I know, this is getting to be a rather worn out topic. Though, I found myself brainstorming some ideas while at work today, and felt the need to share.
Guidance Astromech
When attacking with your primary weapon, you may choose to roll an additional attack dice. If you do, your attack dice cannot be modified on this attack.
1 point
This is a change to a previous idea that I had. The concept is to slightly increase the primary weapon's damage output on the X-Wing, T-70, and E-Wing. My previous idea, I feel, was a bit too powerful in comparison to what I was aiming for, since I wanted one that only marginally increased their jousting ability. Once I started playtesting the older version, I found it had a bit too much oomph:
Guidance Astromech
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.
1 point
For what it does, this 1 point astromech idea was simply overpowered. Driving up your average attack result from 1.5 on three dice to 2.5 on three dice, which is more than a focus or a target lock, which average around 2.25. With my updated version, it only increases the average expected firepower from 1.5 to 2, which means you'd really only want to do it when you don't have a focus or a target lock to spend. Or when facing an opponent with a ton of defensive mods, if you're hoping for peak damage.
It's got a bit more swing to it than the previous idea, but I feel it's fairly balanced. It's by no means an auto-include, even on generics, but it does give a pretty nice bump to the X-Wing's jousting ability. It's also worth noting that with the new wording, things like Elusiveness and Sensor Jammer couldn't modify the attack either, making it a good counter to those types of abilities. The biggest problem here is that I'm not sure if it'd be too powerful on the Y-Wing. Would five 8 health ships with three attack a piece be too powerful if they couldn't mod their attacks?
Anyway, that aside, I've also got one more idea to share. This time around, I've actually play-tested it a bit. As always, I will drive home my idea for giving the X-Wing a unique type of maneuver/repositioning in order to make it more fun to fly. I've tested my idea in a few casual games now, and it's actually really fun when you can get it to work.
T-65 X-Wing
X-Wing only, Rebel Alliance Only
After performing a [left bank] or [right bank] maneuver, you may rotate your ship 90 degrees, and position your ship's base along the template as if performing a barrel roll. If you do, treat that maneuver as a red maneuver.
0 points
This makes it extremely difficult for the opponent to predict where your X-Wing will be facing at the end of a maneuver. When an arc dodger can't predict which direction your ship is facing while they're setting the dial, it can be pretty tricky for them to arc dodge it. And when you're a higher PS than your opponent, you can simply change the direction of your arc to face your opponent pretty easily. It also helps to avoid asteroids slightly (Which I wasn't really expecting, but was pleasantly surprised by how effective it was). And of course, since it treats the maneuver as a red maneuver, it also pairs well with Targeting Astromech, giving it far more use on X-Wings, who typically only have one red maneuver. All-in-all, this has been my favorite "fix" to fly on the table since I started playing Rebels and trying to get the X-Wing to work. For what it's worth, this title also works fine with my idea for a Guidance Astromech, as the Guidance Astromech can trigger even when stressed.
So, what do you guys think? Is the Guidance Astromech still too powerful, even after I changed the old version to something a bit less consistent? Or would the old version have been just fine?
Edited by Underachiever599