Warriors of the New Republic: A fan-made expansion for E-Wings!

By Razgriz25thinf, in X-Wing

Welcome back! I've reached a point where i can no longer deliberate over my custom cards in anxiety, and the time has come to show them to the world.

However, please keep in mind these cards are ALWAYS subject to revision, as i may discover that i made an oversight, and change a card to fix something.

So, the expansion, then. It contains 3 new E-Wing pilots, 4 new titles, a new system upgrade, and 2 new astromechs.

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Wraith Squadron is good; good enough to net them an EPT slot, at PS 4 and 30 points.

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Myn Donos was perhaps most known in Wraith Squadron for the lasting mental trauma he received after his entire squadron he led was wiped out, except him. Now, whenever he perceives his squadmates and friends to be in danger, he takes swift and violent action against the perpetrators. This is represented by his ability; When a friendly ship is damaged, his attack value is increased until the next time he attacks. At PS 6 and 33 points, he's a mid-PS powerhouse of damage.

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Finally, we have good old Wedge in an E-Wing, where I believe his ability can be made to mean more in the more upgrade laden ship. He has enough maneuverability and options to make his attacks count.

Now lets tour some of those options, with the whopping 4 new titles available to E-Wings. There were 4 main production models of E-Wings, Series I through IV, each of them known for a particular quirk or specialty, and i did my best to recreate this in X-Wing.

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The original E-Wings were somewhat of a mess of hardware. They were well known for the wing guns breaking down due to the excessive heat from the engines they were strapped to. This is represented by a 2 point decrease in cost, and a trade off- once per round when defending, you can decrease your attack value, to add an evade result to your roll. Kiiiiinda like reverse Expose? Except it's -2 points, and it's a guaranteed evade result. It's worth noting that this is totally optional: You could never use the ability and just take the upgrade for the -2 points. But, there will invariably be a situation where you need all the evades you can get, even at the expense of an attack die.

Furthermore, because the Series I only accepted a small amount of astromechs, the Series I limits you to Astromechs that cost 2 or less points, mostly to prevent dangerous combos.

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The E-Wing Series II model ironed out many of the Series I's problems, relating mostly to faulty hardware, but most notably retrofitted less proprietary systems, which was necessary to include older models of astromech.

The cheaper, more plentiful hardware allows Series II E-Wings to equip astromech and system upgrades that cost less than 2 points for free.

This allows you to get up to 4 points of value for free, but does not provide a discount for any upgrades that cost more than that. Notably, upgrades like R2-D2 would have to be paid for at full cost.

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Series III E-Wings were designed sturdier and more powerful than before, with improved armor plating and laser cannons that boasted greater efficiency at range.

This is represented by allotting an additional hull point, and the more powerful guns denying enemy ships an additional die at range 3.

A solid title, it provides an immediate defensive and offensive upgrade, but isn't quite as powerful as upgrades tailored specifically for offensive or defensive purposes.

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The Series IV E-Wing was the pinnacle of the design; advanced, more maneuverable than ever before, improved controls and handling, a state-of-the-art pilot interface, and was a radical departure from previous designs. They became the elite craft of the New Republic, on another level over the more common T-65XJ X-Wing.

The incredibly advanced pilot interface allows split-second reaction to anything, which is why target lock tokens, blue or red, grant the ship an evade token. When the beeping of the computers stops with the removal of the target lock, the pilot gets to relax and gains a focus token. However, only named pilots are elite enough to take this extremely advanced model into battle. Additionally, Series IV E-Wings were incredibly expensive to manufacture, so this title comes in at 2 points, for the sheer defensive value it generates.

With the titles, i had a goal-line set for me: How do i provide 3-4 points of value to an E-Wing, but not create one auto-add upgrade? Pilots like Corran will never equip the Series I or II title; but the generics probably will. A Knave with say R8 Astromech and FCS and the Series II title still sits pretty at 27 points, instead of the 30 it would normally be. Or, if you're looking for something more bare bones, a Knave with Series I is 25 points, allowing you take 4 Series I Knaves, and once per turn is getting a guaranteed evade, plus what they roll, easily 1 or 2 points of value, even if it means you roll one less attack die. Living to see the next turn and getting another shot at full attack is better than being dead.

Series III is great for pilots looking for more long term survivability, and to be able to sit back at range 3 and throw out shots without fear of missing anymore than you would at range 2.

