[CCL] 0-cost Turret idea. Get your wasted crew slot back!

By Mef82, in X-Wing

Are you unhappy with how you pay the guy at the back seat whether you take turret on Y-wing, or not?

Or maybe with HWK having 1 Attack unless you man the turret, wasting what could have been another crew member for your support shenanigans?

Some funky 3-crew VCX ideas? Why should Decimators have all the fun!? Or maybe you'd like a Rebel party-Shuttle?

Here's one card for all those issues. :)

Recon_Refit_Prz_d.jpg

What it basically does is repurpose the turret-gunner seat into a co-pilot/avionics operator one. There is some cost associated with putting in the instruments, but you get the access to System slot this way.

Now you get to put crew on Y-wings, including Bombardier for the Bomb Loadout ones.

HWKs get 2 Crew slots and an option to equip Accuracy Correctors for some neat main gun upgrade. Same total cost at Blaster Turret, but no need to spend tokens.

Non-Ghost VCX can pull some fun Crew/System combos, but it's far from gaining too much, as you lose access to Autoblaster Turret, same thing with the Rebel Shuttle.

The last one can equip FCS, but you wouldn't want to invest too much into a 4 health, 2 Agility ship, anyway.

So, the most important thing now - do YOU like it?

Edited by Mef82

It would OK with me, if it only replaced the turret with crew OR systems.

I would like a card like this. Swapping turrets and cannons for systems, mods and crew. But just ONE for ONE.

I think it's pretty interesting. I'm not as opposed to adding upgrade slots as dewbie, especially when it comes at a point cost.

What kind of expansion eould you package this with for the CCL? And what kind of builds could you see t being used in?

I honestly really like this. It makes sense thematically, on the Y-Wing (BTL-SA3, IIRC), there was no turret but a crew member and a navicomputer (the system). Well done, the other ships you mentioned would also benefit, without becoming broken.

I think it's pretty interesting. I'm not as opposed to adding upgrade slots as dewbie, especially when it comes at a point cost.

What kind of expansion eould you package this with for the CCL? And what kind of builds could you see t being used in?

Hi. I'd love it in some kind of Rebel Veterans pack, that would bring some life to Y-wings other than TLT-carriers/Stressbot.

What has always been a real waste for me, is the fact that Ys have these huge cannons in the movies, and basically one-hit everything, and yet game-wise, they've got really piddly shooters.

Then there's fact that none of Rebel Ys has access to EPT. Sure, you can always R2-D6, but that means no R2 Astromech and a thus a horrible dial on top of everything else. Only role they fulfill well is the TLT platform, and only because generic HWKs are even worse.

So definitely, a pack with various X and Y fixes and new pilots is a way to go for me.

As for the builds, I've given a couple use examples in the OT already. That's the whole beauty of this card - it doesn't lock itself into one particular scenario/configuration, and covers a bunch ships at once.

Some possible combos (sorry, I'm mostly thinking in terms of Rebels):

Generic Y-wing with Bomb Loadout and either Cassian or Bombardier,

R2-D6 VI FCS Horton with Torps, EM, Rey and VT. Pricy, but a real Torpedo terror,

AC HWKs with extra Chewbacca or Nien Numb crew on top. Mitigate the negligible primary weapon and also either fix the dial, or poor survivability,

Rage Ezra with Inspiring Recruit and a second crewman of your choice, quite strong but nowhere near x7 power.

K-wings (almost forgot about those!) with Sabine and C-3PO/Intel. FCS for ordnance ones or AC for adding some punch to the main gun.

Extra Collision Detector on VCX, coupled with additional crew.

And so on. It opens up a lot of possibilities.

Edited by Mef82

haha thats cute