Pilot abilities/upgrades I wish existed

By balindamood, in X-Wing

Just a place for some thoughts:

System Hack, Illicit (Scum only): Action: If you are target locked by an enemy ship, you may switch the red and blue target lock tokens.

Escape Pod, Modification: When your ship is destroyed, you may transfer one crew upgrade card to another friendly ship with an availble crew slot within range 1-2.

No to the first one, but I like the second one

Some sort of roll might make the Systems Hack more acceptable.

And the Escape Pod does sound interesting. Should it be large ship only?

I'm the opposite. The Hack as a one use card would be interesting. Being able to save a crew? I'll pass on that.

i think the system hack would be a good 1pt throwaway.

I love the Hack! Great action denial tactic. However since it's an action itself it will encourage stress from the opponent. We already have plenty of focus-stealing and anti-evade tactics, but nothing that outright steals TLs. Cool!

Refit: (-1) Squad points

****Fits on Torpedo/Missile/Modification slot.

Slave 1: (2) Gain System Upgrade and Loop action. Slave 1 does a Loop in episode 2. Could this be a stop maneuver or 1 reverse? Make it an action like Inertial dampeners. Lore wise, Slave 1 was very advanced. Gameplay, Fire Control Systems/HLC/IG-88D crew could be neat with IG-88B.

Edited by sploosh

System hack is a fantastic idea! If you find a way to re-word it to work against gunner/IGB/FCS combos it would be crazy good, but even if it couldn't cancel the TL mid-combo it would still be great.

The escape pod is also pretty sweet. I bet people who like running double pancakes or decimators would salivate over that, as your second ship usually has few or no crew.

Yeah, either a roll or a discard on the system hack would make it a great Action card (a discard would probably cost less, but rolling allows for more frequent shenanigans...)

Would Escape Pod need to be a dual card? One side allows a crew to escape (or deploy and escape pod token of some kind?), while the other side adds an extra crew slot - perhaps word it so that it can only be equipped to a ship with at least 1 crew upgrade slot?

Cool ideas - is this a good time to mention I'm still waiting for that 'Limited Resources/Wealthy Patron' dual upgrade card? Limited Resources is Rebel Only Astromech slot that adds the "Salvaged Astromech" slot (T-70 with Unhinged Astro is just one of many possible fun combos); other side is a Scum Only Salvaged Astro slot that adds the actual Astromech slot (would probably need to errata R2-D2 and a couple others as 'Rebel Only') but again some great possbilities - even a JMK5000 with a simple R2 would add 6 more green maneuvers to its already wonky dial.

Escape Pod, Modification: When your ship is destroyed, you may transfer one crew upgrade card to another friendly ship with an availble crew slot within range 1-2.

Pretty sure that as written you could transfer palp from a shuttle to a phantom.

I like system hack. Not a huge fan of escape pod. Would rather not see c3po go from fat han to Miranda.

My submission would be slideslip (modification): after performing a maneuver, you do not need to line up the rear guides as long as the template can lay flush on the base (1 point).

(Like a barrel roll).

Refit: (-1) Squad points

****Fits on Torpedo/Missile/Modification slot.

But ignoring that specific problem, chardann refit-style upgrades are a bad bad idea in general because it effectively increases the cost of adding munitions to a ship. See how seldom A-wings equip missiles because those missiles are essentially two points more expensive for them.

Edited by Squark

Refit: (-1) Squad points

****Fits on Torpedo/Missile/Modification slot.

So I can have an 11 point bomber? OH YEAH 9 Bomber swarm baby haha.

Cool idea but I think it would need to be something like:

Demonstration Model: -1 point

Non-unique pilot only

Equip to any Missile/Torp slot and remove all other missile trop slots

Though even with this you can get 11 point z95s which might be too cheap

Something I've wanted to see to keep 2 attack ships powerful without having to pay up for dice is

"When attacking with a primary weapon, immediately after rolling attack dice add 1 hit result for every hit result rolled. 2 hits may be cancelled by a single evade result."

So my roll of hit eyeball becomes 3 hits (with a focus token) and can be cancelled by 2 evades. It was originally my fix for the tie advanced, and worked thematically because you could conceivably 1 shot an X-wing at range one, just like Vader in a new hope.

Now I just think it's a viable way to keep 2 attack ships strong without paying out the nose for it.

I really want more unpredictability stuff like echo has.

Things like a barrelroll with a bank (yes i know about the interceptor f' that ability because taking a stress completely shuts down anything you could do with said barrelroll), boost with a 2spd, doubleactions, or elongated turns (1hard into a 2 or 3fwd) would add several levels of play. Rather them be mods or a ship specific shenanigan rather than pilot specific though.