Series IV is designed for aces like Corran and Wedge. They just absolutely love the action efficiency. Furthermore, unlike the other titles, this one actually costs points. It's value is so high, that even through the E-Wings overcosting, the title is worth 2 points. Once per round a TL token is placed on, or removed from you, at any point, blue, red, whatever, you get tokens. That's really, really freaking good.

You will note, though, that of the 4 titles, only one is explicitly tailored to support aces first and foremost. Many of these options have incredible value on generic pilots, and on the new Wraith Squadron pilot, you have many options at your disposal, allowing you to tailor your list to your exact specifications.

Enough about the titles! Let's check out the rest of the upgrades, starting with the system upgrade.

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A 2 point system, that allows you to use target locks as if they were individual Crackshots. It would have been 3 points, until i remembered that the E-Wing's easiest way to get TLs is through the system slot. That, and unlike the EPT slot, few ships actually have the system slot to even take this. I think the ability to turn a TL(which can be difficult to even acquire at all) into a Crackshot is worth 2 points, easily.

Now, for the 2 Astromechs.

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R2-A7 is, in my opinion, very interesting. It provides strong action efficiency by preserving tokens.

If you are not stressed, when you spend a focus or evade token, you can place it on the card. Then, once per round, you may take a stress token to move a token of your choice from the card to your ship. This ensures you don't focus once at the beginning of the game and just keep moving the token back and forth from the card, unless you have a way of clearing that stress immediately.

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R5-D2, nicknamed "Mynock", was Wedge Antilles astromech droid. It gained the name "Mynock" by shrilly crying whenever it was put in dangerous situations, much to the chagrin of Wedge, who found the droid annoying and distracting. He had the droid's memory wiped and it's hardware improved, renamed R5-G8, aka "Gate", and the droid then-on had a calm, almost emotionless demeanor.

So this gave me an opportunity to do something cool. The astromech's dual personalties allowed me to make it a dual card.

The first side, R5-G8, assigns a focus token to your ship if you begin the combat phase without being stressed. Gate was cool as a cucumber, and rewards you for following suit and staying calm and unstressed.

However, if you claim that token, you must flip the card over to Mynock's side, named R5-D2. After you defend against an attack, you may perform a barrel roll action, but you must assign a stress token to the ship. Then you must turn the card over. This side represents Mynocks loud cry in the face of danger, prompting you to perform evasive actions. It serves as a distraction though, and stresses you.

Maybe it won't be competitive, but it was incredibly fun to design! I love the thought of an astromech with 2 separate personalities, each that do different things.

So when i said 2 astromechs, i really meant 3! ;)

Well, i hope you enjoyed! Again, remember that until full playtesting is over, all of this is subject to change. I was just so excited to share that i wanted to put it out as soon as i felt i was nearing completion. With the amount of cards and titles all at once(admittedly my fault for choosing to make 4 titles for the same ship!), it can be hard to make them all equally appealing, but i think it's pretty decent in that regard.

Questions, comments, concerns? Thanks for viewing my thread!

Stay tuned in the near future for more expansions from me, including A-Wings!

Edited by Razgriz25thinf

It looks good except for series 1. If it gets down to 1v1 the E Wing automatically wins. Just slap Stealth Device on there and proc the title every round and nothing can hit you, save Gunner, TIE/D, TLT or a very lucky shot by a range 1 Phantom or Ghost (good luck getting the latter at range 1 in arc.)

The drawback of 1 less attack die isn't enough, in my opinion, it essentially becomes a harder to hit Miranda.

It looks good except for series 1. If it gets down to 1v1 the E Wing automatically wins. Just slap Stealth Device on there and proc the title every round and nothing can hit you, save Gunner, TIE/D, TLT or a very lucky shot by a range 1 Phantom or Ghost (good luck getting the latter at range 1 in arc.)

The drawback of 1 less attack die isn't enough, in my opinion, it essentially becomes a harder to hit Miranda.

Yeah, I'd agree with this. Maybe add a single evade result...?

It looks good except for series 1. If it gets down to 1v1 the E Wing automatically wins. Just slap Stealth Device on there and proc the title every round and nothing can hit you, save Gunner, TIE/D, TLT or a very lucky shot by a range 1 Phantom or Ghost (good luck getting the latter at range 1 in arc.)

The drawback of 1 less attack die isn't enough, in my opinion, it essentially becomes a harder to hit Miranda.

Yeah, I'd agree with this. Maybe add a single evade result...?

Might be right.

Yeah, this is what i'm talking about. Small little adjustments, as i get people who are seeing it from a far less biased view than me.

