Custom Card League starting soon

By Babaganoosh, in X-Wing

I had it set up so that the first gave a small bonus and opens up other Force skills.

Force Sensitive: +1 PS, You may take another Force EPT

Move Object, requires Force Sensitive- Action: BR another friendly ship or asteroid at range 1

Affect Mind, requires Force Sensitive-

Battle Meditation, Requires Force Sensitive-...

Sith Socery, Requires Force Sensitive- You may increase or decrees the PS of a friendly ship by 1

Force Lighting, Sith Sorcery Required- Action:

Don't remember the details...Not every one was an action.

Really? I always kind of enjoyed that the force side of Star Wars has been left out of X-wing. Lets leave that for other sources. When it comes to X-wing, it's about spaceships!

And yes, I understand that Palp's ability is supposed to represent him using his powers to effect the outcome of the battle, but I feel that's exactly how those characters should be portrayed in this game. Their powers effect the current game mechanics. No need to make new ones.

Really? I always kind of enjoyed that the force side of Star Wars has been left out of X-wing. Lets leave that for other sources. When it comes to X-wing, it's about spaceships!

And yes, I understand that Palp's ability is supposed to represent him using his powers to effect the outcome of the battle, but I feel that's exactly how those characters should be portrayed in this game. Their powers effect the current game mechanics. No need to make new ones.

Well, I basically agree with this from my personal perspective, but I figure that if people don't want explicit force abilities in the custom league games, the abilities just won't make it through the voting process. I'm happy to see as wide a variety of entrants as possible.

We were talking about the Upcoming Heroes of the Resistance Expansion over our local Facebook group, and I was saying that I think the unspoiled EPT 'Snap S...' might be something like this:

Non-unique Elite Pilot Talent:

'Snap Shot', 1pt.

'ACTION: You may perform an attack, then assign a weapons disabled token to this ship and discard this card.'

I've seen something like this mentioned before, and I actually really like this upgrade as a way for lower PS generics to combat higher PS aces. So I'm putting this forward to be a card.

Anti-ace build with this card:

27 Green w/ PtL, PRockets, Chips, Test, Snap Shot.

Weapons Disabled tokens are removed at the end of the round. So a generic would shoot an ace, and the ace would recover by next turn. It'd actually just stack on the suck for low level generics.

I have no idea what you're trying to say here. The weapons disabled token goes on the ship that used the upgrade, not on the target. The whole point of it is to allow a lower PS ship to move and take a shot at an ace while before they've had a chance to move out of arc or get token stacks. Then the low PS ship gets a weapons disabled token to prevent them from firing a second time during the combat phase.

I think designing a 'force sensitive' EPT card could work. Game-mechanics wise, all you have to do is identify some kind of class to your card, identifying somewhere that it's a 'force power' card, and then you can design other cards that affect it later, no need to come out with the whole set.

I agree with the above however, that i'd rather have x-wing be focused on the mechanics of dogfighting rather than soap-opera type drama between the characters. I don't need to know who is who's cousin and who is in a relationship with who. So, engaging in 'force battles' above and beyond the dogfighting just goes beyond the point of the game.

I don't even like the Palpatine card. it's definitely on the list of cards I'd like to forget are in the game. I'd rather think of him as a creepy old dude sitting on a throne somewhere and manipulating, than sitting in the backseat of a lambda shuttle for apparently every dogfight that occurs in the galaxy!

I think designing a 'force sensitive' EPT card could work. Game-mechanics wise, all you have to do is identify some kind of class to your card, identifying somewhere that it's a 'force power' card, and then you can design other cards that affect it later, no need to come out with the whole set.

I agree with the above however, that i'd rather have x-wing be focused on the mechanics of dogfighting rather than soap-opera type drama between the characters. I don't need to know who is who's cousin and who is in a relationship with who. So, engaging in 'force battles' above and beyond the dogfighting just goes beyond the point of the game.

I don't even like the Palpatine card. it's definitely on the list of cards I'd like to forget are in the game. I'd rather think of him as a creepy old dude sitting on a throne somewhere and manipulating, than sitting in the backseat of a lambda shuttle for apparently every dogfight that occurs in the galaxy!

Mechanically, there's no reason why you couldn't do this with a card. It's just a little tricky in terms of the development/voting process that I'm planning to use to introduce two or more cards that require one another. If one of two necessary cards doesn't make it through, what happens to the other card? It just makes things a little complicated administratively.

