List your Xwing fixes!

By JJFDVORAK, in X-Wing

Agility refit

Rebel only - Small ship only

Torpedoes slot. -2

This card has a negative point cost.

2 and 3 hard turns maneuvers become green.

Everytime you perform a green maneuver, assign an evade token to your ship.

Torpedoes carrier

Rebel only

Torpedoes slot. 0.

You may equip another torpedoes upgrade card.

Reduce that card points cost of 4 points to a minimum of 1 point.

After you perform an attack with a secondary weapon that hits, gain a target lock on the defender.

Edited by Shinren

There seems to be a more fundamental problem with the X-Wing than its cost - and it's the same reason why the Kihraxz, and even the previously solid B-Wing, are suffering at the moment too.

It's simply that Arc Dodging is a more effective strategy than Jousting.

So having a 19-20 point X-Wing that can't tag an arc dodger and gets chewed to pieces by OOA shots isn't a great improvement on a 21 point X-Wing that can't tag an arc dodger and gets chewed to pieces by OOA shots.

One solution is to turn X-Wings into Arc Dodgers, but homogenising the ships so they all work the same way is kind of boring.

Another approach would be to make Arc Dodgers less effective against Jousters. Kind of like how Autothrusters brought back the balance between Arc Dodgers and PWTs by forcing PWTs to play away from their strengths.

So maybe the way to think about it is to make it less attractive for High PS PTL-ing Aces to arc dodge you and force/encourage them to take you on head on - playing to the strengths of jousters.

Something like:

Stabilised Rear Deflectors - Modification

Once per round, when an enemy ship outside your firing arc declares you the target of an attack, if you are within that ship's firing arc, immediately assign it 1 stress token.

You may not equip this upgrade if you have the boost action.

or maybe

Once round, when an enemy ship outside your firing arc declares you the target of an attack, if you are within that ship's firing arc, place 1 additional shield token on your ship card - even if this exceeds your shield value - if the attack does not hit immediately remove the shield token.

You may not equip this upgrade if you have the boost action.

Theres a problem here - Biggs... once again he creates an issue with design space for the rebels.

How does this cause a conflict with Biggs?

Because if Biggs is in the squad and within range 1 of his squad mates you have to target him. It turns biggs into a stress dealing monster that puts the stressbot to shame.

Biggs' ability is a bottleneck for Rebel design space because, much like howlrunner for the empire, it has to be taken into account with all the new expansions.

I see what you mean - don't think it necessarily overpowers Biggs that much - and you could just go with the second option which effectively gives you an extra evade when you are arc dodged

When thinking about the first ability I did consider adding a clause that only assigns a stress token to ships that are already stressed.

That way it forces an interesting choice on an arc dodger - do they PTL to arc dodge - or if they've just used 1 action to arc dodge do they risk a second action for attack dice modification and then spend 2 turns clearing the stress - or do they stay in arc and use PTL to turtle and thus give the jouster an opportunity to shoot back

On your second option you could simply state:

When you are declared the target of a ship outside your firing arc assign an evade token to this card (up to a maximum of three tokens). You may spend these tokens at any time.

Lets you bank evade tokens if shot at multiple times and you luck out or get one and use it to add an evade to your defense. Also don't have to worry about the shield accounting

Edited by CJKeys

There seems to be a more fundamental problem with the X-Wing than its cost - and it's the same reason why the Kihraxz, and even the previously solid B-Wing, are suffering at the moment too.

It's simply that Arc Dodging is a more effective strategy than Jousting.

So having a 19-20 point X-Wing that can't tag an arc dodger and gets chewed to pieces by OOA shots isn't a great improvement on a 21 point X-Wing that can't tag an arc dodger and gets chewed to pieces by OOA shots.

One solution is to turn X-Wings into Arc Dodgers, but homogenising the ships so they all work the same way is kind of boring.

Another approach would be to make Arc Dodgers less effective against Jousters. Kind of like how Autothrusters brought back the balance between Arc Dodgers and PWTs by forcing PWTs to play away from their strengths.

So maybe the way to think about it is to make it less attractive for High PS PTL-ing Aces to arc dodge you and force/encourage them to take you on head on - playing to the strengths of jousters.