EDIT:

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Seems good to me. Already updated the OP. Thanks guys!

Edited by Razgriz25thinf

For some reason, something as simple as one extra hull makes me way more comfortable with the idea of an e-wing.

For some reason, something as simple as one extra hull makes me way more comfortable with the idea of an e-wing.

Kind of the idea. A major downside to using Corran is that all Wampa has to do is shoot at you twice to kill almost half your list. Likewise, pulling a direct hit is bad new bears for Corran because that's it. You're dead. When you're talking about a ship that costs 35 points base and only has 2 hull, one more hull can go a really long way.

The other issue with series one is that if you're shooting before you get shot (so high ps, wedge, vi corran, sometimes ptl corran, etc) there's literally no downside to it. Who cares if you lose 1 attack die for the rest of the round if your attack is already done? Only adding 1 evade result instead of converting all of them makes it better at least.

Also, while the dual card is an interesting idea, having a droid swap back and forth between two different versions bugs me for fluff reasons...

Corran *always* cares, because he loses a die for his end of round shot.

The other issue with series one is that if you're shooting before you get shot (so high ps, wedge, vi corran, sometimes ptl corran, etc) there's literally no downside to it. Who cares if you lose 1 attack die for the rest of the round if your attack is already done? Only adding 1 evade result instead of converting all of them makes it better at least.

Also, while the dual card is an interesting idea, having a droid swap back and forth between two different versions bugs me for fluff reasons...

Yeah, but... the E-Wing has an evade action, which does the same thing except you dont lose an attack die.

I mean, if i were building a squad, say with Wedge, i'd probably spring for either Series III or IV, because Series III gives a hull and even further gimps enemy defense, and Series IV turns 2 focuses to evades, plus the evade token i have to have to trigger it. Series II if i wanted upgrades that cost 2 points or less to go on Wedge, and i'm trying to save points. The long time defensive bonuses you're getting over the entire turn from Series IV vastly outweighes the bonus from Series I, because Series IV is every defense, Series I is once per turn. Yeah, Series IV is 4 points more expensive; but you've got a good chance of ending up with 2 or more evades, almost every single defense. Series I can't boast that.

I'm afraid i don't really see an issue. Corran will never take it because his end turn attack wouldnt be as good. Myn Donos wouldnt because then his ability does absolutely nothing. Wedge wouldn't take it because Series III and IV is better for him. Etahn would, but ONLY because it's a -2 point title.

Series I is entirely for low PS pilots who need points off more than anything else. Again, the ability may not even matter; it's a -2 point card. You don't HAVE to trigger the ability.

As for the astromech, i mean you're probably right, but i threw that one in for me. It seemed like a fun idea, so i went for it. If you want, remove the Dual Card restriction and play them as 2 different astromechs. You're not going to hurt my feelings by doing it.

Edited by Razgriz25thinf

The other issue with series one is that if you're shooting before you get shot (so high ps, wedge, vi corran, sometimes ptl corran, etc) there's literally no downside to it. Who cares if you lose 1 attack die for the rest of the round if your attack is already done? Only adding 1 evade result instead of converting all of them makes it better at least.

Also, while the dual card is an interesting idea, having a droid swap back and forth between two different versions bugs me for fluff reasons...

I think Series 1 would be improved then if it was something you triggered at the start of combat rather than when you're defending, and then its effect lasts through the round to add an evade to every role. Or, maybe instead you assign an evade token to your ship, so that it still only applies to a single defensive roll but makes sure you can't exploit that I've-already-attacked loophole.

Also, for game mechanic reasons I think it should get rid of an upgrade slot (probably torpedo), a la TIE/x7 or similar to Chaardan Refit.

Edited by SgtSmithy

The other issue with series one is that if you're shooting before you get shot (so high ps, wedge, vi corran, sometimes ptl corran, etc) there's literally no downside to it. Who cares if you lose 1 attack die for the rest of the round if your attack is already done? Only adding 1 evade result instead of converting all of them makes it better at least.

Also, while the dual card is an interesting idea, having a droid swap back and forth between two different versions bugs me for fluff reasons...

I think Series 1 would be improved then if it was something you triggered at the start of combat rather than when you're defending, and then its effect lasts through the round to add an evade to every role. Or, maybe instead you assign an evade token to your ship, so that it still only applies to a single defensive roll but makes sure you can't exploit that I've-already-attacked loophole.

