Possible custom cards for x-wings, can I get feedback.

By Hazzerd88, in X-Wing

So my idea for x-wings to be in the meta again is to be a kind-of jack knife, ready for anything. Duel cards accomplish this perfectly and thus...

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Rouge Squadron 3pts

Title,Duel Card, X-wing only, no T70 X-wing

After you hit with a secondary weapon attack you may gain an evade token

/

when you attack with a secondary weapon you may convert two (one?) focus results to hits

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Rigger's Astromech (Custom Astromech?) 2pts

Astromech upgrade

Duel card

Put an extra munitions token on a single torpedo upgrade.

After you perform an attack with a torpedo secondary weapon perform a free boost action.

/

Add one hull

This ship may remove an extra stress token on a green maneuver.

This ship requires two ion tokens to be ionized.

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Tactical loadout 4pts

Torpedo upgrade.

Duel card

Range 2-3

5 dice

Attack target lock

If this hits cancel all dice and assign two damage to the defender.

/

Range 1-2

5 dice

Attack target lock

Spend target lock (or not?)

If this hits assign a stress token to the defender for each hit or crit result. Then cancel all results.

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These add a boost to x-wings, t70s, e-wings and y wings that provide a squad with a wide field of abilities while keeping them limited. Accurate title or defense title, torpedo astromech or anti-control, control torpedo or ace-killer. I belive this could be a new edge rebel players would use for rounding out lists.

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I was at first going to make the B side all attacks and backed away from that when I realized the cards had to be balanced.

I'm intrigued about the Rigger and I'll research that more, but the other is too much like torpedoes we have (like making Assault Missiles on one side and Homing missiles on the other side) and perhaps you can swap actual discounted torpedoes instead. If I have more spare time I'll give it more thought/work.

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I was at first going to make the B side all attacks and backed away from that when I realized the cards had to be balanced.

I'm intrigued about the Rigger and I'll research that more, but the other is too much like torpedoes we have (like making Assault Missiles on one side and Homing missiles on the other side) and perhaps you can swap actual discounted torpedoes instead. If I have more spare time I'll give it more thought/work.

Thanks for making those cards. The second half of the astromech really stumped me on what rebels need but would still be balanced to the first half, I look forward to hearing your opinion.

Thanks for making those cards. The second half of the astromech really stumped me on what rebels need but would still be balanced to the first half, I look forward to hearing your opinion.

The B side on your droid needs to be closer to a 5 point cost.

Also, I've put three things on a card before and no one seems to like it.

Just off the top of my head, maybe two of those three would make it more balanced per side.

This one was made from converting someone else's idea for S-foils,

I thought you might find it amusing:

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Edited by gabe69velasquez

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I retooled this Q9 images, as one of several possibilities.

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Edited by gabe69velasquez

Keep these coming.

Okay I have a better idea for the second half of the astro.

After you hit with a secondary weapon attack you may gain an evade token

/

When you hit with your primary weapon assign an ion token to the defender.

I have no idea what the point cost is?

The Astros is fun.

If I may, your custom Expose is nagging me. "Until the end of the round..." in the original EPT is thematic, as a ship puts itself out there (exposes itself) for only enough time to shoot.

The decrease in agility should not linger. Example: Ship fires (+1 red dice) and flips your Expose card, now having one less agility. Same ship subsequently maneuvers out of the battle and re-negotiates into combat. Why is that ship still prone?

For that, 2 points is more balanced with the card's benefits/drawbacks.

My two cents...

EDIT: On second thought, your Expose gives your opponent a lot of power. They can choose to not shoot at your Exposed ship, leaving it -1 agility and without its offensive buff until they're ready to fight that ship.

1 point.

Edited by Rinzler in a Tie

Okay I have a better idea for the second half of the astro.

After you hit with a secondary weapon attack you may gain an evade token

/

When you hit with your primary weapon assign an ion token to the defender.

I have no idea what the point cost is?

A-side is the same as the Rogue Squadron title but needs to hit instead of just attack.

I wouldn't use it because it's possible to miss with a torpedo/missile.

For that side you make Munitions Failsafe mandatory.

And stacked with the title you're giving two free evade tokens.

Rigger's Astromech

When attacking with a secondary weapon you may remove 1 shield token to reduce the defender's agility value by 1 (to a minimum of "0").

/

After attacking, each uncancelled <crit> result may be swapped for a <hit> and ion token.

A-side makes Wedge's ability and Outmaneuver less unique, with a Miranda Doni type ability.

B-side is almost like Maarek Stele's ability in choosing a specific damage card.

If I may, your custom Expose is nagging me. "Until the end of the round..." in the original EPT is thematic, as a ship puts itself out there (exposes itself) for only enough time to shoot.

The decrease in agility should not linger. Example: Ship fires (+1 red dice) and flips your Expose card, now having one less agility. Same ship subsequently maneuvers out of the battle and re-negotiates into combat. Why is that ship still prone?

