What if T-65 had a system slot? Same as Tie Advance? Think how funny it would be? Use Advance Sensor to get a focus and the K-Turn and recieve a Target Lock when using targeting Astromech. Sensor jammer and R7 Astromech - "R2 try to jam their system". Also Tallowmove would be nice or another maneuver.
System Slot to T-65?
Then it would be a cheaper E-wing, making the E-wing even less effective.
It would also step on the shoes of the B-wing a little bit.
Free tls would go a long way though
Mstill maintain that targeting should have been a 2 point k4
"Recon Refit" : Your upgrade bar gains the [system] Upgrade Icon [Torpedo] -2
One of many possible fixes, a simple solution which either makes it cheap enough to run 5 Rookies, or lets you get FCS for free (or a significant discount on others), has background in the fluff of Recon (T-65BR) Xs which removed torpedo launchers for long-range sensors, and means it doesn't fully step on the E or B wings because they can still take torps. I like the idea, anyway.
That makes more sense if it takes away the torpedo slot.
XJ (or whatever they called it in the EU)
Torpedo upgrade, 0 pts
X-wing only, Rebel alliance subfaction only
Your upgrade bar gains the System slot. You may equip a system upgrade at -1 pt cost.
And the T-65 needs to step on the B-wing's toes, foot, leg, and everything else.
Edited by GrimmyVI think Biggs with sensor jammer would be too good though.
Then it would be a cheaper E-wing, making the E-wing even less effective.
It would also step on the shoes of the B-wing a little bit.
What's funny about this is that the B-Wing stomped all over the X-Wing in so many categories that the X-Wing finally getting a little payback could be in order.
As for being a cheaper E-Wing the E-Wing still has the agility advantage. Besides, it seems the general opinion is that the E-Wing IS already overpriced so something cheaper would be welcomed.
A T-65 with a System Slot? Sooo, Biggs now gets Sensor Jammer, eh?
I'm just gonna leave this here, as I often do.
Incom Innovations
X-Wing Only. Title.
If you do not have the tech slot, after you execute a bank maneuver, you may rotate your ship 90 degrees and place the base along the maneuver template as if performing a barrel roll. If you do, treat this maneuver as a red maneuver.
You may equip 1 additional Modification upgrade that costs 2 or fewer squad points.
0 points.
Originally I was just thinking of naming it T-65 X-Wing, but I had to come up with something else after deciding it should go on both the T-65 and T-70. The maneuver idea, which I like to think of as a drift maneuver, allows X-Wings to get their arcs more easily aimed in the right direction. It provides them with a fun new maneuver that is similar to a T-Roll, but on banks instead, and they can end up facing one of three directions after dialing in a bank. The fact that it's a red maneuver also pairs well with Targeting Astromech, giving it much more use on an X-Wing than it previously had. This works especially well for Hobbie, who could now do a drift manuever, target lock to clear his stress, and then barrel roll with Vectored Thrusters, allowing for all sorts of maneuver shenanigans. I haven't had much table time with this fix idea yet, but it is pretty fun to fly from what little I've flown of it, and the Hobbie build I mentioned is ridiculously maneuverable. I'd say it gives x7 Defenders a fair run for their money.
Importantly, this additional maneuverability does not boost Biggs, since it makes it even harder for him to stay in formation when he's flying with ships that can't pull a maneuver of this kind. Instead, it helps ships who rely on having an enemy in arc, such as Wes and Wedge, and it is a huge boon to Hobbie.
The idea for the additional modification is pretty straightforward. Now X-Wings could take Vectored Thrusters and Integrated Astromech for a balance of maneuverability and durability, Engine Upgrade and Vectored Thrusters for arc dodging potential, or Integrated Astromech and Guidance Chips to be a cheap and durable ordinance carrier. If you really wanted to do something cheesy, you could also give an X-Wing Engine Upgrade and Autothrusters, which would make Luke extremely annoying to kill. The T-70, on a similar note, could now equip Autothrusters and Vectored Thrusters, or Autothrusters and Integrated Astromech. Either way, giving the X-Wing another modification would be great for thematic purposes as well as gameplay, in my opinion.
Admittedly, with this mod idea, Biggs could take Integrated Astromech and a Shield Upgrade, but it'd be pretty expensive on a ship destined to die. I think people would find more mileage out of putting Vectored Thrusters on him with Integrated Astromech to help with formation flying and range control. Either way, it's increasing his cost beyond what it's already at, which should hopefully limit its usefulness on him.
Guidance Astromech
Once per round, when attacking with your primary weapon, you may change 1 die result to a [hit] result.