Also, for game mechanic reasons I think it should get rid of an upgrade slot (probably torpedo), a la TIE/x7 or similar to Chaardan Refit.

Thematically, there shouldnt be anything removed. I mean, granted, E-Wings never use torp slots anyways, but all E-Wing models had sufficiently advanced systems and proton torpedo launchers. There really isn't anything i can justify removing thematically, nor do i see a reason to. If you're going to equip a system or astromech upgrade on a Series I E-Wing, why not just take Series II? I firmly believe that Series I will be used almost exclusively on near-naked generics, OR generics that want an astro or system more than 2 points, and still want to cut costs. Either way, same thing, basically.

I definitely do not think that Series I should trigger at the start of the Combat Phase. These are ships starting at 25 points. Forcing them to choose between actually hitting an attack or getting one evade result before they even know if they need it is a terrible ability, and would likely have to coincide with a further drop of it's price to -3, which is also not something i want, because now a PS1 E-Wing with Series I costs as much as a PS 2 T-70, which is far too low.

I think it's fine as-is. Corran will still likely be the major E-Wing pilot because his ability is just so good, and Corran will NEVER take Series I. The named pilots have no real desire to take it, except if they need to cut points, and if that's the case then the player knows that they are not getting the optimal title for their ship. Even then, Series II offers more bang for your buck than Series I does, as it offers necessary upgrades for named pilots to succeed for free, up to a value of 4 points, far more than Series I gives you.

Edited by Razgriz25thinf

I love it! i'll have a chat with my friend and see how they compare to defenders in a mirror matchup. when i get time to play though obviously! lol.

Series 4 is too powerful in conjunction with R2-D2. Either make it so that you must spend the evade token to get the benefit, or add an additional drawback or increase the cost to like 4 points or something.

I think the Series II title would be a nicer fit if it restricted equipping any mechs above a 2 point cost. No need to give Corran FCS for free even if he still has to pay for R2-D2.

As a Corran Horn player, I'm ALWAYS taking the series 1 upgrade. 2 points off is massive to start with!

And sure, I won't use it turns I can attack, but on the turns I need to run and regen shields? The turns after I've double tapped and can't attack? Shooting at rabge three before I'm attacked so don't want the second attack? The turns when it's a 1 hull ship but it's a monster on attack? Help tanking torp scouts?

People not taking the title don't play Corran. Part of what makes him so good is that he is hard to kill and is super expensive. I've won a fair few games which have gone to time because Corran is so much but a single ship can't kill him.

That title is an auto-include for old Mr Horn...

The other issue with series one is that if you're shooting before you get shot (so high ps, wedge, vi corran, sometimes ptl corran, etc) there's literally no downside to it. Who cares if you lose 1 attack die for the rest of the round if your attack is already done? Only adding 1 evade result instead of converting all of them makes it better at least.

Also, while the dual card is an interesting idea, having a droid swap back and forth between two different versions bugs me for fluff reasons...

I guess because it's counter-complementary to Corran shooting again in the same round?

But yeah, it seems a bit too good.

I think series 4 should cost 4 instead (due to the bonkers combo with R2D2). Myn with Enhanced Scopes or Adaptability could be interesting and I'd be worried about getting that attack value too high; I think you could reasonably get it to 6 or 7, so you may need a trade off, like lower your defense by 1. Otherwise, this is great content that would have me flying E-Wings like Defenders.

Ewing series 1 was limited to R7 seres astromechs. If you sre going to remove or limit a slot, thats the one to hit.

I would echo a lot of the other comments. You might get away with giving Corran a hull point or something, but buffing his defense every turn without some kind of restriction on R2 is going o make him a nightmare.

I am running to work, so my first few thoughts will be quick:

I like that the new pilots are priced in-line with the older ones. It makes it much easier to fix the ship as a hull (sorry. Couldn't resist), rather than just individual pilots.

I love that the Legendary E-Wing is being given Legendary pilots. That's incredibly thematic. (Legendary both in terms of great pilots, and the new canon.)

Wedge needs to be renamed LT-Kettch.

The series 1 title will absolutely be taken by higher PS pilots. The higher the PS, the lower the opportunity cost of reducing your firepower. If, for instance, Wedge (PS9) shoots at IG-88 (PS6), he's not going to mind reducing his red dice by 1 for the rest of the turn- he'll have already spent his red dice.

In fact: Corran may like this so that he's extra tanky on rounds he can't shoot anyway.

