Rebel Improvements

By GreenLantern1138, in X-Wing

I've been trying to think of things just for the Rebels that might help them keep up a bit. Lately I feel they've been left in the dust by Empire and Scum, but it seems as though just a few cards could get them back on track. I mean, all the Defender needed was a couple of titles and they're absolute beasts now.

Here's one of mine to start the thread off. My thinking with this one was that some bold Rebel pilot might have figured out a way to jerry rig their ship to get extra power to the shields by overexerting their engine somehow, so there's the 'fluff' element. In terms of gameplay I wanted a card that was classic Rebel regen but wasn't too easy to get and had a mild disincentive (although it does take a little bit of sting out of a desperation k-turn or talon roll), and tying it specifically to manoeuvres meant that it couldn't come from ptl or some other stress invoking card from either friend or foe. Seems balanced in my head. People often complain about Rebel regen, but aside from R2-D2, R5-P9 and Miranda, is there that much really?

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My immediate thought is to toss this on four Blue Squadrons and just go quadruple regen... But then I thought harder and realized that's not actually that dangerous.

...

I honestly really like this. It's a way to give Rebel ships more survivability and the red maneuvers requirement makes it hard to abuse. Miranda and R2 can't stack with it either.

Edited by WingedSpider

Thanks. I'm glad to hear that. I wanted to balance it without making it pointless. And I didn't want to accidentally unleash a supercombo either, lol.

That would make some regen ships able to regen 2 shield per round. For example, Poe with R5-P9 and Esege, Jyn, Kyle, or other focus dealer nearby could regen one by doing a talon-roll or koiogran, then another by spending the focus.

Also, expect to be name-called by some regulars in this forum that hate, hate, hate shield regeneration as a game mechanic.

I general I would love it, but I don't immediately think it would help Rebels with their current problems, that basically are surviving peak damage. Shield regen helps with attrition damage.

Would this be a crazy upgrade?

Particle Shields

Small ship only. Rebel only. Modification.

"When defending against a torpedo or missile attack, during the Compare results step, or after rolling attack dice as result of the detonation of a bomb or overlapping an obstacle, you may spend any number of shield tokens. Every shield token spent like this cancels two of any combination of hit or crit results. Then, discard this card."

Cost 4

Regardless of your proposed card, I think there is an overall 2-3 points overcost to all rebels ships currently. Even new released ships seem to carry this overcost by design.

I suspect it is intentional, because of some upgrade that is still in design that will provide an overall cost reduction to rebels, or give something else to compensate for it.

That would make some regen ships able to regen 2 shield per round. For example, Poe with R5-P9 and Esege, Jyn, Kyle, or other focus dealer nearby could regen one by doing a talon-roll or koiogran, then another by spending the focus.

Wouldn't that not work because they'd be stressed and couldn't get the focus? And I like your shield idea, but maybe a one-to-one trade to keep it balanced instead of two-for-one?

You'd need to limit it to one shield a turn.

That would make some regen ships able to regen 2 shield per round. For example, Poe with R5-P9 and Esege, Jyn, Kyle, or other focus dealer nearby could regen one by doing a talon-roll or koiogran, then another by spending the focus.

Wouldn't that not work because they'd be stressed and couldn't get the focus? And I like your shield idea, but maybe a one-to-one trade to keep it balanced instead of two-for-one?

Well, Kyle and the others just assign a focus token, so it would work.

Regeneration should never have been in the game to begin with.

Just balance rebels around good synergies and cost them correctly. (Looking at you T-65's).

Regeneration is a good thing. I definitely like FARLANDAR_ON_TARGET with that...thing...

Not a big fan of adding even more regen; but the Rebel fighter resiliance is indeed a problem nowadays (and anyways, one shield per turn regen doesn't hold in a U-boat loaded meta).
I wish we get something like this :

Reinforced front deflectors
Small Ship only. Rebel only. Modification.
Action : Assign your ship a Reinforced Deflector Token.
You cannot use this if you have no shields left.


Reinforce Deflector token effect :
when defending, if the enemy is in your front arc, add one evade to your defense roll.
Discard Reinforce Deflector token at the en of the round.


(I'm not sure about the Action header, but there should be some limitation to this, maybe "after you execute a green manoeuver" instead ?)

Edited by Giledhil

Not a big fan of adding even more regen; but the Rebel fighter resiliance is indeed a problem nowadays (and anyways, one shield per turn regen doesn't hold in a U-boat loaded meta).

I wish we get something like this :

Reinforced front deflectors

Small Ship only. Rebel only. Modification.

Action : Assign your ship a Reinforced Deflector Token.

You cannot use this if you have no shields left.

Reinforce Deflector token effect :

when defending, if the enemy is in your front arc, add one evade to your defense roll.

Discard Reinforce Deflector token at the en of the round.

(I'm not sure about the Action header, but there should be some limitation to this, maybe "after you execute a green manoeuver" instead ?)

It's like a Reinforce token that only works in arc?

It's like a Reinforce token that only works in arc?

Yes.