2 points.
This provides the Rebellion with something they've desperately needed. An astromech that simply straight-up improves offensive output. No ifs, ands, or buts. This could be a huge help to both X-Wings and the E-Wing, though I admit it might be a little powerful on the ARC-170 (Although most ARC pilots already seem to have found their favorite astromechs). The cost rivals another offence-oriented astromech, the Targeting Astromech. While this one is more reliable and easier to trigger, Targeting Astromechs do have a particular niche. For example, with the title above, I'd always take a Targeting Astromech over a Guidance Astromech on Hobbie, due to his ability. It's also pretty useful on ordinance carriers when they're forced to do red maneuvers in order to get a shot with their torpedoes.
Once more, this does not buff Biggs much, as he prefers droids that help him stay alive, instead of droids that help him kill things better. Just like with the title, this astromech is designed with offense in mind, making it great on Wes, Wedge, and other straight-forward jousters.
C1 Astromech
When you equip this card, place 1 ordinance token on 1 equipped [torpedo] Upgrade card. When you are instructed to discard an Upgrade card, you may discard 1 ordinance token on that card instead.
3 points.
Basically a more limited version of Extra Munitions. However, it can go a long way toward helping ships that only have a single torpedo slot, encouraging you to take torpedoes on them more often. I decided to have it cost more than Extra Munitions mostly for the fact that having extra torpedoes on ships that were designed with only having a single torpedo shot in mind seems really powerful to me, and I didn't want to risk making it too powerful of an upgrade. But now, with the above title for the X-Wing, it can be an effective torpedo boat with Integrated Astromech, Guidance Chips, Plasma Torpedoes, and a C1 Astromech, putting it at 27 points, the same price as a B-Wing with Plasma Torpedoes, Extra Munitions, and Guidance Chips. A Y-Wing could actually carry three Plasma Torpedo shots with this at 26 points. Granted, none of this really comes close to the points efficiency of the TIE Bomber, but it's still an interesting alternative to load out an X-Wing.
Do I even need to mention why Biggs wouldn't take this? The problem with ordinance is often that the ship carrying it gets focused down and the points are wasted. This would only go double for Biggs, making it a total waste on him.
The entire idea here is that I want the X-Wing to re-assume its intended role as the Rebellion's best straight-up jouster. By providing it better maneuverability with a brand new type of maneuver, more options for modification layout, and the option to go with either a more point-efficient jouster (Title, Guidance Astromech, Integrated Astromech comes to 23 points with great maneuverability and reliable offense even after doing red maneuvers), or a sturdy ordinance carrier like the one listed above, the X-Wing would now edge out the B-Wing as the main generic filler jouster for the Rebellion. With any luck, that'd push the B-Wing back in the direction it was originally intended, the heavy weapons platform. Though, I'm sure if any or all of these fixes came to pass, the B-Wing would need its own fix to better serve that role... Hmm....
Edited by Underachiever599I've been waiting for an Astromech that gives you a System slot. I called that one out years ago. I'm still waiting.
I think Biggs with sensor jammer would be too good though.
Make it so you can only equip Systems which cost 3 squad points or less - precedent with TIE/D and that only excludes Sensor Jammer and something an X-Wing can't take anyway.
I've been waiting for an Astromech that gives you a System slot. I called that one out years ago. I'm still waiting.
Make it so you can't equip with a [system] upgrade, or just allow the E-Wing to be the first double [system] ship?
Edited by UnitOmegaAside from Biggs with Sensor Jammer (Which, as you point out, can be fixed by limiting the point cost of the System Upgrade you're allowed to equip), the biggest issue I see with this idea is that it kind of edges into the B-Wing's utility.
The B-Wing and the X-Wing already fill a similar role in X-Wing squad building. At least, as far as generics are concerned. They're both seen as simple jousters that pack an extra oomph over the cheap filllers like TIE Fighters and Z-95s, but aren't quite on par with the Superiority fighters like the Defender, E-Wing, T-70, ect, who all have standard jousting capabilities plus some. (Well, okay, the E-Wing isn't quite there, but it should be.)
In terms of points efficiency, the B-Wing and X-Wing are almost identical, once you factor in Integrated Astromech and assume they're using an R2. Both have similar damage output, similar durability, and while the X-Wing's dial is less red, the B-Wing has barrel roll to make up for it. The biggest things that set these two ships apart are the B-Wing's additional weapons slots (Namely the Cannon slot), and the B-Wing's System slot. If you give the X-Wing a System slot, then it doesn't help the X-Wing break away from its similarities with the B-Wing (Which is something that desperately needs to happen), and if the System slot ends up costing points, then the X-Wing would go back to where it was before IA, straight up worse than the B-Wing in every regard. If it costs negative points, then it makes the B-Wing even more obsolete than it already has been lately. Even if you price it to allow the X-Wing and B-Wing to not outdate each other, it still leaves the Rebellion with two ships that fill exactly the same role with almost no meaningful difference between the two aside from pilots.
