corellian slip: X-Wing only: If a friendly ship is in your front arc and has arc on your target and can attack, it must do so immediate after resolving your attack. It cannot attack again this turn
Pilot abilities/upgrades I wish existed
Every time I roll a die when I go over an asteroid or debris, and the die comes up as focus I wish I got a focus token. Like that would be a hilarious ability.
Now it is not a particularly very good ability (and can even be detrimental since of course on a blank nothing happens and on the damage or crit you take it like normal for that type of obsta
cle. Though it does almost give you an action if you went over the obstacle and normaly cant do an action.
S-foil action.
With Arc Dodgers outgunning Jousters by some margin at the moment, some kind of reverse autothrusters modification that encourages Arc Dodgers to Joust would be cool.
Something along the lines of:
When defending against an attack from a ship outside your firing arc, if you are within that ships firing arc, you may cancel 1 additional Hit result during the "Compare Results" step
With Arc Dodgers outgunning Jousters by some margin at the moment, some kind of reverse autothrusters modification that encourages Arc Dodgers to Joust would be cool.
Something along the lines of:
When defending against an attack from a ship outside your firing arc, if you are within that ships firing arc, you may cancel 1 additional Hit result during the "Compare Results" step
But the Fang is most certainly an arc dodger by nature, (boost, barrel roll, 3agi, no shields to rely on) until you get in range one, then it sort of forced to be a jouster so it can hit the person it is against in the face, with the Fang's own face...and hopefully come out the otherside ready to do it again.
Edited by knaveleadHotwire (3), illicit: Action: recieve one stress token and roll one attack die. On a hit or a crit, turn a face-down EPT face-up.
I haven't given a single thought to balancing, but these could be very strange and interesting:
"Adrenaline Junkie" - EPT, unique, 3 points - treat all your red maneuvers as green maneuvers and vice versa.
It's like road rage. Whenever he has to go slow, the guy is totally stressed out. Would be really wacky to time your approach with a pilot like that. But once the dogfighting begins, he shines.
"Salacious Crumb" - Crew, unique, Scum only, 1 point - Immediately after any initial roll, you must reroll all [focus] results.
Imagine having that unnerving little critter in your cockpit. Would be cool on ships which have an action economy that isn't too focus-heavy. Gives you a free chance for a better result at the cost of not being able to use your focus as much. I also like the fluff feeling of this card.
"Grand Admiral Thrawn" - Crew, unique, Imperial only, 4 points - After executing your maneuver, if there is at least one enemy ship at range 1-2, you may perform a free barrell roll or boost action.
Simple, but exactly what Thrawn is all about. Knowing and outthinking your enemy so well that you just can't be outmaneuvered. He'll get you out of arcs or into prime firing position.
Edited by debiler
Psshhh. Hokey religions and milkshakes are no match for a good blaster at your side, kid.
I haven't given a single thought to balancing, but these could be very strange and interesting:
"Adrenaline Junkie" - EPT, unique, 3 points - treat all your red maneuvers as green maneuvers and vice versa.
It's like road rage. Whenever he has to go slow, the guy is totally stressed out. Would be really wacky to time your approach with a pilot like that. But once the dogfighting begins, he shines.
"Salacious Crumb" - Crew, unique, Scum only, 1 point - Immediately after any initial roll, you must reroll all [focus] results.
Imagine having that unnerving little critter in your cockpit. Would be cool on ships which have an action economy that isn't too focus-heavy. Gives you a free chance for a better result at the cost of not being able to use your focus as much. I also like the fluff feeling of this card.
"Grand Admiral Thrawn" - Crew, unique, Imperial only, 4 points - After executing your maneuver, if there is at least one enemy ship at range 1-2, you may perform a free barrell roll or boost action.
Simple, but exactly what Thrawn is all about. Knowing and outthinking your enemy so well that you just can't be outmaneuvered. He'll get you out of arcs or into prime firing position.
I'd make thrawn end of activation or beginning of combat phase. Otherwise it's no different from just having barrel roll or boost on your ship (and most imperial ships used have BR, and the aces mostly have boost). Doing it at the end of activation would let it work better for lower PS pilots as well (or give an extra action to an ace that was moving last anyway by not having to spend one of their normal actions on the reposition)
I haven't given a single thought to balancing, but these could be very strange and interesting:
"Adrenaline Junkie" - EPT, unique, 3 points - treat all your red maneuvers as green maneuvers and vice versa.
It's like road rage. Whenever he has to go slow, the guy is totally stressed out. Would be really wacky to time your approach with a pilot like that. But once the dogfighting begins, he shines.
"Salacious Crumb" - Crew, unique, Scum only, 1 point - Immediately after any initial roll, you must reroll all [focus] results.
Imagine having that unnerving little critter in your cockpit. Would be cool on ships which have an action economy that isn't too focus-heavy. Gives you a free chance for a better result at the cost of not being able to use your focus as much. I also like the fluff feeling of this card.
"Grand Admiral Thrawn" - Crew, unique, Imperial only, 4 points - After executing your maneuver, if there is at least one enemy ship at range 1-2, you may perform a free barrell roll or boost action.
Simple, but exactly what Thrawn is all about. Knowing and outthinking your enemy so well that you just can't be outmaneuvered. He'll get you out of arcs or into prime firing position.
I'd make thrawn end of activation or beginning of combat phase. Otherwise it's no different from just having barrel roll or boost on your ship (and most imperial ships used have BR, and the aces mostly have boost). Doing it at the end of activation would let it work better for lower PS pilots as well (or give an extra action to an ace that was moving last anyway by not having to spend one of their normal actions on the reposition)
The difference from a normal boost/br is huge. If Thrawn bumps, he can still boost or barrel roll to give him a significant advantage. So yes, he'd be particularly useful on a high PS ship.
Edited by debiler"Ion Surge Generator" - Modification, unique, 3 points - When a ship at range 1 reveals its dial, you may discard this card to let it perform a 1-forward maneuver before executing its maneuver.
Seems overpriced for one-time use at first, but think of the possibilities: You can make your opponent overshoot his target, you can make him bump, or you can even force him off the map if he's too careless. Or you can use it to boost one of your own ships in a dire situation.
Edited by debilerEvery time I roll a die when I go over an asteroid or debris, and the die comes up as focus I wish I got a focus token. Like that would be a hilarious ability.
Now it is not a particularly very good ability (and can even be detrimental since of course on a blank nothing happens and on the damage or crit you take it like normal for that type of obsta
cle. Though it does almost give you an action if you went over the obstacle and normaly cant do an action.
When you roll an [eye] result on any die, you may immediately cancel it to receive a focus token. If you do, your dice may not be modified during that roll.
Big bonus with a big cost, but interesting bonus/penalty in the modification protection. I'd cancel an eyeball on my defence dice to block Zuckuss or an eyeball on my attack dice to stop someone Sensor Jamming me.
Smoke & Mirrors, illicit (2): You may spend a target lock you have on an attacker to re-roll your defense dice.
Edited by balindamoodSabine's Cousin (Crew) 2 pts. Scum only: When an enemy ship rolls for damage from a mine token, you may change all focus results to hits.