Been posting these around individually, as part of a Bwing/Ewing ace pack. I am looking for balance issues, and will likely be playing around with different versions of each card as the thread goes on.
Pilots:
EPT generic, PS5 like Gamma Veteran, point cost between Dagger Squadron and Nera Dantles. Blade squadron was the subject of the VERY FIRST canon story- The first half was actually published before disney declared everything legends, but the second half came out after and disney let the first half be canon too.
Had to have her. With VI, she brings arcdodging to the Bwing without needing an engine upgrade, although it's sometimes stressful.
The other Bwing pilot not yet piloting a Bwing. Like half the "real" bwing pilots, his ability does something when stressed.
And another well know pilot who flew a Bwing at least once. Hey! it's another stress ability! I wonder what we can do with that?
Which brings us to the upgrade cards...
Keyan, Istban, or Braylen no longer lose maneuverbility when they set up their abilities, though they miss out on Focus, Target Lock, or sideslip actions. Hera, Farlander, Tycho and Istban get greater flexibility with their red maneuvers, while Braylen can handle a failed ability roll or two before getting too badly punished. Nera and Ten Numb gets the least out of this. Ten at least is a high PS arcdodger, but Nera is kinda the odd duck in the group. Still, access to red maneuvers while stressed is always good.
The Bwing's official loadout is lasers, ion cannons, an autoblaster, and a large rack of torpedos. But in the Xwing minatures game, even if you could load up on all that, you still only get one shot each round, so its clearly not worth the points to do so.
Hence, a per-upgrade price reduction. Tractor beam, Ion and 2 plasma torpedos offers utility options, but arnt nessisarally BETTER than the Bwing's native 3 attack. This upgrade makes them all free- useful for what they do, but not better than the Bwing's native 3 die primary. Manglers, Autoblasters, and Heavy Laser, however, still costs points, as many as 4 points for the HLC even after the price drop. (according to majorjuggler, that gives 28 point Blues with FCS and HLC a jousting efficency on par with x7 defenders... though that doesnt include the price of my new title or the x7's white Kturn)
Also, it's a modification- so no Guidance Chips, and no Crew slot if it's equipped.
Ten and Nera are the primary benifactors here, though losing Guidance chips hurts Nera pretty bad. The option for a third torpedo iis supposed to help Nera, able to bring 3 Plasma torpedos for free or 4 protons for 4 points- even a mixed load of 2 plasma and 2 advanced torps for 5 points if she wants to remove her donut hole.
Given it's spectacular showing on TV, the design goal with this weapon was the ability to 2 shot an Imperial Raider in epic- not exactly an Arquitens Cruiser like in the show, but close enough for minatures sake. Secondary goal was to make it so Soontier isn't automatically vaporized when it fires in his direction. This card has been through 3 different revisions, and is now a bit easier on 2 and 3 agility ships, as they can evade more of the damage before the remainder gets doubled, but 1 and 0 agility ships could be taking 8 or 10 damage with stacked mods, Jan Ors, opportunist, ect. And Ten Numb just loves the idea of forcing a doubled crit through against a Tie Intercepter or the like. Making it a discard means it can be more powerful without worrying too much about reuse or recharge mechanics- like Crackshot, it's powerful but one-and-done. I feel the addition of a strong, anti large base weapon option will improve the meta.
Thoughts and discussions? Card versions I didnt think of? Lets hear it!
Edited by Rakaydos