What needs to happen for the X-Wing and B-Wing to both come back into the game in a big way is for their roles to be distinguished. The X-Wing should be a better dogfighter. The B-Wing should be a better weapons platform.
I already outlined how the X-Wing could fill the shoes of a jouster a bit better in my above post. The B-Wing, I'll have to address some other time. But the main point I'm trying to make here is that the X-Wing doesn't need yet another reason for people to compare it to the B-Wing all the time and ask themselves "Which of these two should be my generic jouster?" They should each fill their own niche, rather than competing to fill the same one.
The thing about a system slot is that the best B-wing build doesn't use it. I don't think it would do a whole lot for the Rookie/Red. You would certainly see a Wes/Wedge type use FCS, but I don't think it really solves the problem unless you gave the system out for free ala the Advanced.
I kinda see the B-wing and X-wing as ships in almost identical roles, though. The X-wing has a 3 hard, but the B-wing is more efficient, even with IA+R2(to have the two ships be similarly efficient, you'd have to make a 0 point astromech.).
R2 astromech is not that useful on a ship that doesn't gain much from green maneuvers.
Edited by Panzeh"Recon Refit" : Your upgrade bar gains the [system] Upgrade Icon [Torpedo] -2
One of many possible fixes, a simple solution which either makes it cheap enough to run 5 Rookies, or lets you get FCS for free (or a significant discount on others), has background in the fluff of Recon (T-65BR) Xs which removed torpedo launchers for long-range sensors, and means it doesn't fully step on the E or B wings because they can still take torps. I like the idea, anyway.
As far as I am concerned, this is how you fix the X-wing. It gives the ship the opportunity for flexibility, or a 5 build of rookies (like the Kihraxz). Worst case is Biggs with a sensor jammer. They already changed it so you can select a different target with a different weapon, I don't see this having nearly the impact of Manaroo/Zuckuss or Palp, Its the best change, and one I would heavily lobby for,
The thing about a system slot is that the best B-wing build doesn't use it. I don't think it would do a whole lot for the Rookie/Red. You would certainly see a Wes/Wedge type use FCS, but I don't think it really solves the problem unless you gave the system out for free ala the Advanced.
I kinda see the B-wing and X-wing as ships in almost identical roles, though. The X-wing has a 3 hard, but the B-wing is more efficient, even with IA+R2(to have the two ships be similarly efficient, you'd have to make a 0 point astromech.).
R2 astromech is not that useful on a ship that doesn't gain much from green maneuvers.
Wait, B-Wing don't use System Slot? Never heard of Collision Detector? One of the best upgrades in game. Litterly you can use Debris Cloud as a protection now. 1 green dice extra for B-Wing.
I've been waiting for an Astromech that gives you a System slot. I called that one out years ago. I'm still waiting.
Gunboat?
The thing about a system slot is that the best B-wing build doesn't use it. I don't think it would do a whole lot for the Rookie/Red. You would certainly see a Wes/Wedge type use FCS, but I don't think it really solves the problem unless you gave the system out for free ala the Advanced.
I kinda see the B-wing and X-wing as ships in almost identical roles, though. The X-wing has a 3 hard, but the B-wing is more efficient, even with IA+R2(to have the two ships be similarly efficient, you'd have to make a 0 point astromech.).
R2 astromech is not that useful on a ship that doesn't gain much from green maneuvers.
Wait, B-Wing don't use System Slot? Never heard of Collision Detector? One of the best upgrades in game. Litterly you can use Debris Cloud as a protection now. 1 green dice extra for B-Wing.
Collision Detector is a marginal effect. 0 points is the reason you take it.
I would have liked this idea ages ago when advanced sensors was all the rage and worked so well for B-wings. Bumping X-wings is a surefire way of getting them killed, and this was all the more frustrating on expensive ones like Wedge and Luke. AS could have been a way to help in that regard. I think the system slot can still help the X-wing, in a way that the tech slot helps the T-70. In any case, I would love for the X-wing to have access to a wider range of movement and action economy upgrades without using the astromech and mod slots.
As for the complaint that it blurs the boundaries between ships. I don't think every ship in this game has to be so unique, so what if the E-wing, B-wing and X-wing all cover the same sort of role?