Something like:

Stabilised Rear Deflectors - Modification

Once per round, when an enemy ship outside your firing arc declares you the target of an attack, if you are within that ship's firing arc, immediately assign it 1 stress token.

You may not equip this upgrade if you have the boost action.

or maybe

Once round, when an enemy ship outside your firing arc declares you the target of an attack, if you are within that ship's firing arc, place 1 additional shield token on your ship card - even if this exceeds your shield value - if the attack does not hit immediately remove the shield token.

You may not equip this upgrade if you have the boost action.

Theres a problem here - Biggs... once again he creates an issue with design space for the rebels.

How does this cause a conflict with Biggs?

Because if Biggs is in the squad and within range 1 of his squad mates you have to target him. It turns biggs into a stress dealing monster that puts the stressbot to shame.

Biggs' ability is a bottleneck for Rebel design space because, much like howlrunner for the empire, it has to be taken into account with all the new expansions.

I see what you mean - don't think it necessarily overpowers Biggs that much - and you could just go with the second option which effectively gives you an extra evade when you are arc dodged

When thinking about the first ability I did consider adding a clause that only assigns a stress token to ships that are already stressed.

That way it forces an interesting choice on an arc dodger - do they PTL to arc dodge - or if they've just used 1 action to arc dodge do they risk a second action for attack dice modification and then spend 2 turns clearing the stress - or do they stay in arc and use PTL to turtle and thus give the jouster an opportunity to shoot back

On your second option you could simply state:

When you are declared the target of a ship outside your firing arc assign an evade token to this card (up to a maximum of three tokens). You may spend these tokens at any time.

Lets you bank evade tokens if shot at multiple times and you luck out or get one and use it to add an evade to your defense. Also don't have to worry about the shield accounting

Why not make it a a modification that is literally a reverse of auto thrusters. When attacked by a ship out of your primary arc, change one blank to an evade. You cannot equip this card if you have the boost action. I think that would be easier than adding/subtracting evade/shield tokens.

DF5C86C7-DEC5-4678-A013-5D94DDE0914F.png

It could be interesting to haveX-Wing only "Squadron Titles". You may not have 2 differently named Squadron Titles in a list. So you can have multiple X-Wings who are part of a squadron, but not a mix of Squadrons.

So you could have Rogue squadron which gets EPT access, Wraith Squadron with Illicit access and maybe Red Squadron who are more determined (discard to remove all stress on the ship?).

Hey Rebels! Try this:

Astromech. Integrated Astromech. Done.

You're welcome.

Love,

Imperial troll

BAHAHAHAHAHAHA! I think coffee just came out of my nose.

DF5C86C7-DEC5-4678-A013-5D94DDE0914F.png

I'm not bothered about a 'fix', but It'd be interesting to have an 'elite' X-wing expansion.
Rogue Squadron or Wraith Squadron (I'd rather it be the former), like timbungeroth's Rogue Squadron 64 Expansion Pack

To date, there's never really been an effective 2-ship list without one of the two being a big ship. Being able to field a wingman pair of the named Rogue Squadron types as a 100 point list would be interesting - the question is how you make it work without fundamentally changing the rules of the T-65 X-wing.

It's an interesting question: what would be needed to make an X-wing a viable 50-point ship?

My brain says, for simplicity and character, that I would look at 2 cards: a Rogue Squadron Ace title, and a Rogue Squadron T-65 modification. Rather than having a million new options, let people build their own from stuff that's available in the game today - essentially, let them bring a Heroes of the Aturi Cluster-esque ace into the game (albeit at a suitably inflated cost).

The idea I'd had was that

  • each card is expensive by itself
  • you can only equip the cards to unique pilots
  • each card gives you a passel of extra slots, elite upgrades or modifications/systems respectively, and a cost break on upgrades to go in said slots
  • any card equipped in these slots gains 'unique' - so each pilot has to be different, and you can't just copy/paste Push The Limit/Crack Shot (or whatever).

DF5C86C7-DEC5-4678-A013-5D94DDE0914F.png

You're going to make me pay two points to stop whining? That's harsh.

It could be interesting to haveX-Wing only "Squadron Titles". You may not have 2 differently named Squadron Titles in a list. So you can have multiple X-Wings who are part of a squadron, but not a mix of Squadrons.

