Imperials need upgrades too?

By Marinealver, in X-Wing

Here you go, problem solved.

This adds 12 ships that can use Tech upgrades.

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Precedents made by...

(For the name)...........................(for the extra mod.)

Overhaul.png Swx57-smuggling-compartment.png

Edited by gabe69velasquez

This is not a 'balance Imperials' thread.... (At least I don't think that is the intention behind the thread.)

Don't go full hurt just because it is a 'game design' thread.

How About just limit it to TIEs, like TIE mk 2

Imperial Overhaul

TIE Only

Your upgrade bar gains an additional tech upgrade icon.

You may equip 1 additional Modification upgrade that costs 3 or fewer squad points.

First i dont think you should look at this thread as next "game balance" rant, slot is just a slot. If there a no good upgrades then if benefits you in no way. Secound, an unique slot in more about feel of faction, its lore and fluff. An upgrade slot which would appear only on imperial ship name aside would sure change some things (again, if upgrades were useful) in the meta but basically if both scum and rebels have one, why so much hate against empire? Make it imperial/military astromech, dark/experimental tech whatever the name.

Also on the offside of illicit slot for empire, i could see it being used in a ship piloted by someone like "ISB agent". It makes sense they could use illegal equipment to accomplish thier goals. And if something is illegal for civilian use in a country it doesnt means its illegal for military forces and personel.

Of course the Imps have fewer options, all the small bases are TIEs!!!

Where's my FAQing GUNBOAT!!!!!!

Anyway, yes, total number of upgrades for Imps vs others is lacking for sure, and there's two catagories that aren't even open to them (turrets and (salvaged) Astros). An Imp only Experimental Modification Upgrade that replaced the mod slot (or rules-carded to be placed on ships in the manner of titles and mods) would be an awesome edition to the game. Who wouldn't want a mag pulse weapon on a TIE Fighter that shut down the attack of a big fat flying pancake while the rest of the swarm picks it apart. Add beam weapons without opening up cannon slots. Add that turret slot to the TIE Advanced!

Here you go, problem solved.

This adds 12 ships that can use Tech upgrades.

32284438462_303db642d7.jpg

Precedents made by...

Overhaul.png Swx57-smuggling-compartment.png

pretty horrible precedents, considering

a.) AO is necessary to make the ARC not the most horrible piece of **** ship since the punisher

b.) smuggling compartment means no engine upgrade

better precedents would be...a-wing test pilot I guess?

those FO strikers look beautiful though

Perhaps an imperial exclusive type of upgrade...

Something like "Military grade X" (X= hull, shield, whatever)

Imperial only

"Military grade" upgrades can occupy any other upgrade slot, including title or modification slots.

They would be usually weak effects, useful maybe only once or twice per game.

Examples:

Military grade thrusters: During the comparing results step, if you didn't cancelled any [hit] or [crit] results from your enemy, you may roll a green die. On a [evade] or [focus] result, you may cancel one die result of your choice. Then, discard this card.

Military grade lasers: After rolling attack dice, if you didn't roll any [hit], [crit] or [focus] results, you may roll an additional die. Then, discard this card.

The only Imp ships that have crew and munition slots (at the same time) are Decimator and Firespray. Why not make a mod for 'Training TIE' so our lovely small based TIEs can carry some crew around. There's gotta be some room on that Punisher for a bombardier! Of course if there are already crew slots (Phantom, Bomber shuttle) then you can't have more! No more crew for you! And then hand out some decent imp only crew for a change.

How About just limit it to TIEs, like TIE mk 2

Imperial Overhaul

TIE Only

Your upgrade bar gains an additional tech upgrade icon.

You may equip 1 additional Modification upgrade that costs 3 or fewer squad points.

I made it the sub-faction Galactic Empire so to not give the TIE/fo and TIE/sf a second tech slot.

But on second thought, I'm not so sure that's such a bad idea.

It is either Large and Small or just TIEs, why would you exclude large ships,

when the new shuttle has two tech slots?

Perhaps an imperial exclusive type of upgrade...

Something like "Military grade X" (X= hull, shield, whatever)

Imperial only

"Military grade" upgrades can occupy any other upgrade slot, including title or modification slots.

They would be usually weak effects, useful maybe only once or twice per game.

Examples:

Military grade thrusters: During the comparing results step, if you didn't cancelled any [hit] or [crit] results from your enemy, you may roll a green die. On a [evade] or [focus] result, you may cancel one die result of your choice. Then, discard this card.

