Condition Cards 2! Tons More Conditions

By Tailsgod, in X-Wing

In my previous thread on condition cards

Found Here

I made a couple of suggestions for condition cards that could make their addition to X-wing not only a good thing, but something that could vastly change the tournament scene into something closer to a cinamateic fun time.

Well I've come up with more condition card ideas that I have in my mind and I hope others do too

Title:
Jedi training:

Rebel Only

3 points

Unique Pilots Only

Action: Assign the Light Side card to a friendly ship within range 1-3

Light Side card:
Until end of turn this ship rolls 1 extra defense dice

discard this card at the end of the turn

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Title:

Sith training:

Empire Only

3 points

Unique Pilots Only

Action: Assign the Force card to an enemy ship within arc range 1-3

Dark Side card:
Until end of turn enemy ship rolls one fewer attack dice

discard this card at the end of the turn

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Title:
Bounty Hunter

Scum Only

5 Points

At setup assign a three bounty token on any number of ships, you may assign more than one on a ship

Bounty Card:
For each bounty token on a ship, ships with the bounty hunter title may reroll that number of dice

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Title:
Bloodburn (From the book Bloodline)

-3 Points

After executing a red maneuver assign your ship one bloodburn token instead of stress. After executing a green maneuver remove a token

Bloodburn:

At the end of combat phase roll an number of attack dice equal to your bloodburn tokens, on a (crit) result have your opponet search through the damage deck for a pilot critical and assign it to your ship

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Modification:

Overcharged Weapons:
3 points

Assign 3 overcharge tokens to the ship

Overcharge token:

Spend an overcharge token to increase your attack dice by 1

When All overcharge tokens have been spent decrease your attack dice by 1 to a minimum of 1

OR

Overcharged Weapons:

3 points

During Attack Phase you may roll up to 2 more attack dice and then assign two recharge tokens onto your ship at the end of the combat phase

Recharge:

While your ship has a recharge token on it it cannot attack. Remove one recharge token after each combat phase

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That's all I got right now but I wish to hear other people's ideas

Edited by Tailsgod