSE-6 Series Repair Droid

Crew

Imperial Only; Huge Ship Only

1 point

At the end of the End phase, for every MSE-6 Series Repair Droid equipped to this ship, you may remove one face-down damage card or flip one face-up damage card face down.

Command Retrofit

Modification

Imperial Raider Aft Only

5 points

Add 2 Crew and one Team symbol to your upgrade bar. Your upgrade bar loses one Hardpoint symbol.

I Have You Now

Elite Talent

Imperial Only

2 points

When you perform an attack that hits, immediately before the Deal Damage phase, you may cancel all results and effects to remove a single upgrade card from the defender.

I'm sure I'm not the only one with dozen of ideas.

Advanced Agromech

Cost 3

When you gain a stress token you may assign yourself an evade or focus token.

Ion Blaster

Cannon & Sensor upgrade

Cost 7

Attack 4, Range 2-3

Focus tokens can not be spent during this attack. If this attack hits, the defender gains two ion tokens.

Plasma Cannon

Cost 6

Cannon & Illicit upgrade

Attack 3, Range 1-2

At the start of the game put five Charge counters on this card.

If this attack hits. Remove a charge counter from this card. If you do, deal one face up damage card to the defender and cancel all dice results.

Relentless

Elite Pilot Talent

Cost 3

When a ship in your firing arc performs a boost or barrel roll. You may perform that same action for free.

Last one for now. Lol

Jamming Astromech

Cost 2

Ships can not target lock you.

Cheapshot

Illicit or EPT

2 points

Before you reveal your maneuver you may discard this card to perform an attack then receive a stress token and reduce your attack by 1 for the rest of the turn.

I saw a neat one someone did a while back.

Ept

So Say We All

When attacking if the target of the attack has been targeted by another frienly ship equipped with this upgrade roll 1 aditional attack dice.

1pt

My adition to this would be to word it so the dice would stack. For instance say you ran a swarm of black sq pilots equipped with this. The first ship rolled 2 attack dice the second ship rolls 3 and so on. Have it as a max of 4 dice.

Illicit

Gravity Projector

2 points, large ship only

Discard this card at the beginning of the activation phase, give one tractor beam token to every ship at range one of you (including yourself)

Since we have some awesome new tokens, I figure we need more ways to start using them!

I like the munitions astromech, I would add that you must equip a torpedo though. It gives the X and Y some more options, and Integrated Astromech isn't the only option, Guidance Chips is also available if you are going the alpha strike route. Adding the ability to keep the target lock, or immediately require it would be nice too.

Flare Dispenser

Modification

1 point

When defending, during the Modify Dice step, discard this card to add one Evade result to your roll, or two if the attacker is using a Torpedo or MIssile secondary weapon.

Flare Dispenser

Modification

1 point

When defending, during the Modify Dice step, discard this card to add one Evade result to your roll, or two if the attacker is using a Torpedo or MIssile secondary weapon.

I've liked something similar to this in an ordnance slot.

How about the flak torpedoes from the unlockable blue N-1 from Starfighter.

Flak Torpedo: 4 2-3 [target lock]

Spend one [target lock] to preform this attack.

If this attack hits, deal one (critical) to target ship ship and 1 (damage) to all ships at range one.

All you'd have to do is be careful about when you fire, 'cause there's no limit on what ships can take damage from this, whether there your's or you enemies.

Edited by sf1raptor

I was messing around with the idea of an upgrade card that almost any ship could take, one of those annoying ones that would make you buy the model with that card even though you'd never run that ship, and this is what i got:

Torpedo or Missile slot

Ablative Armor: 0 pt limited

When you would receive a face up damage card, before you resolve the effect of the face up damage card, discard it, and this card. Then receive one face up damage card.

It would fit on almost every ship in the game except for a few, and it would be an interesting idea for shuffling crits around. Also I realized it would have a really weird reaction with Extra munitions, but I also realized that technically Extra munitions puts a munitions token on itself and the y-wings bomb loadout.

Fruitless thread

EPT

0 points

Create a thread containing mind-bogging proposals none of which will ever bear fruit

How about the flak torpedoes from the unlockable blue N-1 from Starfighter.

Flak Torpedo: 4 2-3 [target lock]

Spend one [target lock] to preform this attack.

If this attack hits, deal one (critical) to target ship ship and 1 (damage) to all ships at range one.

All you'd have to do is be careful about when you fire, 'cause there's no limit on what ships can take damage from this, whether there your's or you enemies.

Is that 4 the attack value or the cost? Looks a lot like the Assault Missile except that it seems the target would suffer one additional [kaboom] when it comes to taking the damage.

How about the flak torpedoes from the unlockable blue N-1 from Starfighter.

Flak Torpedo: 4 2-3 [target lock]

Spend one [target lock] to preform this attack.

If this attack hits, deal one (critical) to target ship ship and 1 (damage) to all ships at range one.

All you'd have to do is be careful about when you fire, 'cause there's no limit on what ships can take damage from this, whether there your's or you enemies.

Is that 4 the attack value or the cost? Looks a lot like the Assault Missile except that it seems the target would suffer one additional [kaboom] when it comes to taking the damage.

How about the flak torpedoes from the unlockable blue N-1 from Starfighter.

Flak Torpedo: 4 2-3 [target lock]

Spend one [target lock] to preform this attack.

If this attack hits, deal one (critical) to target ship ship and 1 (damage) to all ships at range one.

All you'd have to do is be careful about when you fire, 'cause there's no limit on what ships can take damage from this, whether there your's or you enemies.

Is that 4 the attack value or the cost? Looks a lot like the Assault Missile except that it seems the target would suffer one additional [kaboom] when it comes to taking the damage.

The 4's the attack, and I know it's like the Assault Missile. I thought it would be a good warhead carrier option for anti-swarm, but with a bit more boom.

Boom here comes the boom, ready or not here comes the boom.