So you could have Rogue squadron which gets EPT access, Wraith Squadron with Illicit access and maybe Red Squadron who are more determined (discard to remove all stress on the ship?).

This is a really good idea. I've thought of similar "squadron" ideas before. It would be cool if every ship with a certain squadron title could gain a specific advantage but you could then only use that squadron and it had built in inherent disadvantages. A give and take kinda thing. So in your example, the Rogue squadron title could only be given to pilots whose PS was 7+(or some other limiting factor) but it would grant a second EPT(or something else that's good) I'm not sure on cost or effect, but the idea is sound.

Couple dumb ideas here, no idea how well they'd actually do on the table.

Guidance Astromech - 1 point

When attacking with your primary weapon, you may change 1 die result to a [hit] result. If you do, you cannot spend target locks or focus tokens on this attack.

This gives a very slight increase to the firepower of the X-Wing, T-70, and E-Wing. The Y-Wing would have no real reason to use it due to how rarely they want to use their primary. This, in addition to Integrated Astromech would make the X-Wing an equivalent, if not superior jouster, to the B-Wing, as it should be. It also comes close to balancing the X-Wing with the TIE Advanced with ATC. Less action-dependent, but also slightly less firepower. And while it won't make E-Wing generics that much more useful, it would still be better than the 1 point options we have out there right now. Admittedly, this would also benefit the ARC-170, which I'm not sure needs the help, but it's a rather small benefit in comparison to some of the other options it can take.

CP Astromech - 1 point

When you equip this card, place one ordinance token on one [torpedo] Upgrade card. When you are instructed to discard an Upgrade card, you may discard 1 ordinance token on that card instead.

Pretty simple and straight-forward here. Cheaper version of Extra Munitions that can be used to increase the number of torpedo shots X-Wings, T-70's, E-Wings, and ARC-170's are capable of. It can also allow the Y-Wing 3 torpedo shots instead of just two. This would go a long way toward encouraging munitions on these ships, though perhaps it's a bit too much.

T-65 X-Wing - 0 points

X-Wing Only, Rebel Only title

After performing a [left bank] or [right bank] maneuver, you may rotate your ship 90 degrees. If you do, treat that maneuver as a red maneuver.

And here is my solution to Arc Dodgers vs. Jousters. Rather than giving X-Wings the ability to barrel roll or boost like an arc dodger, I thought it'd be more interesting to give the X-Wing the ability to reposition its arc. This does two major things for the X-Wing, in addition to a little side benefit:

First, it makes it much harder to predict where the X-Wing's arc is going to be during the planning phase. Sure, you might be able to figure out which direction the ship is going to move, but that doesn't mean you'll be able to guess where it'll end up facing after it moves. This makes attempting to arc dodge an X-Wing far more dangerous, as a miscalculation could just end up putting you right in the middle of its arc.

Second, this allows higher pilot skill X-Wings to actively hunt for opponents. It'd be ridiculously difficult to arc dodge Wedge when he's capable of changing the direction he faces after he moves in order to point right at you.

Third, and far less impressive (But still quite important none-the-less), it would give the X-Wing a plethora of red maneuvers to trigger Targeting Astromech with! Targeting Astromech was such a neat idea, but due to the X-Wing only having a single red maneuver, they're practically useless on anyone other than Hobbie. With this title, the X-Wing would now have essentially 12 more red maneuvers to choose from that could all potentially trigger the Targeting Astromech, making it far more useful.

I'll probably come up with a few other ideas sooner or later, but for now, I'd be happy with any one of these three eventually making it into the game. Particularly the drifting-like maneuver of my theoretical X-Wing title.

Edited by Underachiever599

Why not make it a a modification that is literally a reverse of auto thrusters. When attacked by a ship out of your primary arc, change one blank to an evade. You cannot equip this card if you have the boost action. I think that would be easier than adding/subtracting evade/shield tokens.

Reverse autothrusters is by no means a terrible idea - but I was trying to think of ways that I could take that general principle and give it a bit of a twist.

I think something that adds a stress to a stressed ship that attacks you from outside of your firing arc might offer a tactical and list building layer that a simple reverse autothusters doesn't.

For example, a lot of arc dodgers come with PTL practically welded to them - an upgrade that forces the player to think very carefully about when and where to use PTL might also get players thinking about arc dodgers that aren't quite so reliant on it - or can use PTL outside of the usual action step - Like Carnor Jax and Turr Phenir, neither of whom see much table time right now.

