There are a lot of lousy cards in X-Wing. Sure, there are almost as many good ones, but it's always sad to see half my collection gathering dust while the other half is pushed through the same old combinations over and over again. Here are my proposed fixes to the EPTs of the game that have been shown to be lacklustre to date:
1 point EPTs:
Adrenaline Rush: Aside from Tomax, no pilot gets much of anything out of this upgrade. And even Tomax clearly loves Crack Shot more. The fix is to take it down to 0 points, to make it a true throwaway card.
Attanni Mindlink: This card has been absurd since its release. Outside of 100/6, it utterly dominates Epic play. The fix is to limit it to two ships in a squad, which also makes a lot of sense lore-wise.
Cool Hand: Similar to Adrenaline rush, Cool Hand is simply outclassed by other 1 point EPTs (attanni can give you a focus, too). The fix is again to drop it down to 0 points.
2 point EPTs:
Bodyguard : Bodyguard is rarely as effective as it first seems. If you spend the focus, your opponent will just target your now tokenless ship and do even more damage. Here's the fix.
Bodyguard (EPT, 2 points, Unique)
Scum Only.
At the start of the combat phase, if you have a focus token, you may receive one stress token to increase the agility value of a friendly ship at range 1 with higher pilot skill than you by one until the end of the round.
Now the drawback is serious stress limitations, but at least you don't lose defensive power by taking a defensive upgrade.
Decoy: Decoy is so much worse than Swarm Tactics, and both are typically worse than VI would be. As such, it should be discounted to 1 point, and the range band increased to R1-3.
Elusiveness: It's soo much worse than Lone Wolf as a defensive upgrade - get stress for a 25% chance to decrease damage by one. Here's the fix.
Elusiveness (EPT, 2 points)
When defending, you may receive one stress token. If you do, the attacker cannot change [focus] results to [hit] during this attack. If you have 1 or more stress tokens, you cannot use this ability.
It's carefully worded to shut of Expertise and Accuracy Corrector and focus spending, yet still allow TL rerolls. It would also combo extremely well with Sensor Jammer. I think it's balanced, given the stress vulnerability and inherent weakness to spike damage.
Expert Handling : Despite some hilarious uses on Kylo, this card is largely useless, given that Vectored Thrusters is now out. Here's the fix.
Expert Handling (EPT, 2 points)
Action: Execute a barrel roll. Then you may remove 1 enemy target lock token from your ship. You cannot equip this card unless you have the [barrel roll] action icon.
It's now worded so that Vader can stack barrel rolls, and the debilitating stress requirement is gone. Here, the opportunity cost to equip a better EPT like Predator compensates for the strong changes.
Squad Leader: Spend 2 points to shift an action to another ship, or spend 3 points to just get another action with PTL? Here's the fix.
Squad Leader (EPT, 2 points, unique)
Friendly ships at range 1 of you may receive 1 stress token to perform 1 action on their action bar while stressed.
It's been changed quite a bit, but I think it is very thematic now - a Commander watching every move, ensuring you always do as instructed, stressing out over the potential punishment. It's been carefully worded to not have synergy with bombs.
Swarm Tactics: It's a very janky card that's only really useful in alpha strike lists, but even there Deadeye is more desirable. Here's the fix.
Swarm Tactics (EPT, 2 points, Unique)
Imperial Only
. At the start of the combat phase you may increase the pilot skill of each friendly ship at range 1 with a lower pilot skill than you by one.
Now Howlrunner has a useful EPT for her swarm. I don't think it's very strong even now, but it could help the Imperial swarm back onto its feet.
Wingman: When Epsilon leader does the same thing, for every ship at range 1, it's hard to justify waking this over other EPTs. Here's the fix.
Wingman (EPT, 2 points)
At the start of the
activation
phase, you may remove 1 stress token from a friendly ship at range 1-2.
you get a range boost and a better timing window. Whether it's worth 2 points or not is still iffy.
3 point EPTs:
Daredevil: The only good build I've seen this one is Bossk, and he pays 7 points (including engine upgrade) for the ability to turn around a little quicker than a boost. Here's the fix.
Daredevil (EPT, 3 points)
Action
: Execute a while [1 hard left] or [1 hard right] maneuver. Then receive 1 stress token.
The fact that it takes up your EPT slot is punishment enough, to say nothing of the actual 3 points you pay for it.
Marksmanship : Now utterly overshadowed by Expertise, Marksmanship is one of the worst EPTs, only seeing niche use on the likes of Ten Numb and Kylo. Here's the fix.
Marksmanship (EPT, 3 points)
While attacking a target inside your firing arc, if you spend a focus token to change all [focus] results to [hits], you may also change 1 [blank] result to a [crit].
You're still action-dependent, but in a better way. You get, essentially, guidance chips for a primary weapon. The firing arc restriction is to prevent even more hyper-accurate PWTs from mucking up the game. 3 points is still a pretty steep price to pay, especially when Predator isn't action-dependent and has a 75% chance of doing the same thing, but the crits could be worth it.
Outmaneuver: It' so hard to get in the kind of positions this card likes without PTL boost + barrel roll. Here's the fix.
Outmaneuver (EPT, 3 points)
When attacking a ship inside your firing arc, if you are not inside that ship's firing arc, you may either decrease its agility value by one or assign it 1 stress token.
The option to stress a ship, especially with a relatively easy trigger, could make up for the high cost.
Ruthlessness: Ruthlessness' only home is on TIE/D defenders, and they're expensive enough as it is. Just take it down to 2 points.
4 point EPTs:
Expose: Expose is typically worse than the focus action (on everything but a HWK...), so the 4 points and EPT slot it takes up are just icing on the cake. here's the fix.
Expose (EP, 4 points)
Increase your primary weapon value by one. When defending, you
must
either roll 1 less defense die or, if you are not stressed, receive 1 stress token.
Expose is now permanently on. Every turn you're probably going to get stressed, and then start losing agility. The stress requirement is to stop PWTs from running away with a 4-5 die gun (thanks, engine upgrade), while still giving jousters a chance against a single incoming attack.
Opportunist: I personally love this card - I flew HLC Keyan + Opportunist to a small tourney victory once upon a time. But it's impossibly hard to trigger, especially for its 4 points. You basically have to build a squad around the card to get it to trigger reliably (which you really want in a 4-point card). Here's the fix.
Opportunist (EPT, 4 points)
When attacking, if the defender does not have a focus
and
evade token, you may receive 1 stress token to roll 1 additional attack die. You cannot use this ability if you have any stress tokens.
Suddenly, only PTL aces and Attani lists can prevent Opportunist from dishing out the damage. It always made no sense to me that any ship in the game could block this very expensive card, just by using the action they were going to use anyway.
Well, that's it for EPTs. If you see any stupidly broken combos, let me know.