If you were to design a card for the next wave...

By SirCormac, in X-Wing

35 minutes ago, clanofwolves said:

I know this isn't a reply, but can any of you highly intelligent people come up with a card that counters Mind-Link when in a certain range. I see that MacchuWa has an R6 Astromech that deals stress, but that doesn't really sit well with me, I don't know why. I think Actions and Focus are pilot abilities that should never really be tampered with. I know those get stripped by Old-T and Carrnor, but that seems more thematic as they're great pilots...a Droid? I'm not buying that. Anyway, some range mind altering weapon or array might be cool. It seems very Imperial to do such a thing. Wouldn't the Empire, knowing these mind shenanigans exist, come up with a terrible mind-intercepting weapon that could do such a thing? I don't know.....not enough tea yet to figure out that one yet. But MacchuWa is on to the right trail, get that Mind-Link stuff buffed somehow.

The big problem with putting out a card that is built to counter the focus generating aspect of Mindlink is that it is likely going to be highly effective against any squad with ships that use focus as their primary form of modification.

Maybe a card that can effect multiple enemy ships with stress tokens? Make it work only in arc so it doesn't overly favor turreted ships against ships that need to use red maneuvers to stay in the fight. Maybe follow the model of Autothrusters and give it an effect that will almost always be useful (Autothrusters at range three) and one that is useful against particular types of targets (Autothrusters out of arc).

Edited by WWHSD

Unique Phantom Pilot

"During the Combat Phase, treat your pilot skill value as 12."

No EPT, regular pilot skill of 9

7 minutes ago, WWHSD said:

The big problem with putting out a card that is built to counter the focus generating aspect of Mindlink is that it is likely going to be highly effective against any squad with ships that use focus as their primary form of modification.

Maybe a card that can effect multiple enemy ships with stress tokens? Make it work only in arc so it doesn't overly favor turreted ships against ships that need to use red maneuvers to stay in the fight. Maybe follow the model of Autothrusters and give it an effect that will almost always be useful (Autothrusters at range three) and one that is useful against particular types of targets (Autothrusters out of arc).

Great thoughts WWHSD!

However, I wasn't thinking of something that would negate focus, for I love that mechanic. I was thinking of something that would interrupt a ship being gifted a focus from another ship when it's in a certain range, maybe range one is good enough. That way, it would only effect mind-linked or ships that want the gift of focus from another source when they are up close to the enemy ship with this ability; or if it were in range one of lets say, Manaroo, then it would negate her gifting as long as she was in that tight proximity. It would give anti-Mindlink lists another tool, not a devastating one, but one that can blunt that amazing power at times.

I'm not a big stress token guy, I think there is far too much of that and it lost its initial logic (pilot stressed when he pulls a tough manuver for his ship). It has become an illogical game mechanic and weapon. I think it should be pulled back to allow Aces to flourish again. I think the proper anti-Ace token should be Ion ones, not stress. Sorry for the bunny trail.

8 hours ago, Arkanta974 said:

Accuracy Computer

Cost : 2 pts

Modification, Small Ship Only.

When attacking, after rolling attack dice, if there are more defense dice than attack dice, roll 1 additional attack die.

You cannot equip this card if your attack is "3" or higher.

This will help a lot 2 atk dice (especially generic pilots) against high agility ship and bring back more small ship to the battlefield.

Example for each faction :

Academy Pilot (12) ; Accuracy Computer (2) = 14 pts

Z-95 bandit (12) ; Accuracy Computer (2) = 14 pts

Scyk (14) ; Accuracy Computer (2) ; Light Scyk (-2) = 14pts

Light scyk prevents mods from being taken

6 minutes ago, clanofwolves said:

Great thoughts WWHSD!

However, I wasn't thinking of something that would negate focus, for I love that mechanic. I was thinking of something that would interrupt a ship being gifted a focus from another ship when it's in a certain range, maybe range one is good enough. That way, it would only effect mind-linked or ships that want the gift of focus from another source when they are up close to the enemy ship with this ability; or if it were in range one of lets say, Manaroo, then it would negate her gifting as long as she was in that tight proximity. It would give anti-Mindlink lists another tool, not a devastating one, but one that can blunt that amazing power at times.

I'm not a big stress token guy, I think there is far too much of that and it lost its initial logic (pilot stressed when he pulls a tough manuver for his ship). It has become an illogical game mechanic and weapon. I think it should be pulled back to allow Aces to flourish again. I think the proper anti-Ace token should be Ion ones, not stress. Sorry for the bunny trail.

Oh like Carnor Jax?

Just now, AngryAlbatross said:

Oh like Carnor Jax?

Yes, but could be added to any ship's ept slot for the right price. Guess it would be unique.....like TLT's were supposed to be.

4 minutes ago, DeathstarII said:

Light scyk prevents mods from being taken

Instant killjoy ! :(

But scum have Z-95 too :P

Just now, Arkanta974 said:

Instant killjoy ! :(

But scum have Z-95 too :P

Sorry, just preventing anything illegal happening without going into huge arguments, though scum does have the z-95s, any n'dru could now be a phantom hunter with that mod

Just now, DeathstarII said:

Sorry, just preventing anything illegal happening without going into huge arguments, though scum does have the z-95s, any n'dru could now be a phantom hunter with that mod

No problem, better to see what wrong now to improve the card. ;)

somehow i doubt tlts were suppose to be unique when we get 2 in the box.