For all that, it's a great title. Even Corran can stand the -2 without becoming OP. But I'm not sure it meets your stated design goal.

More thoughts later!

Corran *always* cares, because he loses a die for his end of round shot.

Corran can just choose not to use it on a round that hes going to double tap. Meanwhile every round AFTER a double tap hes free to use it with absolutely no downside at all.

The other issue with series one is that if you're shooting before you get shot (so high ps, wedge, vi corran, sometimes ptl corran, etc) there's literally no downside to it. Who cares if you lose 1 attack die for the rest of the round if your attack is already done? Only adding 1 evade result instead of converting all of them makes it better at least.

Also, while the dual card is an interesting idea, having a droid swap back and forth between two different versions bugs me for fluff reasons...

Yeah, but... the E-Wing has an evade action, which does the same thing except you dont lose an attack die.

I mean, if i were building a squad, say with Wedge, i'd probably spring for either Series III or IV, because Series III gives a hull and even further gimps enemy defense, and Series IV turns 2 focuses to evades, plus the evade token i have to have to trigger it. Series II if i wanted upgrades that cost 2 points or less to go on Wedge, and i'm trying to save points. The long time defensive bonuses you're getting over the entire turn from Series IV vastly outweighes the bonus from Series I, because Series IV is every defense, Series I is once per turn. Yeah, Series IV is 4 points more expensive; but you've got a good chance of ending up with 2 or more evades, almost every single defense. Series I can't boast that.

I'm afraid i don't really see an issue. Corran will never take it because his end turn attack wouldnt be as good. Myn Donos wouldnt because then his ability does absolutely nothing. Wedge wouldn't take it because Series III and IV is better for him. Etahn would, but ONLY because it's a -2 point title.

Series I is entirely for low PS pilots who need points off more than anything else. Again, the ability may not even matter; it's a -2 point card. You don't HAVE to trigger the ability.

As for the astromech, i mean you're probably right, but i threw that one in for me. It seemed like a fun idea, so i went for it. If you want, remove the Dual Card restriction and play them as 2 different astromechs. You're not going to hurt my feelings by doing it.

Im not sure i agree. Sure, its basically the samw as an evade result, but you can use both in one attack. Compared to series 4, it depends on how many attacks you take and what results you get. If you get 0 eyeballs and have to spend your evade on the first attack, series 4 did nkthing for you. Series one always guarantees an evade. And makes you cheaper. As for series 3, outside of things like wampa that ignore shields, the ability to get a free evade every round is better than 1 extra hull.

And anything that makes corran even harder to kill is rather less than ideal IMO. Id absolutely use it on him. If its choice between taking less damage (and id be taking more than one so I cant just regen it), Ill take the free evade and just not double tap this round if I have to. Might still be worth double tapping depending on the target and range.

Im nkt sure id ever actually run series 1 on the low pa generics lersonally unless im planning to just run them naked. The lower your ps the worse the ability gets since If youve already shot theres no downside to losing an attack the rest of the round. If im running anything on them Ill probably go series 2 to save more points since i can get fcs and a 1-2 point astro for free.

The dual card isnt a huge deal either way. Mechanically doesnt bug me, just fluff like I said :P. I think there might have been at least one schizophrenic droid in the old eu

So if i, say, added a clause that said you may not equip an astromech that costs more than 2 points to Series I, would that suffice?

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Seem better? Can't combo with R2, at least.

Yeah, these are the problems with 4 titles. But i'm determined to stick it through, i think i can make them work, and make them thematic too.

I'm glad i posted this anyways, though. My thought processes regarding this was getting stagnant, and i needed a whole bunch of people to tell me what's wrong.

Fixing X-Wings is a lot easier than fixing E-Wings. Because yeah, aside from sheer cost, there really isn't anything blatant about their design to indicate why they arent used. It's sort of a mix of "they dont have enough offense", "they aren't defensively protected enough", and "they're too expensive" all rolled into one. That's a tall order.

Edited by Razgriz25thinf

Reduce your attack value by one until after your next primary attack.

With that change, it is now equally useful to high and low ps pilots. A touch weaker, but knaves arnt unfairly punished for shooting last

Any E-Wing change is realistically going to have to either come in the form of an astromech or limit the astromech you can take. Corran is very good. Not broken good at them moment, but certainly about where levels of goodness should be for an effective card. I love him, but he doesn't need buffing.

I love E-Wings and I love your ideas!

I hope FFG takes note.

Sadly might never get to play with these cards.