Ideas for 0 or 1 cost Imperial Crew?

By Larky Bobble, in X-Wing

I have a few ideas;

Imperial Loyalist (0pts) - When a friendly ship at Range 1 is defending, you may discard this card to cancel all dice results, then receive a face-up damage card.

Training Officer (1pt) - Once per round, when a friendly ship at Range 1-2 would receive a stress token after executing a red manoeuvre, you may assign that stress token to another friendly ship at Range 1-2 instead.

This last isn't really moff fodder but I think it'd be a cool crew for the Imps to have anyway.

Explosives Technician (2pts) - At the end of the activation phase, you may spend an evade token to prevent a bomb token at range 1-2 from detonating. Do not remove this bomb token this round.

17 hours ago, smccaughan said:

Yogar Lyste 0 points Imperial Only

All upgrades on this ship are reduced by 1 pt to a minimum of 0. At the end of the end phase roll 1 attack die. If you roll a crit discard one of your upgrade cards.

For those that do not watch Rebels, Yogar Lyste is an Imperial Logistics officer stationed on Lothal that the Rebels constantly stole equipment from in season 1. Therefore the reduced cost of the upgrades because of him being a Logistics officer but you lose an upgrade if you roll poorly to simulate the Rebels stealing it from you.

You'd have to phrase it as 'one of your other upgrade cards' or the first time a crit is rolled, this card is discarded and never works again.

ISB operative: 1 point (unique)

When calculating your initiative bid, lower your squad cost by 5 points.

3 hours ago, thespaceinvader said:

You'd have to phrase it as 'one of your other upgrade cards' or the first time a crit is rolled, this card is discarded and never works again.

Yeah one thing I am not is a wordsmith so I would have to let someone else write it out for me but you get the idea.

1 point, 2 slots:

"Totally Not Team Rocket" "New Inquisitors"

Change all of your hit results into blank results when attacking a character who comes in the ghost expansion. Spin this card over your head to fly like a helicopter because why not.

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Weapons Developer - 1 point. Imperial only.
When a friendly ship within range 1-2 performs an attack with a CANNON secondary weapon, you may reroll one of your BLANK results.

Reverse Lone-wolf for cannons - or you can actually combine with Lone Wolf on the Firespray or Lambda for a double-blank reroll.

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Ordnance Supplymaster - 1 point. Imperial Only.
When a friendly ship performs an attack with a TORPEDO or MISSILE secondary weapon, that ship may instead attack with any secondary weapon of equal or lower cost that can be equipped in that slot.

Azmorigan/Cikatro Vizago for imperial munitions. A formation of Tie Shuttle + Tie bomber/Punisher can now be a formidably versatile weapon.

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Demolitions Officer - 1 point. Imperial Only.
Once per round, immediately after an enemy ship has been dealt damage by a friendly BOMB, you may place one WEAPONS DISABLED token onto an upgrade card equipped in that ship. That upgrade will be disabled for use until the WEAPONS DISABLED token is removed during this turn's end phase.

Can disable enemy secondary weapons, and may even be able to shut down rebel regen if you manage to hit them before the regen takes effect.

Edited by takfar

Soontir Fel

1 point

Unique

When an enemy bomb detonates, you may receive a stress token to prevent all enemy bombs from detonating this round.

Judging by the popularity of this thread, I'd say we're in dire need of some new Imperial crew. I was just looking at all my cards the other day--I think I have something like 4 Imperial-only crew and 20+ Rebel-only crew, not counting my Epic-only crew. Not sure if that's indicative of the whole or if that's because I'm more invested in Rebel ships...

Here, let me take a stab at crewing:

Experimental Weapons Scientist - Imperial-only - 1 point
Once per round, when a friendly ship at Range 1-2 is attacking with a primary weapon, you may treat it as a secondary weapon attack; OR, if attacking with a secondary weapon, you may treat it as a primary weapon attack. If you do, receive a stress token after the attack is resolved.

This is to give your fleet some astonishing synergy in use of Howlrunner/Captain Jonus abilities. It also lets you re-interpret Gunner in a new way: after performing an attack that misses, you can use Gunner to now attack with a cannon/torpedo/missile, instead of sticking to primary weapon only. And if you don't bring along Howlrunner or Captain Jonus, it still works well by itself; you can simply declare your primary weapon attacks as secondary weapon attacks to deny your opponent the extra die at Range 3 or, vice-versa, to gain an extra die on a secondary weapon at Range 1 (imagine that--an Advanced Proton Torp or a Procket with +1 die...), all at the cost of 1 point, 1 crew slot, and 1 stress (and the strategic cost of keeping your attacking ships within Range 1-2 of this crew member).

And another funny one:

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Official news broadcaster - 1 point. Imperial only. Unique.

At the beggining of the round, you may choose one enemy ship within range 1-2 and assign it the "Bored"condition card.

Bored - condition.

Treat all green moves as if they were white moves. If you perform a red move, remove this condition. If at the end of the activation phase you are not within range 1-2 of the ship that inflicted this condition, remove this condition.

No one can stand the same old monotone imperial propaganda anymore. Keep your mind occupied and the adrenaline levels high, tho, and you can escape boredom!

Edited by takfar

While it's not a crew card, a probe droid is a type droid which can be crew. But this version is deployed outside the ship...

Imperial Probe Droid (During Setup) - Slot: bomb, Cost: 1
Imperial Only. Dual Card.
At the beginning of the place obstacles phase, you may discard this card to place 1 probe droid token within the play area.

Bombs, obstacles, and ships cannot be placed within Range 1 of the probe droid.

Imperial Probe Droid (After Setup) - Slot: bomb, Cost: 1
Imperial Only. Dual Card.
When you reveal your maneuver, you may discard this card to drop 1 probe droid token.

When a ship executes a maneuver, if its base or maneuver template overlaps this token, this token detonates.

Probe Droid Rule Card
When this bomb token detonates, the ship that moved through or overlapped this token loses 1 agility (to a minimum of 0) until the end of the round. The discard this token.

Drill Instructor (Limited, Imperial Only, 1 pt)

When another ship in Range 1-3 is performing a maneuvre that ends on an obstacle or hostile ship's base, you and the ship performing the maneuvre may receive one stress token to alter the maneuvre's speed by one.

This, come to think of it, could just as well be Ciena Ree. She does stuff like this in Lost Stars

Edited by DampfGecko

Protocol Droid - Slot: crew, Cost: 0
Reduce the cost of an equipped astromech, crew, or salvaged astromech upgrade by 2.

Sith Apprentice - Slot: crew, Cost: 1
Imperial Only. Dual Card.
Emperor Palpatine can use his ability one additional time this round, if he does flip this card at the end of the End Phase.
Sith Apprentice (Exhausted)
During the beginning of the End Phase, flip this card.

Edited by Kilrex

I really the the mouse droid idea. 0 points. Automatic flip a crit card with an activation. Discard mouse droid after.

Veteran Imperial Officer - 1 Point (Imperial Only, Limited)

Increase your Piolit Skill by 2 (This Upgrade does not stack with Veteran Instincts)

a usefull crew for imperials that gives them the pilot skill they need without sacraficing an elite slot, and also opens up pilot skill upgrades to ships with no elite slots...

Edited by MrMaggles
Added “Limited”
On 10/15/2017 at 2:18 PM, Rogue_Group1 said:

But Hera is 1 point and unique

i dont understand what you mean. Performance review officer screws you over repeatedly by looking over your pilots shoulder and stressing him out, denying you actions permanently. the possible benefit of higher PS is a just a fluff joke basically, doesnt help much