Military grade lasers: After rolling attack dice, if you didn't roll any [hit], [crit] or [focus] results, you may roll an additional die. Then, discard this card.

This angle came to mind yesterday when I took a look at my copy of Star Wars Galaxies: Jump to Lightspeed Game Guide.

Seinar Fleet Systems and Seinar Design Systems makes a lot of Military grade components, and after all they designed the TIE fighters .

Edited by gabe69velasquez

The only Imp ships that have crew and munition slots (at the same time) are Decimator and Firespray. Why not make a mod for 'Training TIE' so our lovely small based TIEs can carry some crew around. There's gotta be some room on that Punisher for a bombardier! Of course if there are already crew slots (Phantom, Bomber shuttle) then you can't have more! No more crew for you! And then hand out some decent imp only crew for a change.

They do, but they gave it to the Rebels.

swx59-sabines-masterpiece.png

WTF!!! Rebels now have better TIES than Imps?!?!?! :P

Perhaps an imperial exclusive type of upgrade...

Something like "Military grade X" (X= hull, shield, whatever)

Imperial only

"Military grade" upgrades can occupy any other upgrade slot, including title or modification slots.

They would be usually weak effects, useful maybe only once or twice per game.

Examples:

Military grade thrusters: During the comparing results step, if you didn't cancelled any [hit] or [crit] results from your enemy, you may roll a green die. On a [evade] or [focus] result, you may cancel one die result of your choice. Then, discard this card.

Military grade lasers: After rolling attack dice, if you didn't roll any [hit], [crit] or [focus] results, you may roll an additional die. Then, discard this card.

Looking for something like this. Or a ship with a Turret slot. But yeah if the question is how to retroactive it on other ties. Maybe like a TIE only modification or title. But have it restricted to all TIEs have the same Military Grade slot on that title, that way when you upgrade one TIE you upgrade them all keeping with the whole mass production theme.

Imperials already have their cheap support option, TIE Shuttle - and it even has two crew slots (even if it's restricted so you can't Hux or Palp in it).

Rebel TIE is intended to both mechanically and thematically function very differently from how Imperials use TIEs, as shown with only four pilots all unique. It's their cheap support ship to round out a list, something empire doesn't need. I mean, I don't see a lot of people running banana pirate swarms with glitterstim or something so it's not like empire players would do anything with a TIE with an Illicit or Crew slot - especially if it was a unique.

It is funny when you start complaining about the Rebels getting "so many upgrades" when that access it tied to single, unique cards.

Sabine's Masterpiece: Unique and TIE only.

Smuggler's Compartment: Unique and just slightly less restrictive with two ships able to take it.

Sabine Wren: Unique, fills crew slot with what is often a limited use item.

When it comes to Illicit upgrade the Rebels get two at most so the Scum should feel plenty superior there. When it comes to Rebel Bombers you've got the K-Wing, the Y-Wing option, and perhaps one more ship with a Bomb on it.

Maybe if the Empire need upgrade slots what would happen if there was some unique mad scientist type who would sit in a crew slot but then let that ship add one slot of some type? If it had to pick between Astromech, Salvaged Astromech, OR illicit I guess you'd give the Imperials a HUGE number of new upgrade options even when they could only have one on a single ship in a squadron. Looking at that previous table I guess such an upgrade would magically provide the Empire with access to 36 "new" upgrades; never mind that one of those is needed to access the other 35 and at most you could only use on of them at any given time.

I mean, on the technical subject - if FFG felt so inclined (and they might not, as Empire still has fairly unique and good upgrade slot options - Upsilon is about to be the first ship with Double Tech and also has two crew slots), a "experimental" upgrade would fit in line with both the classic EU fluff and the direction the Empire is once again going in the new canon. In addition to new ships going forward you could easily retroactive it with, say an imperial modification or a crew member who grants this new slot. Again though, don't know if that's a direction FFG feels they need to go.

Also, it'd be real easy to push that playing field a bit more, but let us not be hasty in our desire for an imperial ship with a turret slot. While they aren't exactly tearing things up right now, most people generally find TLTs and their chip damage un-fun, and given imperial doctrines a TIE with a Turret slot for instance would naturally tend towards being cheaper, so be careful with wishes. I also expect that with a release in the right time frame or type, Empire might get some more unique crew options in form of popular characters currently in the zeitgeist, they just need to be packaged in the right release.