Tycho is effectively immune to it - so perhaps something like this might bring him back to the tables

But you're still rewarding good flying and good anticipation of enemy movement - there's no penalty if you manage to arc dodge without having to resort to PTL.

It might also get players thinking about some different loadouts - particularly on Interceptors which rarely see anything other than AT + SD.

The ability to bank an offensive action for a later turn pays dividends if you have to be careful with PTL - so perhaps this might bring Targeting Computers back onto Interceptors

Encouraging head on attacks might bring hull or shield upgrades back into fashion

The greater risk of getting double stressed might make players want to open up their dials to more greens - TIE MKii

R2 Astromech and vectorwd thrusters.

Oh look! Fixed.

R2 Astromech and vectorwd thrusters.

Oh look! Fixed.

Doesn't help the x-wings that take focus pretty much every turn - like Biggs and Garven - not much use on anything below ps 4-5

Yavin Fighter

Title, Rebel Alliance only

You must have an *Astromech icon* and a *Torpedo icon* upgrade equipped to equip this title.

You can equip another Title.

-2 Points

BOOM! There we go. Y-Wing, X-Wing and E-Wing received a buff, all at once. Notice that the Aces don't benefit that much since they usually dont equip torpedos.

Edited by MaxPower

Couple dumb ideas here, no idea how well they'd actually do on the table.

Guidance Astromech - 1 point

When attacking with your primary weapon, you may change 1 die result to a [hit] result. If you do, you cannot spend target locks or focus tokens on this attack.

This gives a very slight increase to the firepower of the X-Wing, T-70, and E-Wing. The Y-Wing would have no real reason to use it due to how rarely they want to use their primary. This, in addition to Integrated Astromech would make the X-Wing an equivalent, if not superior jouster, to the B-Wing, as it should be. It also comes close to balancing the X-Wing with the TIE Advanced with ATC. Less action-dependent, but also slightly less firepower. And while it won't make E-Wing generics that much more useful, it would still be better than the 1 point options we have out there right now. Admittedly, this would also benefit the ARC-170, which I'm not sure needs the help, but it's a rather small benefit in comparison to some of the other options it can take.

CP Astromech - 1 point

When you equip this card, place one ordinance token on one [torpedo] Upgrade card. When you are instructed to discard an Upgrade card, you may discard 1 ordinance token on that card instead.

Pretty simple and straight-forward here. Cheaper version of Extra Munitions that can be used to increase the number of torpedo shots X-Wings, T-70's, E-Wings, and ARC-170's are capable of. It can also allow the Y-Wing 3 torpedo shots instead of just two. This would go a long way toward encouraging munitions on these ships, though perhaps it's a bit too much.

T-65 X-Wing - 0 points

X-Wing Only, Rebel Only title

After performing a [left bank] or [right bank] maneuver, you may rotate your ship 90 degrees. If you do, treat that maneuver as a red maneuver.

And here is my solution to Arc Dodgers vs. Jousters. Rather than giving X-Wings the ability to barrel roll or boost like an arc dodger, I thought it'd be more interesting to give the X-Wing the ability to reposition its arc. This does two major things for the X-Wing, in addition to a little side benefit:

First, it makes it much harder to predict where the X-Wing's arc is going to be during the planning phase. Sure, you might be able to figure out which direction the ship is going to move, but that doesn't mean you'll be able to guess where it'll end up facing after it moves. This makes attempting to arc dodge an X-Wing far more dangerous, as a miscalculation could just end up putting you right in the middle of its arc.

Second, this allows higher pilot skill X-Wings to actively hunt for opponents. It'd be ridiculously difficult to arc dodge Wedge when he's capable of changing the direction he faces after he moves in order to point right at you.

Third, and far less impressive (But still quite important none-the-less), it would give the X-Wing a plethora of red maneuvers to trigger Targeting Astromech with! Targeting Astromech was such a neat idea, but due to the X-Wing only having a single red maneuver, they're practically useless on anyone other than Hobbie. With this title, the X-Wing would now have essentially 12 more red maneuvers to choose from that could all potentially trigger the Targeting Astromech, making it far more useful.