Edited by gabe69velasquez

I wonder how you'd word a title so that cancelling a critical hit turned it into a normal hit?

So not quite ten numb, but you take two evades to cancel it outright. Not shabby at all, and on wedge... Shudder. :D

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Edited by gabe69velasquez

Okay I have a better idea for the second half of the astro.After you hit with a secondary weapon attack you may gain an evade token/When you hit with your primary weapon assign an ion token to the defender.I have no idea what the point cost is?

A-side is the same as the Rogue Squadron title but needs to hit instead of just attack.I wouldn't use it because it's possible to miss with a torpedo/missile.For that side you make Munitions Failsafe mandatory.And stacked with the title you're giving two free evade tokens. Rigger's Astromech When attacking with a secondary weapon you may remove 1 shield token to reduce the defender's agility value by 1 (to a minimum of "0")./After attacking, each uncancelled <crit> result may be swapped for a <hit> and ion token.

Oops I copied the wrong text. I wanted it to be the first half of the original. But I like your second half better. I feel that the extra munitions like power is important.

Put an ordnance token on a single torpedo upgrade. When you are instructed to discard an upgrade you may discard am ordnance token on that card instead.

After you perform an attack with a torpedo secondary weapon perform a free boost action.

/

After attacking, each uncancelled <crit> result may be swapped for a <hit> and ion token.

This feels fairly balanced.

I really like your guys inputs and opinions.

Edited by Hazzerd88

They are actually " Ordnance Tokens ." And you could end up with an extra bomb on a Y-wing.

Edited by gabe69velasquez

They are actually " Ordnance Tokens ." And you could end up with an extra bomb on a Y-wing.

Okay I'll fix that. And I think because I worded it correctly to only add it to a single torpedoe.

Put an ordnance token on a single torpedo upgrade. When you are instructed to discard an upgrade you may discard am ordnance token on that card instead.

After you perform an attack with a torpedo secondary weapon perform a free boost action.

/

After attacking, each uncancelled <crit> result may be swapped for a <hit> and ion token.

I don't think an ordnance token on a torpedo needs to be explained,

I couldn't find a reference card, but it's already obvious what the token is for.

I could be wrong since in effect you're creating a limited Extra Munitions upgrade.

By the way, have you considered that a Y-wing could take Extra Munitions

and triple the torpedo for a cost of 2+2+torpedo?

reducing the cost by 8 for example if you went with Adv.Proton.

Then on top of that a free boost.

Also Bomb Loadout is limited but you can load three bombs.

You might want to look at something that modifies the

ordinance upgrade instead. Something like Genius or Sabine .

Yeah that's all pretty true, I'm just stuck on wanting x-wings to have two torpedos. And yes y-wings get three torpedoes they wouldn't get three bombs because in theory the astro says add the token to torpedo not missiles, bombs, and torpedoes like extra munitions says.

But instead of the ordnance token could this work. When you spend a target lock on a secondary weapon aquire a target lock. Is this too powerful?

Yeah that's all pretty true, I'm just stuck on wanting x-wings to have two torpedos. And yes y-wings get three torpedoes they wouldn't get three bombs because in theory the astro says add the token to torpedo not missiles, bombs, and torpedoes like extra munitions says.

But instead of the ordnance token could this work. When you spend a target lock on a secondary weapon acquire a target lock. Is this too powerful?

On second though, a Y-wing having three torpedoes isn't so bad if you raise the cost a little.

A free target lock reminds me of Fire Control System, R5-K6, Targeting Astromech, and the R4 Agromech. Incidentally, all of which cost 2, so no I don't think it's too powerful.

Although, I think a free torpedo might be worth more than a free boost,

and you have them on the same side, so I don't agree that the sides are balanced.

Never mind, the boost is limited to the number of torpedoes, so I might be balanced.

Edited by gabe69velasquez

Okay so in full

Put an ordnance token on a single torpedo upgrade. When you are instructed to discard an upgrade you may discard am ordnance token on that card instead.

After you perform an attack with a torpedo secondary weapon perform a free boost action.

/

After attacking, each uncancelled <crit> result may be swapped for a <hit> and ion token.

Ordnance token on one torpedo:

Means two torpedos on x-wings, t70s, ARCs and three on y-wings.

Combos with Rouge title

Free boost:

Limited to two (three on a Y) times a game.

Post attack so really only sets up next turn.(possibly experimental interface combo)

Ion attack:

Works nice with proton torpedo Y-wings.

Y-wing only has two dice primary

X-wings have three dice so it's relevant

ARCs have three dice forward and critical bonus out the back.

I feel like each side could be used on any ship. Especially in a tournament where there is a wide variety of lists.

Edited by Hazzerd88

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Since it is a custom card and meant for casual play only,

I would recommend you use this reference card instead of all that text

on the upgrade card to explain how the ordnance tokens work.

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Thanks a lot for this, both your critic on the cards and the final look.

Thanks a lot for this, both your critic on the cards and the final look.

I'm guessing this is closer to what you had in mind.

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Edited by gabe69velasquez