Maybe if the Empire need upgrade slots what would happen if there was some unique mad scientist type who would sit in a crew slot but then let that ship add one slot of some type? If it had to pick between Astromech, Salvaged Astromech, OR illicit I guess you'd give the Imperials a HUGE number of new upgrade options even when they could only have one on a single ship in a squadron. Looking at that previous table I guess such an upgrade would magically provide the Empire with access to 36 "new" upgrades; never mind that one of those is needed to access the other 35 and at most you could only use on of them at any given time.

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Edited by gabe69velasquez

Well its not like you cant add modifications to all of your ships, assuming you have the points for them, Its just a fact that the Imperials had mass produced CANNON UPGRADE fodder... see what i did there...hurrr hurr....

you can but I am talking about upgrade options.

Rebels have access to 12 upgrade slots

Scum also have access to 12 upgrade slots

Imperials have access to only 10.upgrade slots

So Rebels upgrade options is Imperials + turret & astromech

and scum upgrade options is Imperials + turret & salvaged astromech

You keep saying this but it doesn't add up.

Your "Imperials +" formula is missing the Illicit upgrade slot.

Some new/unique Imperial only upgrade that is Epic only would be thematic.

Similar to cargo slots adding illicit slots, but for experimental tech.

http://starwars.wikia.com/wiki/Composite_Beam_Superlaser

Posting this for inspiration on slot ideas not for the ability.

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Are those TIE Missiles with solar panels?

^well duh, what else would Imperial missiles have on them. Besides Guidance Chimps of course.

Munitions Solar Panals (mod) 1 pt

Your missile upgrades now have Solar Panals. Have a nice day.

Edited by GrimmyV

When it comes to Illicit upgrade the Rebels get two at most so the Scum should feel plenty superior there. When it comes to Rebel Bombers you've got the K-Wing, the Y-Wing option, and perhaps one more ship with a Bomb on it.

Don't forget Sabine crew on a U-wing! Slinging bombs at ya while doing pirouettes!

Well its not like you cant add modifications to all of your ships, assuming you have the points for them, Its just a fact that the Imperials had mass produced CANNON UPGRADE fodder... see what i did there...hurrr hurr....

you can but I am talking about upgrade options.

Rebels have access to 12 upgrade slots

Scum also have access to 12 upgrade slots

Imperials have access to only 10.upgrade slots

So Rebels upgrade options is Imperials + turret & astromech

and scum upgrade options is Imperials + turret & salvaged astromech

You keep saying this but it doesn't add up.

Your "Imperials +" formula is missing the Illicit upgrade slot.

Some new/unique Imperial only upgrade that is Epic only would be thematic.

Similar to cargo slots adding illicit slots, but for experimental tech.

http://starwars.wikia.com/wiki/Composite_Beam_Superlaser

Posting this for inspiration on slot ideas not for the ability.

30422956621_d8e7f5687d.jpg

Are those TIE Missiles with solar panels?

It appears that's what the designer had in mind.

i feel a lot of you guys are missing the point, no one wants imperial ships to have illicits (Except the firespray, but their mercs) it's just that bouth other factions have upgrade slots that the empire doesnt have, even though they are not faction unique (looking at you turret). personally i would have liked the decimater to take a turret upgrade then introduce the v-wing and let it take astromechs (and make the current named ones rebel only) and add some imperial droids that'd be nice

Also where do you guys make the upgrade cards?

Also where do you guys make the upgrade cards?

Strange Eons

Edited by gabe69velasquez

We may never see it but one possible Imperial Turret could be the Skipray Blastboat. Although I've always envisioned it as having a weapon PWT and using a big cannon of some sort with the new "title filling in the added rules a ship needs" with see with the ARC it would be possible to have a "cannon" like primary and use a turret slot for that weapon.

We may never see it but one possible Imperial Turret could be the Skipray Blastboat. Although I've always envisioned it as having a weapon PWT and using a big cannon of some sort with the new "title filling in the added rules a ship needs" with see with the ARC it would be possible to have a "cannon" like primary and use a turret slot for that weapon.

I always envision that as a scum ship not imperial.

Well they could get an old clone war Y-wing, you know those sterile versions of the Y-wing. They could have both the Turret and the Imperial Astromech slot. Maybe even with an imperial Reserves Overhaul title that allows its banks to be green so it would be different from the Rebel Scum Y-wing.