I'll probably come up with a few other ideas sooner or later, but for now, I'd be happy with any one of these three eventually making it into the game. Particularly the drifting-like maneuver of my theoretical X-Wing title.

I really like both of you astromechs. I do think that CP Astro should be 2 pts(maybe even 3, but probably just 2) because it is a better version of extra munitions(any ship with an astromech can take it, not just ships with 2 torp slots.) and now every astromech has to be priced with the Integrated Astromech mod in mind. A 1 pt Extra munition and extra hull is to much. I live the idea, but think it needs to be more expensive. As far as you post bank maneuver 90 degree turn goes, it is a cool idea, but there is no way it could be 0pts! It introduces an entirely new mechanic into the game that gives the Xwing almost pre nerf Tie Phantom repositioning ability! And pair it with R2 astromech and Vectored Thrusters/Engine Upgrade and you have an amazing ability that will result in ridiculous levels of post maneuver repositioning shenanigans without even causing stress. It would have to be expensive points wise and maybe even a mod to make it not broken. Cool idea, very hard to implement in a balanced way.

Why not make it a a modification that is literally a reverse of auto thrusters. When attacked by a ship out of your primary arc, change one blank to an evade. You cannot equip this card if you have the boost action. I think that would be easier than adding/subtracting evade/shield tokens.

Reverse autothrusters is by no means a terrible idea - but I was trying to think of ways that I could take that general principle and give it a bit of a twist.

I think something that adds a stress to a stressed ship that attacks you from outside of your firing arc might offer a tactical and list building layer that a simple reverse autothusters doesn't.

For example, a lot of arc dodgers come with PTL practically welded to them - an upgrade that forces the player to think very carefully about when and where to use PTL might also get players thinking about arc dodgers that aren't quite so reliant on it - or can use PTL outside of the usual action step - Like Carnor Jax and Turr Phenir, neither of whom see much table time right now.

Tycho is effectively immune to it - so perhaps something like this might bring him back to the tables

But you're still rewarding good flying and good anticipation of enemy movement - there's no penalty if you manage to arc dodge without having to resort to PTL.

It might also get players thinking about some different loadouts - particularly on Interceptors which rarely see anything other than AT + SD.

The ability to bank an offensive action for a later turn pays dividends if you have to be careful with PTL - so perhaps this might bring Targeting Computers back onto Interceptors

Encouraging head on attacks might bring hull or shield upgrades back into fashion

The greater risk of getting double stressed might make players want to open up their dials to more greens - TIE MKii

I see what you are going for, and I really appreciate the fact the this type of upgrade would change the meta and make the several rarely competitively used examples you gave (plus others I'm sure) more viable, but I just don't get it from a lore or even game mechanics point of view. How would a ship cause another ship stress because they out maneuvered them? In your system (if I'm understanding you right) a ship would end the turn double stressed for using two actions and being out of arc. What if I just plain outflew you, guessed your move, etc and used PtL to focus/evade, or some other combo of no repositioning actions. Now I shoot you, and somehow I get a stress from doing it? If anything, in my scenario, I should loose stress, because I am shooting my enemy and not getting shot back, which I'm assuming would tend to calm your nerves since you are in no danger and could potentially end the fight right then and there. Of course, I'm not advocating for an upgrade that some how clears stress if you are shooting from outside of your enemies arc, but the reverse feels just as wrong to me.

R2 Astromech and vectorwd thrusters.

Oh look! Fixed.

Again it's not about a fix as it is about fun, new, interesting options for a classic ship.

Yavin Fighter

Title, Rebel Alliance only

You must have an *Astromech icon* and a *Torpedo icon* upgrade equipped to equip this title.

You can equip another Title.

-2 Points

BOOM! There we go. Y-Wing, X-Wing and E-Wing received a buff, all at once. Notice that the Aces don't benefit that much since they usually dont equip torpedos.

I like this idea. But the name makes no sense. Rename it and resubmit please! :-)

Couple dumb ideas here, no idea how well they'd actually do on the table.

Guidance Astromech - 1 point

When attacking with your primary weapon, you may change 1 die result to a [hit] result. If you do, you cannot spend target locks or focus tokens on this attack.

