Do you think people would use Adrenaline Rush and Cool Hand

By Keffisch, in X-Wing

If they were costed at 0 points?

Not sure if these beat an extra attack die or PS, still. Maybe sometimes.

Maybe on certain cards like Poe that really depend on actions/Focus tokens. 1 use only and costing a point kinda sucks though, I prefer to provide a specific support ship to feed tokens if I know they are going to be essential.

For 0 points all the discardables except crack shot would be much better balanced and might actually see use. Crack is fine at 1.

On Tomax Bren, even at 1 points. Guess I prefer an evade token more than infinite crackshot. I still a bomber, not exactely a tough ship

I agree 100% with Crackshot, it is fine at 1. But these two cards?

The reason I ask is that in my almost 4 years of actively playing X-Wing, I have never seen these two cards used (outside of my own lists).

I have used Adrenaline Rush occasionally on Darth Vader. PS11 is amazing and all, but a lot of the time PS9 is more than enough, and being able to K-turn once without giving up two actions is a big, big deal.

Never really used cool hand. Using it for a Tomax Bren Focus Fountain might be a nice idea.

Related question, if they were 2-use cards, would they be worth it? Right now you can use them one of two ways, either at first opportunity or late in the game to keep your opponent guessing. If 2-use, you would get both advantages.

I've used Adrenaline Rush and Lighting Reflexes a bit, just to mess around with them, and while they can be great, they can also be unimpactful. A second use would let you use them a little more liberally.

If they were 2-use I would seriously consider them. Adrenaline Rush x2 on a mid PS ace would be amazing.

ive always felt like the 1 use EPTs except crackshot and Lightning Reflexes just felt too tame for a 1 use.

Obviously removing the one use on them would be broken. Imagine slapping Cool hand on a number of ships that have red moves, especially ones with either a Tech or Sensors to get a normal action before the stress is applied? Red moves become GOOD to do.

Bringing them to 0pts might be good because then theyre dump cards. I take Trickshot on a lot of ships just because its better than most 1pts i could put on there and i could use the point elsewhere. Almost never actually GET trickshot off unless im intentionally listbuilding it.

I agree, they might see some more use if after the 2nd time you used it they were discarded. Lump LR in with the other two as well. I've actually seen AR and CH used, but I've never used or seen LR on the table. Probably because it came out when Crackshot did.

For zero points I think they would definitely become playable but not really competitive. As it stands now all the one use EPTs suffer from not being crack shot. FFG could also add "Limited. you may equip an additional EPT that is not Limited." Do that to AR, CH and LR. They would see lots of play.

LR is a niche use. I find it particularly awesome on Wedge with R2 astro. Really cheap, his ability is all the power he needs, LR puts him in the best position to tail people.

Yeah, its once. But generally thats enough to kill someone. Nobody expects a 3turn into a 180flip.

cool hand and targeting astromech is a fun combo the low level pilots that could really use it cant take an ept

For zero points I think they would definitely become playable but not really competitive. As it stands now all the one use EPTs suffer from not being crack shot. FFG could also add "Limited. you may equip an additional EPT that is not Limited." Do that to AR, CH and LR. They would see lots of play.

Having them cost one point but allowing you to take a second EPT would probably have a bigger impact on those cards seeing more play than setting their cost to zero would. The opportunity cost of taking those EPTs is a bigger issue than their cost in squad points.

Edited by WWHSD

For zero points I think they would definitely become playable but not really competitive. As it stands now all the one use EPTs suffer from not being crack shot. FFG could also add "Limited. you may equip an additional EPT that is not Limited." Do that to AR, CH and LR. They would see lots of play.

Having them cost one point but allowing you to take a second EPT would probably have a bigger impact on those cards seeing more play than setting their cost to zero would. The opportunity cost of taking those EPTs is a bigger issue than their cost in squad points.

Agreed. If a ship other than an A-wing could take LR and Crack shot for a total of 2pts. That would be worth it since most of the 2pt EPT are crap you have to build lists around like swarm tactics, wingman, lone wolf, etc. Juke is the most useful 2pt EPT, but most rebels and almost all scum ships cant take it. So yeah, I would rather have two one-offs than a 2pt ept. Usually I just slap crackshot or VI and take a 1pt initiative.

INTUITION - EPT

0pts

"You may equip two additional EPT's that cost 1pt or less that require you to discard them for use. You cannot equip two of the same EPT upgrade cards."

"You cannot equip this EPT if your pilot skill is 3 or lower."

The PS3 or lower is to keep scouts from any more cheese shenanigans, and also to keep GSP awings in check since they already get two EPTs anyways.

i could get behind that 0pt ept.

I agree, most of the 2pt epts suck. 3pts is the butter zone for an ept being universally good it seems.