The main issue with "fix" threads is people either have no sense of balance or havnt played the game enough to try. Way too often people will suggest a fix and it works in a vacuum but when you apply it to the game it brutally hardcounters way too many ships/strats. OP's damage for tokens pilot ability for instance could easily annihilate so many ships its not even funny.

There should never be a deliberate hardcounter. Yes they exist, but theyre very specific or arent guaranteed to work or have a huge drawback that usually offsets its potency. Slicers for instance are a stress-stacker counter, but theyre a die roll and take an action so theyre not foolproof. Right now it seems like finding a way to counter Attani is the new flavor and ive seen so many suggestions that are literally a "This card cancels that card" type fix. Dafuq?

Seriously. Designing counters to specific cards is bad and dumb.

E.g. the suggested 'block focus tokens being passed' is just 'nerf manaroo by making other people take upgrades to do it.

Just nerf Manaroo.

E: another interesting thought pilot ability though: When attacking and defending, dice cannot be modified except by spending focus and evade tokens. No rerolls, no Dengar, no Zuckuss, no juke, no sensor jammer, no autothrusters, etc etc etc. Another of the many 'naked dice only' type pilots.

Edited by thespaceinvader

Yoda - Crew - 4 points

When acquiring a target lock against a small ship, you may perform a free focus action. When acquiring a target lock against a large ship, you may perform a free focus and evade action.

Sensory Disruptor

Modification. 1 point

If an enemy ship at range 1-2 has more than one focus or evade token, or one or more of each, treat that ship as having no focus or evade tokens when attacking.

B-Wing Title (not sure as to name yet)

title. B-Wing Only. 0 pts.

After preforming a 1 to 2 speed maneuver, assign a Reinforce Token to your ship.

thoughts? Too much? Too little? Tweaks?

Edited by SabineKey
2 minutes ago, SabineKey said:

B-Wing Title (not sure as to name yet)

title. B-Wing Only. 0 pts.

After preforming a 1 to 2 speed maneuver, assign a Reinforcement Token to your ship.

thoughts? Too much? Too little? Tweaks?

Nah, it's a pretty solid idea, and one that I think could stand to be available to many if not most 1-agi small base ships. Except Norra.

So one of the prevalent issues right now is modstacking. Lets limit that a bit.

Title: Scrambler Matrix
Cost: 2pts
Slot: Mod (would probably make more sense as a Tech or System but i want this to be widely available)
Text: When defending, if the attacker attempts to reroll any dice they cannot reroll more than 1 die.

Does nothing for Focus mods and heavily hampers rerolls without completely neutering them. Also does nothing for "set result" mods.
Competes for a number of things and has a decent chance of not doing anything (natural baller dice with all hits/crits or eyeballs normally).
M9G8 on another ship obviously dodges this since hes not the "attacker"

Why 2pts instead of 1? 2pt mods are usually considered an actual investment, 1pts are toss it on there why not. If it was 1pt then everybody would have it that didnt REQUIRE something else to function (EU, EI, or the tugboat tractors for example)

Static Beacon (Bomb); Action - Drop Static beacon token (same size a ion bombs).

Remove Static Beacon at the end of the combat phase.

Static Beacon - Ships at range 1-2 can't be assigned focus/evade tokens.

including friendly ships.

pts - 2? I dunno. shuts tokens down.

Expertise would still work, and abilities that just convert. Glitterstim also.

Edited by the1hodgy
18 minutes ago, thespaceinvader said:

Nah, it's a pretty solid idea, and one that I think could stand to be available to many if not most 1-agi small base ships. Except Norra.

K-Wings too. Miranda sitting behind a Reinforce token and 3PO wouldn't be good. A little worried about Y-Wings and TLT shannangans, though play testing might prove that not to be so big a problem. Heh, over on the Imp side, the Punisher definiently wants this.

Yoda (9 points - 2 crew slots)

Once per round a defender of a friendly ship, cannot defend against attacks, after doing so assign 1 stress token and assign 1 weapons disabled token to that ship; that ship CANNOT attack next round.

Edited by Cgriffith

More important Astro Mechs. 1) awarding evade token or 2) award focus.... or anything that doesn't seem to be a penalty to use!

New Rebel Pilot Ability (Maybe Luke in his new A-Wing)

When atracking resolve the Defender Roll defence dice and Modify Defence step before the Attacker Roll attack dice step.

Total spitball idea for dealing with Mindlink...

Undercover Agent

Crew

Rebel or Imperial Only

When an enemy should would use an ability on an Illicit or Scum Only upgrade, receive two stress tokens to cancel that ability. Then roll one attack die. On a [boom] result, discard this upgrade. The target enemy ship may spend a Focus token to modify this roll.

EDIT: You know what, scratch the Rebel or Imperial Only part. Scum can have undercover agents too!

Edited by DailyRich

Guided Missiles: Attack 4. Range 2-3.

Attack (TL): Discard this card to perform this attack.

Reduce range by 1 if target is in your side arcs, or by 2 if target is in your rear arc.

X-Wing rouge squadron title: can only be equipped to pilot skill 6+

your pilot ability is shared with every other pilot currently in play using this title card. X-Wing only, Rebel Only

Crew - 8 points
"Paul Heaver"
Whilst this card is in play, you cannot lose and your opponent cannot win.

Or since Mr. Heaver likes a mind game:

"Whilst this card is in play, you cannot win and your opponent cannot lose."

Problem? Engage Troll Face.

Edited by Viktus106