Lets brainstorm about additions instead of substractions.

By Thormind, in X-Wing

Definitely don't word it like that then.

rafcpl6868 said:

Guided Torpedoes 3pts

Attack:

Deploy a guided torpedo token out the front guides of your ship using a 3(straight, bank, or turn). At the end of the activation phase, the guided torpedoes perform a 3 (straight, bank, or turn). They detonate when their maneuver overlaps an enemy ship or obstacle.

Detonation Reference card: When this token detonates, you may roll 5 attack die, deal all damage critical damage accordingly to the overlapped enemy ship and remove the token from the playing area.

23 minutes ago, HammerGibbens said:

Definitely don't word it like that then.

rafcpl6868 said:

Guided Torpedoes 3pts

Attack:

Deploy a guided torpedo token out the front guides of your ship using a 3(straight, bank, or turn). At the end of the activation phase, the guided torpedoes perform a 3 (straight, bank, or turn). They detonate when their maneuver overlaps an enemy ship or obstacle.

Detonation Reference card: When this token detonates, you may roll 5 attack die, deal all damage critical damage accordingly to the overlapped enemy ship and remove the token from the playing area.

So this ends up being a range three 5 die attack that treats the target as zero agility and no evade tokens and is fired like the ship has auxilary arcs like the hounds tooth. Except it can crash into a rock and go boom before it hits the target.

Just now, GrimmyV said:

So this ends up being a range three 5 die attack that treats the target as zero agility and no evade tokens and is fired like the ship has auxilary arcs like the hounds tooth. Except it can crash into a rock and go boom before it hits the target.

I don't think I quite understand the aux arc part? Also yes, it treats the target as having no agility because this functions more like a moving bomb token than an actual torpedo attack, and once it's on the board (deployed as an attack), you still get to set up your own manoeuvre to try and evade it (it moves at end of activation). I didn't get it into the quote but it requires a System AND Torpedo slot to equip.

Just now, HammerGibbens said:

I don't think I quite understand the aux arc part? Also yes, it treats the target as having no agility because this functions more like a moving bomb token than an actual torpedo attack, and once it's on the board (deployed as an attack), you still get to set up your own manoeuvre to try and evade it (it moves at end of activation). I didn't get it into the quote but it requires a System AND Torpedo slot to equip.

A 3 turn plus a 3 turn in the same direction would put the torp off to the side of the firing ship well outside the primary arc but inside a 'lateral' arc like on the Wookiee gunship or YV-666.

Oh yeah I guess in like a pretty wide arc it is definitely to the side. Maybe limit it to 3 banks /straights but regardless of the specifics, it is a cool mechanic and it's possible to word it in an elegant way that isn't a Kylo Ren Condition wall of text.

7 hours ago, HammerGibbens said:

Maybe limit it to 3 banks /straights

I think that would be better.

I've half a mind to say having to dial it in too, rather than it reacting to everyone's movements.

That way a skilled pilot can "shake off" the torpedo, for a turn or 2 at least. (edit: might be better to keep the turns in that case)

Edited by Stevey86

My favourite little addition idea:

Incessantly Beeping Astromech: 0 points. All ships at range 1 must treat all [eye] results rolled as blank results.

In keeping with 0 point upgrades needing to have a drawback and a bonus, allows 0 point IA, and isn't TOO overpowering with Biggles. Plus has some interesting interactions with things like Cloaking Device, Autothrusters, Poe, Sensor Cluster, etc. The only real issue with it is Kanan/Biggs. Because of course it is.

I am working on an E-Wing and B-Wing series of custom cards as we speak.

22 hours ago, Thormind said:

. . .

6) A new game mechanic that involves "going into lightspeed" and "getting out of lightspeed". This is a combat strategy we see a lot in different Star Wars source. Like an unexpected ship or squad comming out of lightspeed to flank and save the day. Or a ship going into lightspeed to escape a bad situation. I'm thinking about something like: "at the beginning of the game this ship starts outside of the play area. Roll an attack die. On a miss/focus the ship enter play on the first turn. On a hit/crit it enters on the 2nd turn. The ship has to be put on the board at the beginning of the activation phase, anywhere outside of range 1-3 of an enemy ship. The round it is placed it cannot move but gets a regular action when it would activate."

7) another ability based on point #6: "That ship can get into lightspeed and be removed from the board. The next round, it has to be put back on the board at the beginning of the activation phase, anywhere outside of range 1-3 of an anemy ship. The round it is placed it cannot move but gets a regular action when it would activate."

8) An ability that would counter lightspeed maneuvers. It could be something existant like ion or tractor beam tokens but it could also be something new, like an "Interdictor" ship: When an enemy ship comes out of lightspeed, it has to be placed at range 1/2/3 of this ship."

I wanted to make sure people are agreeing that this is a brilliant idea! I would add that if you wanted your ship to get within range 1-2 of an enemy ship, it can do so but receives a stress token. It cannot leave the board stressed, either. This goes well with the HotR Han Solo ability to place somewhere beside the usual area on the board.

Something to give ace Bwings more maneuverability, without letting them stack stress as deep as Hera or Zuckuss. Plays well with Farlander and Ibstan.

intended to be combined with an extra ept title for the xwing, it's an expensive maneuver, but it's darn good for tight maneuvers. Also good for youngster.

Everyone can trade their astromech for a system of 2 points or more! Except the Ewing, which can get TWO systems and have both discounted.

A cheap torpedo doing something torpedos outght to be doing- missing agile ships, nuking slow ships. If your opponent doesnt run the right sort of list for it, it's only 1 point.

A title for low and mid PS Intercepters. They balance free action economy (that they really need to survive) against a gamble whenever they use somethign that gives them stress- it might work out amazingly, it might take away their free stuff.

I'm not actually sure this needs the first section anymore- unguided rockets help regular shooting, this helps imperial bombs.

9 minutes ago, Rakaydos said:

Something to give ace Bwings more maneuverability, without letting them stack stress as deep as Hera or Zuckuss. Plays well with Farlander and Ibstan.

I am working on a similar card ...

Also, something I have noticed from being on this board, people tend to pay more attention if you post actual pictures/custom cards of your ideas than just text. It helps to "get your idea out there".

33 minutes ago, Jadotch said:

Also, something I have noticed from being on this board, people tend to pay more attention if you post actual pictures/custom cards of your ideas than just text. It helps to "get your idea out there".

I dunno. The hate for my regen droid came thick and fast and that was just text. ??

This is more an amendment of an existing idea (and yes it's more regen! ? )

B-Wing A/SF-01

Modification, 0 points

Your ship can equip "large ship only" upgrades.

Because who doesn't want 4 Blue Squads with Reinforced Deflectors? ?

Edited by Stevey86