You may reroll any one die once per turn. 2 points rebel only.
"Do or Do Not, there is no try" ept
At first glance I'm thinking that it should be unique, equipped only on a named pilot, and 1 point. I like the idea of your EPT. The pilot (for instance Luke) has some Jedi training making his reflexes sharper in combat.
Needs to be a dual card, with "do" on one side and "do not" on the other.
Maybe as a pilot ability meaning only one special pilot. Or if it was a card it would need to cost 3 points. It is pretty powerful.
You may reroll any one die once per turn. 2 points rebel only.
Compares to what?
Predator: When attacking you may reroll one attack die; occasionally 2 attack dice. Cost 3 points.
Is Predator underpowered and unused? I hope the answer is no. Now if a ship gets to make multiple attacks Predator may trigger multiple times and if used against low PS ships it can even reroll multiple dice but all of these are while attacking and it costs 3 points to equip.
Your upgrade may only allow one reroll per turn but it's cheaper and how often is Predator allowing you to reroll 2 or more attack dice during a turn? That's only looking at the attack options but it's when you go beyond those that how underpriced it is really shows off. YOU HAVE NO LIMITS ON WHAT IT CAN BE USED FOR. Rerolling Attack dice is pretty common. Rerolling Defense dice is far less common. Getting to take an extra roll for other abilities that ask for a roll is pretty much unheard of yet here you have a cheap upgrade that would do just that.
Ok. 4 points
My idea:
Do or Do Not, There Is No Try -- 2 points
When attacking, discard this card to change all dice to [hit]s. The dice cannot be modified further.
OR
When defending, discard this card to change all of the attacker's dice to [blank]s. The dice cannot be modified further.
Dual card (2 points):
Do:
Once per round, you may flip all of your attack results to (eyeballs), then flip this card
At the start of the combat phase, you may flip this card.
Do not:
Once per round, you may turn all of your defense results to (eyeballs), then up this card.
At the start of the combat phase, you may flip this card.
The "once per round" wording is there to keep it from being broken on Corran.
Pairs well with Finn crew, and extra well with rec spec. Or Jyn Erso.
It's not actually great on Poe. Night Beast wishes he had an EPT for it.
Dual card (2 points):
Do:
Once per round, you may flip all of your attack results to (eyeballs), then flip this card
At the start of the combat phase, you may flip this card.
Do not:
Once per round, you may turn all of your defense results to (eyeballs), then up this card.
At the start of the combat phase, you may flip this card.
What? All hits every turn (if you have a focus, which like 75% of the time you have)? Mad, especially for 2 points.
B-wing + HLC + E2 + Finn = 5 hit results EVERY TURN. Overpowered much?
Dual card (2 points):
Do:
Once per round, you may flip all of your attack results to (eyeballs), then flip this card
At the start of the combat phase, you may flip this card.
Do not:
Once per round, you may turn all of your defense results to (eyeballs), then up this card.
At the start of the combat phase, you may flip this card.
What? All hits every turn (if you have a focus, which like 75% of the time you have)? Mad, especially for 2 points.
B-wing + HLC + E2 + Finn = 5 hit results EVERY TURN. Overpowered much?
Pretty much what I was thinking. Something usable EVERY turn that can take all of the randomness out of an attack (which you aren't likely to need more than once anyway) or a defense roll when combined with some eyeball effect.
My idea:
Do or Do Not, There Is No Try -- 2 points
When attacking, discard this card to change all dice to [hit]s. The dice cannot be modified further.
OR
When defending, discard this card to change all of the attacker's dice to [blank]s. The dice cannot be modified further.
I'm not entirely sure on the cost accuracy but something like this certainly has some merit. The "all hits" reminds me of Accuracy Corrector except AC cost 3 points but will only deliver 2 hits although it can be used round after round. Part of me thinks the Defense side is stronger as get to completely blank an attack where Sensor Jammer is a once/attack that only changes one hit to an eye for 4 points and will allow that result to be modified but not rerolled. Because it would modify the attack dice before the attacker does it may mean the attacker doesn't need to spend things like Focus.
I think I'd make the "Do Not" side read:
"Once per round, when attacking, you must turn all of your dice to blanks. Then flip this card."
So you balance the other side, which guarantees all hits assuming a focus token, with all blanks (and thus needing a target lock or some other mechanic to resolve). Keeping them both focused on attack, rather than attack/defend seems more thematically fitting to me for do/do not.