The last waves have seen an amazing barrage of crew cards for the Rebels and Scum that are fascinating and develop some amazing and unique builds. However, the Empire seemingly has a creative drought in the inner workings of the Mouse owned X-wing design department. What's up with this? The first waves had some great crew cards that really gave the Empire some interesting possibilities. With the new Dark Shuttle, the Bomber Shuttle and the old reliable Lambda; we're needing some creative personnel to make some new synergies in the Imp squads. I'm not talking Palp kinda dudes at all here; I'm talking crew that make some fun in the Empire. Who's with me?
I think the Empire needs some new and interesting crew cards; ideas??

(hux and kylo)
Edited by ficklegreendiceTo an extent, I agree. However, I can see crew becoming Scum's niche as opposed to Imperial ace pilots and rebel regen. I'm not sure that all three factions need to be good at everything.
Empire definitely needs the same cheap, awesome crew that the Scum and Rebels enjoy. I like their nameless officers (Systems, Fleet), and certainly Palp and Vader have had their moments, but they need more in the Agent Kallus range of cost and ability.
I'd like to see the droids from the Vader comic make their way into the empire crew slot.
I'd like to see an Imperial "Boarding Officer" or some such crew that affects ships you bump.
Boarding Officer
Limited
After you execute a maneuver, choose one enemy ship you are touching. That ship cannot perform attacks during the combat phase.
4 points
I'd like something really silly, because I miss the old EU, **** it:
Emperor's Clone
Empire Only (NOT Unique)
Once per round, you may change a friendly ship's die result to any other die result. That die result cannot be modified again.
Discard after use.
1 Crew Slot, costs something like 4 points, maybe.
Or just do a
Spaarti Cloning Cylinder
You may ignore the "unique" identifier for this ship.
Mod, no clue on how much this broken ass card should cost.
You know, because who wants to have fun playing this game...
I'd like to see the droids from the Vader comic make their way into the empire crew slot.
OK, that I can get down with!
Empire has some good crew but the problem is a lot of them dont mesh very well and/or are expensive.
Good crew:
Vader
Rebel Cap
Palpatine
Mara Jade
Kylo
Agent Kallus (i literally only put him here because people use him often, personally i think hes a POS)
Good nonfaction specific crew:
Gunner (deci only for the most part)
Fleet Officer (TIE Shuttles love them, bout it)
Tactician
....thats it lol.
Tactician doesnt really have a home for imps outside Phantoms due to the arc issues our crew ships have. TIE shuttles can kinda use him, but they usually dont do any damage and putting Gunner on them for a doublestress is just asking for death lol.
Vader basically means you dont want pricy upgrades on that ship, and ALL of our good crew are 3pts+, dont help the ship in question (tac on decis), or have a conflict of interest.
Systems Officer really should have been allowed to work on the ship its on. That would be an awesome inclusion.
What i'd like to see:
Maarek Stele: 2pts - Once per round when either a friendly or enemy ship draws a faceup damage card, you may discard it and force the ship to draw another.
Deathrain: 2pts - Your ship gains the [bomb] upgrade icon. When you deploy your first bomb, discard this card instead of the bomb card.
Captain Yorr: 3pts - Once per round when a friendly ship in range 1-3 is assigned a Stress token, you may assign that token to another friendly ship in range1 of that ship instead
Juno Eclipse: 1pts - During deployment, choose one of your non-red maneuvers. For the rest of the game, treat that maneuver as green.
They have plenty of options for things like generic Moffs, etc as well as named characters. I would like to see some imperial droids too.
I don't think the Empire lacks cool crew cards, they lack ships that can make good use of it.
Especially many of the Scum Only crew cards so versatile, you can use them on any ship and they perform great.
Imperial Only Crews are a bit special, most only really go well with one ship.
Just some examples:
-Moff Jerjerrod is ok, but to be really great, he needs to be on the Decimator that has other dispensible crew cards equipped.
