EPT: Traitor in Our Midst (Unique)
All unique pilots have their special ability suspended when within R1 of your ship.
Edited by Darth Meanie
EPT: Traitor in Our Midst (Unique)
All unique pilots have their special ability suspended when within R1 of your ship.
Edited by Darth Meanie
So like a Carnor Jax but for pilot abilities - that would be expensive I think if it went live as in 4 or 5 points - but don't see this happening as this is a hard nerf on Unique Pilots.
28 minutes ago, Torg said:So like a Carnor Jax but for pilot abilities - that would be expensive I think if it went live as in 4 or 5 points - but don't see this happening as this is a hard nerf on Unique Pilots.
I never like to guess points because I just really have no idea, but yes, this should be an expensive skill.
Also consider that the carrier pilot would nuke him/her own special ability. . .meaning a generic (and likely easier to kill) ship is the best choice for this ability. Who would also likely be alone. . .unless he flew in a list of generics.
I would think it would create an interesting cat-and-mouse dynamic. And is/could have been an in-game nerf for pilots like Biggs, Palp, and Manaroo. And might encourage more generic pilots to hit the table (because it would nuke special abilities, not EPTs).
Edited by Darth Meanie
In my opinion it would have to be a pilot ability on a low PS pilot without an ept.
2 minutes ago, 4fox100 said:In my opinion it would have to be a pilot ability on a low PS pilot without an ept.
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I see what you did there, but even though I get the joke, the wording would have other added to it
1 minute ago, DeathstarII said:I see what you did there, but even though I get the joke, the wording would have other added to it
Completely agree with you there. Or even along the lines of choosing 1 enemy ship at R1 to kill its ability might be good as well.
Back in the day the classic damage deck could end certain cards. I can't count the number of times I landed an Injured Pilot on Biggs thus making him a Red Squadron with +1 pilot skill.
Too bad you can't choose your opponent's damage deck, but with the risk of loosing cards it just is too much of a hassle so players get to choose their own damage deck. So you don't see injured pilot on Biggs anymore.
This ability is almost identical to one of the pilot abilities I am working on for my Scum entry into the CCL. The pilots names is "Local Champ" and his ability is to negate any EPTs and card text for any pilot that shoots him or he shoots at.
15 hours ago, Darth Meanie said:...
I would think it would create an interesting cat-and-mouse dynamic. And is/could have been an in-game nerf for pilots like Biggs, Palp, and Manaroo. And might encourage more generic pilots to hit the table (because it would nuke special abilities, not EPTs).
It may be interesting but if it is shutting down Pilot abilities then it wouldn't do anything to Palpatine assuming that's who the "Palp" is.
I'm not sure if you could price it low enough to be used without also breaking it as pricing would need to look at the "worse case" scenarios. Now those cases may not show up too often but one should still price for them which would overprice it for many other abilities it would shut down.
You're also going to run into those "Negative Play Experiences" a lot more if you can have something that shuts down 80% of the reason you're paying more points to play some pilot in the first place. Maybe Spike would be happy with it but Tommy sure isn't going to like it.
I think as an ability, it's within the realm of possibility, but I'd say it's more likely as a unique pilot ability over an EPT.
First Order (Empire) ability for crew FN-2187?
I think this is kind of an interesting idea since it affects friendliest and enemies alike. It forces the ship to be off on its lonesome.
Call it "The Cooler". Like how in Vegas, casinos will send in "coolers" (who are guys that just happen to have an aura of bad luck) near people who seem to be doing too well.
If, in a tournament, you're playing this anti-ability card and so is your opponent, and they're both at range 1 of each other - as well as some other named pilots - whose abilities get shut off?...
17 minutes ago, Astech said:If, in a tournament, you're playing this anti-ability card and so is your opponent, and they're both at range 1 of each other - as well as some other named pilots - whose abilities get shut off?...
Would it be who has initiative that gets to choose?
Edited by NH Gunsmith^ This is your answer.
I kind of like it. I can see it more a crew, though. There's an awful lot of cheap/durable ways to get that into a list in an EPT socket, but a crew slot might be really interesting. I mean, we already have unique crews with effects on unique pilots (Dengar, for example). I could see this benefiting the U-wing or Quadjumper in a Battlebus style of build. Heck, even Whisper would get a kick out of this as a crew.
I had thought in the past about a crew that adds a condition card to a pilot of your choosing at the start of the game, allowing you to ignore that pilot's ability when defending against them, or attacking them. Essentially an Anti-Biggs card that has utility elsewhere, but not everywhere (movement abilities wouldn't be effected, obviously), but this seems much simpler (and simpler works so much better in this game...).
Edited by NakedDex45 minutes ago, NH Gunsmith said:Would it be who has initiative that gets to choose?
But it's not a specific timeframe, it's a constant passive ability, like having two Biggs on the same team.
It would be quite a cool ability for a Thrawn crew.
20 hours ago, Engine25 said:I think as an ability, it's within the realm of possibility, but I'd say it's more likely as a unique pilot ability over an EPT.
But then, to make it factionless, you will need 3 different pilots with this ability. And it is not an ability that I think only one faction should get access to. Making it an EPT allows it to go on nearly anyone.
8 hours ago, NakedDex said:I kind of like it. I can see it more a crew, though. There's an awful lot of cheap/durable ways to get that into a list in an EPT socket, but a crew slot might be really interesting. I mean, we already have unique crews with effects on unique pilots (Dengar, for example). I could see this benefiting the U-wing or Quadjumper in a Battlebus style of build. Heck, even Whisper would get a kick out of this as a crew.
I had thought in the past about a crew that adds a condition card to a pilot of your choosing at the start of the game, allowing you to ignore that pilot's ability when defending against them, or attacking them. Essentially an Anti-Biggs card that has utility elsewhere, but not everywhere (movement abilities wouldn't be effected, obviously), but this seems much simpler (and simpler works so much better in this game...).
I could go with the crew idea. . .
8 hours ago, Astech said:But it's not a specific timeframe, it's a constant passive ability, like having two Biggs on the same team.
I would make the rule that they do not cancel each other's abilities. If they did, it would just create a dumb counter-counterspell meta. Moreover, thematically, having 2 traitors on the table makes the "game" more uncertain and dangerous, not less so.
In my storytelling mind, this card makes pilots nervous about revealing their secret abilities to a spy, so they don't use them. Although that is counter to my counter-counterspell notion, above. Eh, who needs consistency?
Edited by Darth MeanieConsistency isn't a word used in the SW universe...
As a Kallus-like condition ... "At the start of the game, select one enemy ship; you may ignore this ship's pilot ability when you attack it or defending against it."
53 minutes ago, Hawkstrike said:As a Kallus-like condition ... "At the start of the game, select one enemy ship; you may ignore this ship's pilot ability when you attack it or defending against it."
As opposed to a Sympathy-like condition ... "At the start of the game, select one enemy ship; you just can't bring yourself to attack it or defend against it."