I love 'em both! These are actually two of the three cards I think should be in the game (along with an antimatter cannon that reverses your roll - all hits to blanks and all blanks to hits)

I've always watched my opponents (and sometimes me!) Get confused and put the wrong color locks on the wrong ships and wondered, hey, wouldn't that be a cool ability to actually have? Not just remove the lock, but actually switch it? But it needs to be tempered. Nobody will lock on to you if you automatically reverse it. I think it should read

When you are target locked, roll one green dice. On a [evade] result, switch the red and blue target lock tokens. On a [blank] result, receive one ion token.

And not scum only. Switching somebody's target lock is totally something I can see Han Solo or Dash Rendar doing. Plus, this card destroys Omega Leader! I think maybe so that people don't start putting this thing on U-Boats or something gross like that, it should be unique.

As for the escape pod, it's awesome on many levels for me. At my local game cafe, we often play informal campaigns or tournaments where characters must stay alive to come back next game. Having this card would allow me to add a house rule to use it to save my beloved characters from dying.

Put both Lt. Lorrir's ability, without giving you stress, and Blue Aces ability as two point modifications. Would open up some more shenanigans if you wanted to pay for them with a mod slot.

More a general idea, but more high cost cards that are actually worth their points. I'd love to see a 4-5 point EPT that was actually worth a ****. We've filled in a lot of cheap cards, now I think is the time to design some good expensive cards.

TEWS system.. Tactical Electronic Warfare System... All TEWS equipped ships get to share target locks.

"For Hire"- Title, Scum Only, Unique

5 pts

This ship may be played by either Rebel or Empire squadrons.

This ship can not equip Rebel Only or Empire Only upgrades.

This ship may equip a second title card.

EDIT: clarification and wording

Edited by EasyE

I'm not sure how to justify it per se narratively, but I'd love to see a pilot who could spend red target locks as well as blue ones.....the problem, as noted, is that no-one would ever lock onto them, and an area-effect ability seems a little over-complex.

TEWS system.. Tactical Electronic Warfare System... All TEWS equipped ships get to share target locks

The problem is that this is either going to be a better or worse version of the pilots who already do this (like Shara Bey).

Yeah, either a roll or a discard on the system hack would make it a great Action card (a discard would probably cost less, but rolling allows for more frequent shenanigans...)

Would Escape Pod need to be a dual card? One side allows a crew to escape (or deploy and escape pod token of some kind?), while the other side adds an extra crew slot - perhaps word it so that it can only be equipped to a ship with at least 1 crew upgrade slot?

Cool ideas - is this a good time to mention I'm still waiting for that 'Limited Resources/Wealthy Patron' dual upgrade card? Limited Resources is Rebel Only Astromech slot that adds the "Salvaged Astromech" slot (T-70 with Unhinged Astro is just one of many possible fun combos); other side is a Scum Only Salvaged Astro slot that adds the actual Astromech slot (would probably need to errata R2-D2 and a couple others as 'Rebel Only') but again some great possbilities - even a JMK5000 with a simple R2 would add 6 more green maneuvers to its already wonky dial.

Could just make it you can only use non unique Astros from the other faction.

I'm not sure how to justify it per se narratively, but I'd love to see a pilot who could spend red target locks as well as blue ones.....the problem, as noted, is that no-one would ever lock onto them, and an area-effect ability seems a little over-complex.

TEWS system.. Tactical Electronic Warfare System... All TEWS equipped ships get to share target locks

The problem is that this is either going to be a better or worse version of the pilots who already do this (like Shara Bey).

Give it to a Scum pilot. Not oonly is it scummy, it means you can pair him with Manaroo... who can pass over red target locks. Enemy starts running out of good options at that point. ;)

Refit: (-1) Squad points

****Fits on Torpedo/Missile/Modification slot.

you do realize that ordnance carriers SUDDENLY become dirt cheap?

I just want a TIE Fighter pilot, PS4 or PS5, whose ability is to ignore everyone else's pilot ability that would interact with him. So for example, Poe would have to actually spend that Focus when attacking or defending against him. This TIE pilot could modify dice when attacking Dark Curse, would not get a token stolen by Palob, would not grant Guri that Focus at range 1, or Dengar that extra attack in arc etc. Call him Negatron, Cpt DGAF, or Soulless or whatever.

TIE Fighter would probably be the best for such an ability since theyre so fragile no ability is overpowered on them. OL is the closest to such a thing, and since he really only shines in a 1on1 situation he too is easy to kill if you just take him out first.

I would love to have that tie fighter staring down Dengar's barrels and shoot'm in the face, then go "Nope, cant hit me back!" lol even if he'd probably get murdered by Dengar's normal attack anyway