Edited by Giledhil

Well, then basically it is an action that adds an evade result to all incoming attacks in arc this round. That is even better than regeneration for a jouster, because it can potentially mitigate more damage than recovering one shield. However, it spends its action on defense rather than on offense. I think it would be a must-have for Biggs.

I just wish rebels didn't depend on bringing Biggs to have a chance at doing anything.

I just wish rebels didn't depend on bringing Biggs to have a chance at doing anything.

It's a real problem : how to improve rebel jousters without making Biggs an auto include ? (if he isn't already)

That would make some regen ships able to regen 2 shield per round. For example, Poe with R5-P9 and Esege, Jyn, Kyle, or other focus dealer nearby could regen one by doing a talon-roll or koiogran, then another by spending the focus.

Wouldn't that not work because they'd be stressed and couldn't get the focus? And I like your shield idea, but maybe a one-to-one trade to keep it balanced instead of two-for-one?

Dealing one for one is already in the game. It's called the "dealing damage step".

You'd need to limit it to one shield a turn.

In that case you have a far easier ability with 'Once per turn, you may cancel one crit/hit result' (during the compare results phase just like crack shot, maybe name it crack evade) instead of the complex spend shield token to cancel 2 dice mechanism.

You'd need to limit it to one shield a turn.

In that case you have a far easier ability with 'Once per turn, you may cancel one crit/hit result' (during the compare results phase just like crack shot, maybe name it crack evade) instead of the complex spend shield token to cancel 2 dice mechanism.

Yeah. I was aiming at something that makes rebels survive a peak of damage, without coming totally unharmed out of it.

In a way, it makes the shields in a rebel small base count double for one attack in the whole game. Perhaps that is enough to let them get closer and do something without having to bring Biggs all the time.

I've been trying to think of things just for the Rebels that might help them keep up a bit. Lately I feel they've been left in the dust by Empire and Scum, but it seems as though just a few cards could get them back on track. I mean, all the Defender needed was a couple of titles and they're absolute beasts now.

Here's one of mine to start the thread off. My thinking with this one was that some bold Rebel pilot might have figured out a way to jerry rig their ship to get extra power to the shields by overexerting their engine somehow, so there's the 'fluff' element. In terms of gameplay I wanted a card that was classic Rebel regen but wasn't too easy to get and had a mild disincentive (although it does take a little bit of sting out of a desperation k-turn or talon roll), and tying it specifically to manoeuvres meant that it couldn't come from ptl or some other stress invoking card from either friend or foe. Seems balanced in my head. People often complain about Rebel regen, but aside from R2-D2, R5-P9 and Miranda, is there that much really?

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Attack shuttle or Arc with Hera crew might be troublesome.

That would make some regen ships able to regen 2 shield per round. For example, Poe with R5-P9 and Esege, Jyn, Kyle, or other focus dealer nearby could regen one by doing a talon-roll or koiogran, then another by spending the focus.

Wouldn't that not work because they'd be stressed and couldn't get the focus? And I like your shield idea, but maybe a one-to-one trade to keep it balanced instead of two-for-one?

Ninja'd.

Edited by benskywalker

I just wish rebels didn't depend on bringing Biggs to have a chance at doing anything.

It's a real problem : how to improve rebel jousters without making Biggs an auto include ? (if he isn't already)

I'm more and more persuaded by the idea that Biggs is why rebels can't have nice things.

I just wish rebels didn't depend on bringing Biggs to have a chance at doing anything.

It's a real problem : how to improve rebel jousters without making Biggs an auto include ? (if he isn't already)

I'm more and more persuaded by the idea that Biggs is why rebels can't have nice things.

Maybe they should Errata him and add a "once per turn". He wouldn't be useless even then.

Yeah, that would be reasonable I think. You still want to focus fire on him, but you don't *have to - but you can't focus fire on anyone else, and your important high PS pilot has to shoot him.

A regening Tycho might be interesting. Assuming he doesn't get 1 shotted with his 2 hull :)

Edited by piznit

A regening Tycho might be interesting. Assuming he doesn't get 1 shotted with his 2 hull :)

Tycho virtually never does red manoeuvres though...

Biggs being once per round sounds fine. Rebels will need massive improvements though. Maybe he can be faqed on release of the big fix.

rebel regen isnt that insane when you can easily kill them in 1 pass anyway. The regen is there to punish you for not getting that third ship in arc on them or a bad roll.

First time i encountered Regen poe i didnt pay him any mind because hes just an xwing. Well it went down to 1on1 and i just simply could not finish him off, every pass he'd be back to full shields and usually i'd take all 3 out, eventually hitting the hull once but then my dice failed and i died.

From then on if i saw a regen ship i immediately focused the crap out of it. Theyre no different than Omega Leader in terms of power: initially theyre not that big of a threat, dont take them out immediately and they will beat your ass 1on1 so hard its not even funny.

If someone seriously brings Kyle in the HWK just to feed Poe a focus when he does his 2 red moves to get a double regen, im all fine and dandy for that because HWKs are laughably easy to remove. Kinda the reason i stopped trying to do things with them.

Edited by Vineheart01