Here are some ideas i have been working on. Little bit of play testing done on them.

Starviper Pilot

"Razorkatt"

Ps 9

When defending at range 1-2 treat the range as range 3.

32pts

Notes: Adds a good deal of survivability to the viper due to thrusters kicking in every time.

T-70 Xwing

Cole Jonston

Ps 9 (might be lowered to 6-7)

When attacking or defending at range 2 you may add your range combat bonuses (possible additive "if you do the defender adds their range combat bonuses")

Pts: tbd

Notes: not much testing done here but might be a neat guy to fly.

TIE Phantom pilot

Galvinic Morn

Ps: 8. currently subject to change

When decloaking you may use a 2 koiogrand template instead of a 2 foward.

Pts: tbd

Notes: feedback needed on the wording. Mainly because i use his ability to perform a barrel roll and turn him 90 degrees (due to the koio template). So far the extra decloaking lanes have not broken him and he is extremely fun to fly.

Comments and criticism welcomed.

Mechanically, there's no reason why you couldn't do this with a card. It's just a little tricky in terms of the development/voting process that I'm planning to use to introduce two or more cards that require one another. If one of two necessary cards doesn't make it through, what happens to the other card? It just makes things a little complicated administratively.

yeah i can see that, just saying if you did that you would have to design a card that would stand all by itself... just like any other EPT

Is there any motion to make consensus house rule fixes to existing pilots that are poorly designed?

Is there any motion to make consensus house rule fixes to existing pilots that are poorly designed?

Given the precedent of the new Han Solo, Poe Dameron, and Chewbacca cards in Heroes of the Resistance, I see no reason whatsoever to prohibit new pilot cards of existing pilots with altered PS or abilities.

Here are some of the cards for my post above.

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Edited by librarian101

Nice job with the cards!

It might be interesting to have a force/jedi skill available, but it would probably best if (as meade noted) that each card be able to stand on its own; for voting reasons if nothing else. (It will also make room for other cards and game mechanics). Maybe it would be best if instead of the JEDI SKILL card, you just added 2 points of cost to the Jedi skill EPTs and limited them to PS6+ pilots. That would accomplish essentially the same thing as the JEDI SKILL card.

OK used the suggested idea of stand alone cards. Good idea. New images and info.

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Also it seems everyone also has an idea of the X-Wing fix. So here is one to look at. The idea being the military is always adding something or taking something off to fill a new mission. Look at the F15 fighter jets version A through E to fill different missions. Same basic frame just add or subtract items.

xdrOufF.jpg

Also it seems everyone also has an idea of the X-Wing fix. So here is one to look at. The idea being the military is always adding something or taking something off to fill a new mission. Look at the F15 fighter jets version A through E to fill different missions. Same basic frame just add or subtract items.

xdrOufF.jpg

Yep! I think we will be seeing quite a few T65 fixes.

I'm personally looking at titles for:

T65 AC2: Add speed-related buff; maybe a boost, dial change, or evade action

T65 B: Points reduction

T65 D: Remove droid slot and replace with system

"Face to face" (unique)

Title - TIE advanced/punisher only

"When an enemy ship outside your firing arc with higher pilot skill is attacking you, increase your agility by 1 (or by 2 when attacker is attacking outside his firing arc)."

(does not exclude additional TIE/x1 advanced title)

"Face to face" (unique)

Title - TIE advanced/punisher only

"When an enemy ship outside your firing arc with higher pilot skill is attacking you, increase your agility by 1 (or by 2 when attacker is attacking outside his firing arc)."

(does not exclude additional TIE/x1 advanced title)

Sort of like an autothrusters card, I see, but the firing arc requirements to trigger are reversed.

I'm wondering why you decided to make this a title and TIE/Pun and TIE/Adv only, also... what reasoning is behind that decision?

I'm going to swing at fixes.

What I always hoped for in a Xwing wasn't the ability to reposition post move or another evade. What I hoped (or still hope for) was a reflection of its ability to it and run. The Xwing games and novels often highlighted the Xwing's ability to do hit and run raids on enemy bases or convoys while the movie features Wedge having to run from a fight but live to do so while Wedge again ran like all hell and escaped the second Death star's destruction.

Micro-jump Hyperdrive (0pts)

Title

Xwing Only

When you reveal a maneuver, you may discard this card to take this ship off the playing field and deploy it within your starting deploment zone. Skip the "preform action" step this turn.