This gives a very slight increase to the firepower of the X-Wing, T-70, and E-Wing. The Y-Wing would have no real reason to use it due to how rarely they want to use their primary. This, in addition to Integrated Astromech would make the X-Wing an equivalent, if not superior jouster, to the B-Wing, as it should be. It also comes close to balancing the X-Wing with the TIE Advanced with ATC. Less action-dependent, but also slightly less firepower. And while it won't make E-Wing generics that much more useful, it would still be better than the 1 point options we have out there right now. Admittedly, this would also benefit the ARC-170, which I'm not sure needs the help, but it's a rather small benefit in comparison to some of the other options it can take.

CP Astromech - 1 point

When you equip this card, place one ordinance token on one [torpedo] Upgrade card. When you are instructed to discard an Upgrade card, you may discard 1 ordinance token on that card instead.

Pretty simple and straight-forward here. Cheaper version of Extra Munitions that can be used to increase the number of torpedo shots X-Wings, T-70's, E-Wings, and ARC-170's are capable of. It can also allow the Y-Wing 3 torpedo shots instead of just two. This would go a long way toward encouraging munitions on these ships, though perhaps it's a bit too much.

T-65 X-Wing - 0 points

X-Wing Only, Rebel Only title

After performing a [left bank] or [right bank] maneuver, you may rotate your ship 90 degrees. If you do, treat that maneuver as a red maneuver.

And here is my solution to Arc Dodgers vs. Jousters. Rather than giving X-Wings the ability to barrel roll or boost like an arc dodger, I thought it'd be more interesting to give the X-Wing the ability to reposition its arc. This does two major things for the X-Wing, in addition to a little side benefit:

First, it makes it much harder to predict where the X-Wing's arc is going to be during the planning phase. Sure, you might be able to figure out which direction the ship is going to move, but that doesn't mean you'll be able to guess where it'll end up facing after it moves. This makes attempting to arc dodge an X-Wing far more dangerous, as a miscalculation could just end up putting you right in the middle of its arc.

Second, this allows higher pilot skill X-Wings to actively hunt for opponents. It'd be ridiculously difficult to arc dodge Wedge when he's capable of changing the direction he faces after he moves in order to point right at you.

Third, and far less impressive (But still quite important none-the-less), it would give the X-Wing a plethora of red maneuvers to trigger Targeting Astromech with! Targeting Astromech was such a neat idea, but due to the X-Wing only having a single red maneuver, they're practically useless on anyone other than Hobbie. With this title, the X-Wing would now have essentially 12 more red maneuvers to choose from that could all potentially trigger the Targeting Astromech, making it far more useful.

I'll probably come up with a few other ideas sooner or later, but for now, I'd be happy with any one of these three eventually making it into the game. Particularly the drifting-like maneuver of my theoretical X-Wing title.

I really like both of you astromechs. I do think that CP Astro should be 2 pts(maybe even 3, but probably just 2) because it is a better version of extra munitions(any ship with an astromech can take it, not just ships with 2 torp slots.) and now every astromech has to be priced with the Integrated Astromech mod in mind. A 1 pt Extra munition and extra hull is to much. I live the idea, but think it needs to be more expensive. As far as you post bank maneuver 90 degree turn goes, it is a cool idea, but there is no way it could be 0pts! It introduces an entirely new mechanic into the game that gives the Xwing almost pre nerf Tie Phantom repositioning ability! And pair it with R2 astromech and Vectored Thrusters/Engine Upgrade and you have an amazing ability that will result in ridiculous levels of post maneuver repositioning shenanigans without even causing stress. It would have to be expensive points wise and maybe even a mod to make it not broken. Cool idea, very hard to implement in a balanced way.

I agree that the CP Astromech could probably go with 2 points instead of 1. As for the X-Wing title, I disagree slightly. Mostly on the point of the R2 Astromech. I'm fairly certain if you take Stay On Target and R2 Astromech, do a 2 speed maneuver, then use Stay On Target to change to a different 2 speed maneuver, the maneuver would be red, not green. If this isn't the case, then I can't see why people aren't using this bonkers combo already. Since my title idea is worded basically the same as Stay On Target in that regard, it would not allow R2 Astromech to make the drift maneuver green. As a result, the X-Wing would have no real post-maneuver repositioning ability. Instead, they'd simply be able to reposition their arcs post-maneuver.