-IMO, Mara Jade only makes sense on a Large Base ship so you can ram the enemy and next turn bump them so they are stressed 2 turns in a row. After blocking, a Lambda Shuttle is pretty much out of the game. If I did well (or my opponent ****** up), the blocked ships are pretty much dead/unable to do much against my other ships and I win. But thats strategy is pretty risky and does not work against many ships (turrets, ships with lower ps than the ship equipped with Mara Jade, ships with green 4 straights). So she only really fits on the low PS Decimators.
-Kallus really shines on ships with 3 red and 2+ green dice which is only the Phantom (Imperial Firespray and anime were mistakes). Depending on the enemy list, he can suck as well.
-Yvanne Isard could as well have been Decimator only.
-Fleet Officer needs ships with lots of green maneuvers, which is only the bomber. He like being on low PS ships as these dont need to engage but can give tokens and disengage.
-Systems Officer is better on high PS ships with many greens and range 1 is pretty small. As the TIE Shuttle doesnt really like engaging in CQC, the SysOff goes not that well with the Bomber.
-Vader needs to be on a dispensible ship (Lambda) or will be rarely used (Decimator).
Edited by TobbertI don't think the Empire lacks cool crew cards, they lack ships that can make good use of it.
Especially many of the Scum Only crew cards so versatile, you can use them on any ship and they perform great.
Imperial Only Crews are a bit special, most only really go well with one ship.
Just some examples:
-Moff Jerjerrod is ok, but to be really great, he needs to be on the Decimator that has other dispensible crew cards equipped.
-IMO, Mara Jade only makes sense on a Large Base ship so you can ram the enemy and next turn bump them so they are stressed 2 turns in a row. After blocking, a Lambda Shuttle is pretty much out of the game. If you did well (or your opponent ****** up), the blocked ships are pretty much dead/unable to do much against my other ships and you win. But thats strategy is pretty risky and does not work against many ships (turrets, ships with lower ps than the ship equipped with Mara Jade, ships with green 4 straights). So she only fits on the low PS Decimators.
-Kallus really shines on ships with 3 red and 2+ green dice which is only the Phantom (Imperial Firespray and anime were mistakes). Depending on the enemy list, he can suck as well.
-Yvanne Isard could as well have been Decimator only.
-Fleet Officer needs ships with lots of green maneuvers, which is only the bomber. He like being on low PS ships as these dont need to engage but can give tokens and disengage.
-Systems Officer is better on high PS ships with many greens and range 1 is pretty small. As the TIE Shuttle doesnt really like engaging in CQC, the SysOff goes not that well with the Bomber.
-Vader needs to be on a dispensible ship (Lambda) or will be rarely used (Decimator).
Doesn't mara only give stress if you don't already have one?
Yes, mara only works if you dont have a stress to begin with. So shes not overly amazing but its kinda comical how much that pisses non-PTL uses off when they try to range1 the decimator lol. Usually their green moves make them bump or fly away, meaning no shot or unmodded shot
(hux and kylo)
Don't forget the two copies of the generic crew up on the top left. "Operations Specialist" perhaps?
I'd love Ciena Ree, strong repositioning for a friendly ship via action. Also equipable by Thane Kyrell.
You are right about Mara but that is not the point.And I never said I'll give a ship 2 stress tokens.
What I mean is:
1. Block an enemy ship with a large base ship carrying Mara Jade.
2. Give the blocked ship 1 stress token from Mara at the end of the combat phase.
3. The enemy ship has now 2 options: Fly green or fly white.
3a. If the enemy flies a green maneuver, you need to fly speed 2 bank or something faster. If the blocking ship bumps you again (low PS pilots are better for that reason), this won't get you out of range 1, so the enemy ends up stressed again at the start of the next turn but has an action. The best part is: You can shoot that ship from range 1 with the decimator. Probably unmodified, but thats why you have Gunner, Predator etc.
3b. If the enemy flies a white maneuver, you can easily predict where it is going and that ships has no action as it is still stressed.
4. Again, the stressed ship will fly either green or white. Green makes it super predictable and white will have it end up in the middle of nowhere with no action.
This way, you can force your opponent to fly really predictable or to disengage for 2 turns. All the while, your ships should easily be able to beat the crap out of this motherfucker. But it inly really works with a Decimator.