Bringing the concept of a hyperdrive to Xwing and allowing your Xwing the chance to get out of dodge in a bad situation or to appear behind an enemy it's a discard to stop any sort of abuse though.

Or...

Power Converter refit

Title

(1pt)

Xwing Only

Choose one the start of the activation phase:

- Remove 1 shield token to preform an free evade action and treat all your red moves as white.

- Reduce your attack value by 1 until the end of the turn to recover 1 shield.

- Make all your maneuvers red to increase your attack value by 1 until the end of the turn.

You may not equip this if "T-70" is in the ship name.

Trying to bring the Xwing computer game's power management to Xwing minis. Don't want the T-70 to have this, but now you know why Luke wanted those power converters so badly.

Edited by CheapCreep

I like the idea behind both ideas. X wings should not be fixed by turning them into interceptors, and I've always wanted to implement a power management mechanic in the game. Perhaps dual-sided cards would be a good starting point to work that idea into the game.

Dual cards could be cool for a fix like mine with power management. My fix thought would be boring in that tight nature because you could remove a shield one turn then have to recover it next turn or something along those lines. It feels too rigid to me.

I'm working on this:

Givinex Starfighter, 18pts (SCUM)

2/3/2/2

BR, TL, Focus, evade

180 aux arc

TAP dial + 2kturn, 3sloops

Crew, EPT (for named pilots)

Fanblade Deflector Shielding, modification 2pt: when you reveal a non-red maneuver choose one of the following: combat mode- you may fire using your aux arc, on a green maneuver gain 1 shield token (max of 2); OR silhouette mode- increase your agility by 1, gain an evade token, you may not use your aux arc.

Last Call, title 1pt: Your upgrade bar gains the systems slot and the illicit slot. After the last ship is placed during the deployment phase, you may make any 1 maneuver on your ships dial.

Prototype, title -1pts: If you field only 1 Givinex Starfighter in your squadron, and equip no upgrades to this ship you reduce it's sqaud cost by 1.

Changed cost to 18. Locking it in at PS2 for the most basic generic. Annoying as heck as a 1 of for 17pts for the title. Gets expensive quick but certainly fulfills that mini-ace role at around 26-28pts if you go with the exclusive mod and a higher PS version.

Here's my Rebel version of the Emperor:

Unique Crew Upgrade (2x slots):

'Obi-wan Kenobi', 8pts.

'At the start of the combat phase, choose one ship. Remove a stress token from that ship and assign it a focus token.'

Basically this is to mimic how he helps Luke at the end of A New Hope. Obi-wan's presence calms him (remove stress), and helps him to focus (the focus token) on firing his Torpedo without his targeting computer (via deadeye).

The ability is supposed to work even if that ship doesn't have a stress.

That mind control card would basically run people off the board. Once you change their move to red, especially if they are already stressed, is going to lock them into you picking their dial and them never getting an action

I'm going for a big one here so I decided to try on this before for suggestions, then I make the cards.

I was mocking up a Rogue One expansion and thought of a good addition.

New Uprade Type: Mission

Mission upgrades apply to whole squad, but are counted as equipped on the highest PS pilot in your squad. If PS is tied, you make choose one of the highest. You in mission upgrades apply to player

IMPERIAL:

Executive Escort.

5pts

You must have one crew card in your squad 3 points or above. That crew is your Commander. At the start of combat, If a friendly ship is in range 1 of the ship holding the chosen crew, the ship in range 1 may receive 1 focus token.

Strange in Numbers.

5pts

During combat phase, If you have more ships than the enemy squad, all ships on your squad may turn a blank into a (focus) during attack and Defense.

REBELLION

Heroic Resolve

6pts

During combat phase, If you have less ships than the enemy squad, all ships on your squad may turn a blank into a (focus) during attack and Defense.

All for one

7pts

If your ship would suffer damage over its hull, you may choose a friendly ship in range 1 to take the in cancelled damage instead. That ship receives one focus token.

Strike Team

10pts

Ships that you control that share PS may apply the pilot ability of 1 chosen ship of the same PS.

SCUM

Scapegoat

5pts

At the start of the first round, choose a ship you control with PS lower than 3. When defending, a ship under your control may apply all uncancelled hits and crits to chosen ship.

Prey on the Weak

6pts

If the PS of your ship is higher than the PS of the ship defending against it, it may turn 1 hit into a crit.

Nothing to Waste

8pts

If a ship you control is destroy with an (Illicit) upgrade, you may choose one ship in your squad and add it to that ship.