Another X-wing Fix Idea: Incom Refit

By AwesomeJedi, in X-Wing

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I drew this card idea out of the communities desire to bring back the X-wing starfighter's glory.

Why is this card a good idea?

• It buffs the X-wing (duh)

• Brings back meaning to effective dial planning.

• Stays true to the X-wing's strengths and weaknesses according to lore. X-wings are great when it comes to jousting and chasing while vulnerable to being destroyed from behind.

• Can be countered by arc-dodging

• Doesn't make the "Black One" title unequippable

• A pilot for an X-wing could be created that add or change die results to blank results and it would pair effectively with this card.

• Other upgrade fixes can be made if needed

So, would this card be worth using or is this idea useless?

Edited by AwesomeJedi
Fixed an abominable typo.

Crap! There is a typo in the card text. Please give me a minute and I will fix it.

Edit: typo fixed!

Edited by AwesomeJedi

I am assuming you have read my thoughts in X-wing Community Mod , but if not, see this post :

TL;DR:

  • X-wings need more attack, durability, and slightly better positioning to keep arcs on target
  • The low-PS generics need something that doesn't depend on them needing to know the board state after they move
  • Incidentally I'm also using a card called 'Incom Refit', although the functionality you described here is more closely aligned with the "s-foils" card.

On 11/27/2017 at 11:02 PM, MajorJuggler said:

T-65 X-wing


Overview
X-wings are now the Rebel's pure jousting equivalent of the empire's TIE Fighter and get a significant number of tweaks, giving them more firepower, more durability, and access to 3 speed red sloops. All of these changes put together help generic X-wings keep their guns on target, and make them deadly when they do so. The cost efficiency of all the X-wings across the board is designed so they should be competitive jousters at all pilot skills.

Pilot Tiers

  • Tier 2 X-wings: Biggs Darklighter, Luke Skywalker, Wes Janson, Wedge Antilles.
  • Tier 3 X-wings: everyone else.

Pilot Costs and Ability Changes

  • Rookie Pilot: cost decreased from 42 to 40.
  • Tarn Mison: cost decreased from 46 to 44.
  • Red Squadron Pilot: gains an EPT, and cost decreased from 46 to 45.
  • "Hobbie" Klivian: cost decreased from 50 to 46.
  • Biggs Darklighter: cost decreased from 50 to 46.
  • Garven Dreis: gains an EPT.
  • Jek Porkins: cost decreased from 52 to 48.
  • Luke Skywalker: cost decreased from 56 to 55. Ability changed to: When defending, you may change any number of your <eye> results to <evade> results.
  • Wes Janson: cost decreased from 58 to 53. Ability changed to: After you perform an attack, you may remove 1 focus, evade, reinforce, or blue target lock token from the defender.

Wes’s new cost assumes a meta where more ships will be in play, which decreases his utility, but his cost will need to be re-evaluated later. Biggs uses FFG’s new FAQ’d ability; I expect his cost may have to be marginally increased later as his post-FAQ ability is still very strong. His lower cost is somewhat offset by the fact R4-D6 has been nerfed, and his astromech droid incurs a Tier 2 upgrade cost, instead of the more typical Tier 3 cost for similar PS X-wings.

Key Card Changes

Integrated Astromech
0 / 0 / 0
Modification. X-wing only.
Increase your hull value by one. You may equip one additional different modification. When you are dealt a Damage card, you may discard 1 of your Astromech Upgrade cards to discard that Damage card (without resolving its effect).

S-foils
0 / 0 / 0
Modification. X-wing only.
You may equip one additional different modification. If you are unstressed when attacking, you may either reroll one blank attack die, or, if you have a target lock on the defender you may convert all <eye> results to <hit> results.

S-foils FAQ:

Both options (reroll a die or convert all eyes to hits) can only be performed if you are unstressed, and you can only trigger one of these options in an attack, not both. The first effect (rerolling one die) does not require a target lock on the defender. The second effect (convert all <eye> results to <hit> results) does require a target lock on the defender. You may trigger the second effect to convert all <eye> results to <hit> results, and then spend the target lock to reroll any number of dice; any resulting <eye> results from rerolling can no longer be modified again by the second effect (convert all <eye> results to <hit> results) since the target lock has been spent, but can be modified by any other effect such as spending a focus token.

Incom Refit
0 / 0 / 0
Modification. X-wing only.
Side 1 (enabled): You may equip one additional different modification. When you reveal a speed 3 <left bank> or <right bank> maneuver, you must instead treat it as a red speed 3 <left sloop> or <right sloop> of the same bearing as the revealed maneuver. You may flip this card at the end of the planning phase.
Side 2 (disabled): You may equip one additional different modification. You may flip this card at the end of the planning phase.

Custom X-wing upgrades FAQ:

All X-wings can simultaneously equip Integrated Astromech, S-foils, Incom Refit, and one other modification.

R5-D8
2 / 3 / 3
Astromech
Once per turn, after you remove a stress token, you may discard 1 of your facedown Damage cards.

R2-D2
5 / 6 / 6
Astromech
After you execute a green maneuver, you may remove 1 shield token from this card to recover one shield (up to your shield value). After you execute any maneuver and you do not recover a shield, you may place 1 shield token on this card if it does not already have a shield token on it.