Only works against non-A-Wing/TIE Intercepto dials but a like 90% of the ships in the game wont get out of Range 1 with a green maneuver.
Edited by TobbertYou are right about Mara but that is not the point.And I never said I'll give a ship 2 stress tokens.
What I mean is:
1. Block an enemy ship with a large base ship carrying Mara Jade.
2. Give the blocked ship 1 stress token from Mara at the end of the combat phase.
3. The enemy ship has now 2 options: Fly green or fly white.
3a. If the enemy flies a green maneuver, you need to fly speed 2 bank or something faster. If the blocking ship bumps you again (low PS pilots are better for that reason), this won't get you out of range 1, so the enemy ends up stressed again at the start of the next turn but has an action. The best part is: You can shoot that ship from range 1 with the decimator. Probably unmodified, but thats why you have Gunner, Predator etc.
3b. If the enemy flies a white maneuver, you can easily predict where it is going and that ships has no action as it is still stressed.
4. Again, the stressed ship will fly either green or white. Green makes it super predictable and white will have it end up in the middle of nowhere with no action.
This way, you can force your opponent to fly really predictable or to disengage for 2 turns. All the while, your ships should easily be able to beat the crap out of this motherfucker. But it inly really works with a Decimator.
Only works against non-A-Wing/TIE Intercepto dials but a like 90% of the ships in the game wont get out of Range 1 with a green maneuver.
My bad
You are right about Mara but that is not the point.And I never said I'll give a ship 2 stress tokens.
What I mean is:
1. Block an enemy ship with a large base ship carrying Mara Jade.
2. Give the blocked ship 1 stress token from Mara at the end of the combat phase.
3. The enemy ship has now 2 options: Fly green or fly white.
3a. If the enemy flies a green maneuver, you need to fly speed 2 bank or something faster. If the blocking ship bumps you again (low PS pilots are better for that reason), this won't get you out of range 1, so the enemy ends up stressed again at the start of the next turn but has an action. The best part is: You can shoot that ship from range 1 with the decimator. Probably unmodified, but thats why you have Gunner, Predator etc.
3b. If the enemy flies a white maneuver, you can easily predict where it is going and that ships has no action as it is still stressed.
4. Again, the stressed ship will fly either green or white. Green makes it super predictable and white will have it end up in the middle of nowhere with no action.
This way, you can force your opponent to fly really predictable or to disengage for 2 turns. All the while, your ships should easily be able to beat the crap out of this motherfucker. But it inly really works with a Decimator.
Only works against non-A-Wing/TIE Intercepto dials but a like 90% of the ships in the game wont get out of Range 1 with a green maneuver.
My bad
No problem, I just wanted to make the idea clear. ![]()
I was playing around with these guys.

C2-B5 is a new character in Rogue One.

Crew
Empire Only
Enemy ships at range 2-3 cannot target lock you.
or
Enemy ships at range 1 cannot spend target locks or perform the target lock action.
or
At the end of the activation phase, choose an enemy ship you have locked. Your opponent must tell you the difficulty of the maneuver assigned to that ship.
or
After you execute a red maneuver assign an evade token to your ship.
Still wait for a 2 point ept to fly 4 Sabers....
which for example would allow to do the boost/barrel combo with a single action.
I'd love Ciena Ree, strong repositioning for a friendly ship via action. Also equipable by Thane Kyrell.
Love to see her in X-Wing. She might make a better pilot than crew though even though she made a cool Captain.
I'd love Ciena Ree, strong repositioning for a friendly ship via action. Also equipable by Thane Kyrell.
Love to see her in X-Wing. She might make a better pilot than crew though even though she made a cool Captain.
She should also get an Interceptor, true. But I want her flying with Thane so badly! And repositioning that works on a friendly ship in range one (meaning also on her ship) would be so thematic, as it embodies both her role as flight coordinator in the Hoth asteroid field and her experience as co-pilot.
Edit: And the whole thing as action so Thane gets a bit of extra-synergy.
Edited by Admiral Deathrain.....why does a JOHN CENA joke pop in my head when i read Ciena Ree...lol
.....why does a JOHN CENA joke pop in my head when i read Ciena Ree...lol
Expand....please?