If you could change ONE ship's stat, by a value of 1, what would it be and why?

By StriderZessei, in X-Wing

-1 primary weapon value on the ghost because I am spiteful and think that ship is dumb.

Alternatively +1 shield on m3-a interceptors. It both buffs them a little and renders them unable to use pulse ray shields which I find funny.

+1 Agility to YT-2400 or HWK-290

10 minutes ago, ViscerothSWG said:

@StriderZessei

Can I change mine from +1 HWK attack to Kylo Ren crew card amended to applying two cards if his target is Corran? :D No? then E-wing agility -1.

I'm just kidding. HWK first, Nerf Corran second.

Sorry, this is the thread for stats; the pilot skill thread is thataway, and there isn't a crew card thread yet.

Luke Skywalker, Maarek Stele Pilot Skill +1. Dengar, Fenn Rau, Quickdraw, Talonbane Cobra PS -1.

Edit: Cross-posted with above.

Edited by TheHumanHydra
37 minutes ago, StriderZessei said:

And yet the Phantom, with only three, has four attack! Aaaaahh!

Actually, TIE Phantoms have 5, 2 under the cockpit and 1 on each wing.

-1 agility on jump masters

+1 attack on Bwings (or a title that let you equip heavy laser cannon at a huge discount price)

+1 hull on tie interceptors and Kihrazx

-1 shield on lancer pursuit craft

+1 attack on hwk

+1 agility on the starviper

58 minutes ago, Rakky Wistol said:

Tuff call.

Interceptor agility by 1

I'd rather see either the ability to reroll a blank (or focus a blank e.g. Sensor Cluster/Weapons Guidance, or a free BR/Boost before/after moving.

(I know, not a +/- 1 but since I'm in this rabbit hole, give EPTs to all the talentless unique INTs.)

Firesprays with 4 attack dice would be amazing, but probably OP. So I'll just give them an extra shield.

tie punisher +1 agi or +1 attack dice to get crits from chips

Jumpmaster -1 shield. The ship is way undercosted. This brings it closer to justice.

3 hours ago, sf1raptor said:

Actually, TIE Phantoms have 5, 2 under the cockpit and 1 on each wing.

B-wings could also bump to 4, they have 4 shooty thingies too

33 minutes ago, wurms said:

Jumpmaster -1 shield. The ship is way undercosted. This brings it closer to justice.

It should be -1 hull instead so that Fletchette torpedoes worked on them.

1+ red for the Tie Advanced. Because it has sooo many good pilots that could become great pilots.

+1 Hull on the TAP. It doesn't have panels on the outside of the S-foils because its equipped with extra armor. So having less hull than a regular Tie doesn't make sense.

I would change the TIE/fo's one Shield over to Hull instead.

There are too many TIE's with Shields these days.

If it were up to me, the TIE Aggressor would also lose it's Shield. And the TAP would have 4 Hull, 0 Shields instead of 2 and 2.

8 minutes ago, Jo Jo said:

+1 Hull on the TAP. It doesn't have panels on the outside of the S-foils because its equipped with extra armor. So having less hull than a regular Tie doesn't make sense.

Completely agree.

Edited by DarthEnderX

I would have said HWK to two reds, but realisticaly 1 equals 2 on that front pretty much nowadays so I'd say push it to 3 greens to make up for the fluff-mistakes made for that dial.

Luke Skywalker +1 PS

Firespray + Barrell Roll in Action Bar

Jumpmaster +1 Agility, because what else do people love more than playing X-Wing TMG than to complain about X-Wing TMG online? I'd be doing all of them a favor.

4 hours ago, markcsoul said:

Firesprays with 4 attack dice would be amazing, but probably OP. So I'll just give them an extra shield.

Imperial Firespray: +1 red die and system slot. Lose Cannon and missile slot= so much win

Top 1: A-Wing: +1 Red. That ship DESERVES to be 3/3/2/2.

Honorable Mention: Khiraxz Fighter +1 Shield. I think that ship needs 5 life total to have some durability with just 2 greens.

7 hours ago, RufusDaMan said:

Interceptor agility 4. That thing is supposed to be more agile than a basic TIE. (Maybe stealth device would have an errata so you can only equip it with AGI 3 or lower)

Autothruster, Targeting Computer, Agi 4 Soontir. Sounds good.

HWK gets 2 firepower. I get what FFG was trying to do, "Use a turret or go home" was an interesting experiment.

But it proved something useful: If you design a vessel to take an upgrade by default, people will not use it when faced with more efficient, cost effective alternatives. Which is a **** shame, as the Rebel HWK is very useful.

I would remove the primary attack of the hwk entirely.

1 hour ago, Ravncat said:

I would remove the primary attack of the hwk entirely.

I'd almost agree, and add something like "you make equip a turret at -1 cost" or something, if it wasn't for things like Boba Crew that would kill it without actually killing it. At least with 1 red primary you can *theoretically* kill something at range 1 with 2 red dice :)

9 hours ago, SOTL said:

Jumpmaster Agility 1.

9 hours ago, Tbetts94 said:

Jumpmaster attack down to 1

Hull 1:P