R4-D6
3 / 4 / 5
Astromech
When you are unstressed and hit by an attack with at least 3 uncancelled hit results, you may choose and cancel those results until there are 2 remaining. For each result cancelled in this way, receive 1 stress token.

R5
Cost reduced from 2 to 1 / 1 / 1

Card Comments

  • All X-wings can simultaneously equip Integrated Astromech, S-foils, Incom Refit, and one other modification, so these three upgrades are all auto-includes. This results in a lot of extra cards floating around for each pilot, but was needed to get the ship where it needs to be competitively.
  • Integrated Astromech receives a significant buff as it no longer consumes the modification slot, and by itself also increases the hull value by one, giving T-65 X-wings a 3/2/4/2 statline even before ejecting their droid. Higher pilot skill X-wings like Wedge now have the option of also equipping Vectored Thrusters or Engine Upgrade so they can reposition without sacrificing too much efficiency.
  • S-foils helps X-wings achieve the “powerful” description that the FFG Core set labels them as, although it only works while the ship is unstressed.
  • Incom Refit significantly helps the lower pilot skill generics keep their guns on targets by giving them access to sloops. The player decides if he wants to flip the Incom Refit card after all dials are set, which essentially adds the maneuver to the dial.
  • R2-D2 gets nerfed so he only works every other round, which was more of an issue with Corran Horn, but also affects X-wings. Luke with R2-D2 is still pretty good late game if he gets into a cadence of alternating sloops and green moves, especially with his defensively stronger ability.
  • R5-D8 was Porkins’ droid, and has been totally rewritten to synergize with him as a form of regen.
  • R4-D6 gets hit with a significant nerf hammer since it now only works when unstressed and has had a cost increase, but the cost can get rolled back if needed.


Sample Loadouts
Note: all include Integrated Astromech, S-foils, and Incom Refit.

  • Rookie Pilot + R5 (41 points)
  • Tarn Mison + M9-G8 (49 points)
  • Red Squadron Pilot + R5 + Crackshot (48 points)
  • Hobbie + Targeting Astromech (48 points)
  • Jek Porkins + Push the Limit + R5-D8 (55 points)
  • Luke + Adaptability + R2-D2 (61 points)
  • Wedge + Push the Limit + BB-8 (68 points)
  • Wedge + Push the Limit + R2 + Engine Upgrade (73 points)

I had a more defensive buff - definitely not a fix - just to provide a different level of survivability to the T-65 chassis by borrowing the idea from the A-Wing fix, Chardaan Refit.

  • Superiority Retrofit (0) (torpedo slot)
    • Your action bar gains the Evade action.

This makes PTL X-Wings viable, though I'm not sure you'd even go PTL on Wedge, Luke, or any other "Aces". I also am not sure the T-70 needs any helps from any titles, though I do think that if we start making a difference to fill in the S-foil fluff, we should try to get it onto all of the S-foil ships...

I've also done something similar to Vaksai, though, honestly, came up with it before Vaksai was out. ;)

  • Versatile Engineering (1 or 2)
    • Title. Rebel only. T-65 X-Wing only.
    • You may equip a second modification to your ship for free. It must cost less than the other upgrade you have equipped.

This does a decent job of making an X-Wing, well, versatile. First playing with this, it cost 0, and it felt a little OP when my opponent brought a decked out Wedge and Luke and we agreed it needed to cost at least a point.

I dislike the complexity of this. Each X-Wing in your list can potentially pick a different target, and then that has to be marked somehow and there has to be some sort of bookkeeping. Whether or not the mechanics are fair, I think it'd be too much of a hassle. It'd be cleaner if it just gave a target lock, but also weakened your target locks. Some tweaks:

Alternative version 1:

[side a] At the start of the activation phase, you may acquire a target lock on an enemy in arc at Range 1-2. Then, flip this card.

[side b] When you spend your target lock to reroll dice, you may reroll 1 blank result only. At the end of the combat phase, discard any blue target locks and flip this card.

Alternative version 2:

At the start of the activation phase, you may acquire a target lock on an enemy in arc at Range 1-3. When you spend your target lock to reroll dice, you cannot reroll more than one die.

Version 1 mostly just cleans things up by using target locks as the markers, but weakens any target lock acquired in this way. If you don't use the title to gain the TL, you'd be able to treat it as normal. It adds a dual-card mechanic, which is a chore, but easier than keeping track of a pseudo target lock. Version 2 severely weakens TL in general, but it wouldn't have dual-card flipping. To that end, I made it a hair stronger. Additionally, the target lock could be used to fire a Torpedo, and any X-Wing fix which makes Torpedos better is a big plus in my book.

@Praetorate of the Empire , I agree that there should be something like Versatile Engineering for X-wings, it reminds me of the first card on this thread:

However, I think that something like Superiority Refit is not the answer. Chadraan Refit ended up hurting the A-wings missile use. X-wings don't really use torpedos except in Epic play, and I feel they should be given rights torpedos. I think that they should get a torpedo discount instead.

Sorry about the coincidence @MajorJuggler ! I didn't mean to steal anything.

Edited by AwesomeJedi