"Rogue Squadron" Title card - T65 only - 0 points.

Your ship gains the barrel roll action.

Your ship may take a second modification at the appropriate point cost.

If you choose to take a second modification, you lose your torpedo slot.

r1 astromech droid 1 point. X-wing and E-wing only. While you are unstressed, you may treat your k-turns as white.

Rogue Squadron title - 0 points - Xwing only p.s. 4 and higher only. If your attack hits, add a hit result.

Rogue Leader title - 1 point. -X wing only Unique only. Friendly x-wings equipped with the rogue squadron title within range 1 may convert a blank result to an eyeball result.

Advanced S-Foil actuator modification 0 point. Your action bar gains the slam icon.

Why not make it a a modification that is literally a reverse of auto thrusters. When attacked by a ship out of your primary arc, change one blank to an evade. You cannot equip this card if you have the boost action. I think that would be easier than adding/subtracting evade/shield tokens.

Reverse autothrusters is by no means a terrible idea - but I was trying to think of ways that I could take that general principle and give it a bit of a twist.

I think something that adds a stress to a stressed ship that attacks you from outside of your firing arc might offer a tactical and list building layer that a simple reverse autothusters doesn't.

For example, a lot of arc dodgers come with PTL practically welded to them - an upgrade that forces the player to think very carefully about when and where to use PTL might also get players thinking about arc dodgers that aren't quite so reliant on it - or can use PTL outside of the usual action step - Like Carnor Jax and Turr Phenir, neither of whom see much table time right now.

Tycho is effectively immune to it - so perhaps something like this might bring him back to the tables

But you're still rewarding good flying and good anticipation of enemy movement - there's no penalty if you manage to arc dodge without having to resort to PTL.

It might also get players thinking about some different loadouts - particularly on Interceptors which rarely see anything other than AT + SD.

The ability to bank an offensive action for a later turn pays dividends if you have to be careful with PTL - so perhaps this might bring Targeting Computers back onto Interceptors

Encouraging head on attacks might bring hull or shield upgrades back into fashion

The greater risk of getting double stressed might make players want to open up their dials to more greens - TIE MKii

I see what you are going for, and I really appreciate the fact the this type of upgrade would change the meta and make the several rarely competitively used examples you gave (plus others I'm sure) more viable, but I just don't get it from a lore or even game mechanics point of view. How would a ship cause another ship stress because they out maneuvered them? In your system (if I'm understanding you right) a ship would end the turn double stressed for using two actions and being out of arc. What if I just plain outflew you, guessed your move, etc and used PtL to focus/evade, or some other combo of no repositioning actions. Now I shoot you, and somehow I get a stress from doing it? If anything, in my scenario, I should loose stress, because I am shooting my enemy and not getting shot back, which I'm assuming would tend to calm your nerves since you are in no danger and could potentially end the fight right then and there. Of course, I'm not advocating for an upgrade that some how clears stress if you are shooting from outside of your enemies arc, but the reverse feels just as wrong to me.

No disagreement from me there - from a fluff point of view it doesn't make a great deal of sense

Yavin Fighter

Title, Rebel Alliance only

You must have an *Astromech icon* and a *Torpedo icon* upgrade equipped to equip this title.

You can equip another Title.

-2 Points

BOOM! There we go. Y-Wing, X-Wing and E-Wing received a buff, all at once. Notice that the Aces don't benefit that much since they usually dont equip torpedos.

I like this idea. But the name makes no sense. Rename it and resubmit please! :-)

Well, I kinda thought that was the standard equip for X-Wings and Y-Wings attacking the death star, hence Yavin. But ok... how about "Alliance Snubfighter"?

Resistance Overhaul - 3 points

Title. T-65 X-Wing Only.

Increase your shield value by 1. Your action bar gains the [boost] action icon. Your upgrade bar gains the [Tech] upgrade icon. You may equip another Title.

S-Foils - 1 point

Title. X-Wing Only.

Your action bar gains the [sLAM] action icon. When performing a SLAM action, you cannot choose a red maneuver. After performing a SLAM action, assign 1 evade token to your ship.

Automated Guidance - 1 point

Tech. X-Wing Only.

You may treat the Attack [Target Lock]: header as Attack: . If you are instructed to spend your target lock, you may instead discard this card.