New Modifications/Crew?

By the1hodgy, in X-Wing

Instead of all the **** and gloom. What modifications would you like to see in game?

I would like to see some minesweeper/spotter technology; something along the lines of this; ( http://starwars.wikia.com/wiki/Demolition_sensor )

"The demolitions sensor was a device which resembled a pair of goggles and could detect both the explosives and triggering mechanisms of mines, grenades, and other explosive devices, highlighting them in the wearer's vision. Droid versions of the sensor were installed in droids such as the MR-200 Series minesweeper droid. "

Maybe something like this;

"MR-200 Crew - When a ship at range 1-2 drops a bomb; you may perform a Red 2-Hard Turn,"

I dunno what do people think? and as i said what do you want see.

3 hours ago, the1hodgy said:

Maybe something like this;

"MR-200 Crew - When a ship at range 1-2 drops a bomb; you may perform a Red 2-Hard Turn,"

Too many options for breaking the game, like dropping a bomb with your own ship in order to perform 2 maneuvers (or 3 if you slam with a K-Wing). Instead, how about something like:

”MR-200 Crew - When an enemy ship drops a bomb at R 1-2, if you haven’t activated yet you may change your dial to a new maneuver.”

Thrawn crew adding a coordinate action for Imps would be pretty cool. Make him 3 or 4 points so he can go on a Tie Shuttle.

New EPT: “Resourcefulness 4 points

After you have deployed this ship, you may discard this card and equip any other elite pilot talent”

3 hours ago, the1hodgy said:

Instead of all the **** and gloom. What modifications would you like to see in game?

I would like to see some minesweeper/spotter technology; something along the lines of this; ( http://starwars.wikia.com/wiki/Demolition_sensor )

"The demolitions sensor was a device which resembled a pair of goggles and could detect both the explosives and triggering mechanisms of mines, grenades, and other explosive devices, highlighting them in the wearer's vision. Droid versions of the sensor were installed in droids such as the MR-200 Series minesweeper droid. "

Maybe something like this;

"MR-200 Crew - When a ship at range 1-2 drops a bomb; you may perform a Red 2-Hard Turn,"

I dunno what do people think? and as i said what do you want see.

I'd like to see a modification or title for T-65s that give them T-70 stats. "Resistance Refit".

47 minutes ago, Herowannabe said:

Too many options for breaking the game, like dropping a bomb with your own ship in order to perform 2 maneuvers (or 3 if you slam with a K-Wing). Instead, how about something like:

”MR-200 Crew - When an enemy ship drops a bomb at R 1-2, if you haven’t activated yet you may change your dial to a new maneuver.”

I like that; still very powerful maybe needs a restriction of (you can't select red moves) just to bring it inline.....saying that, that depends on cost.

34 minutes ago, viedit said:

Thrawn crew adding a coordinate action for Imps would be pretty cool. Make him 3 or 4 points so he can go on a Tie Shuttle.

That would be cool also since imps lack really good crew options.

34 minutes ago, BlodVargarna said:

New EPT: “Resourcefulness 4 points

After you have deployed this ship, you may discard this card and equip any other elite pilot talent”

Kinda like a EPT vizzarrrrgooo (no idea how to spell that)

33 minutes ago, Pooleman said:

I'd like to see a modification or title for T-65s that give them T-70 stats. "Resistance Refit".

Either stats or add the tech slot; i like the idea, i wouldn't want both as it would just make them same (which i get is your idea, but that my personally opinion)

Love them all; keep'em coming

I'd like to see this dual sided upgrade card:

The idea is to make a Lightweight Frame type card for 2 attack ships. Not sure exactly where the cost should fall.

Side 1:
Fire Discipline Module

Small ship only. Limited.

You may only equip this if your primary attack is 2 or less. When attacking with a primary weapon, after comparing results, if the attack did not hit, roll an additional attack die. This die cannot be modified and hit results cannot be cancelled by defense dice.

Torpedo/Missle Cost: 2

Side 2:
Fire Discipline Module

Small ship only. Limited.

You may only equip this if your primary attack is 2 or less. When attacking with a primary weapon, after comparing results, if the attack did not hit, roll an additional attack die. This die cannot be modified and hit results cannot be cancelled by defense dice.

Modification Cost: 2

Viper Probe Droid

Bomb slot

2 points.

During the place forces step, you may discard this card to place a viper droid token on an obstacle. At the start of the combat phase, if an enemy ships is at range 1 if this obstalce, you may assign a red target lock to this ship, and a blue target lock to any allied ship in the play area.

Edited by That Blasted Samophlange
Spelling.

I would love a crew card for Starkiller (from the Force Unleashed) that assigns a tractor beam token to simulate him reaching out with the force and grabbing passing ships. To balance it up, it would probably cost an action and a stress. Point cost...maybe four? And if that's not enough, maybe make it range 1-2.

Death Troopers. Imperial only. 1 crew. Cost 1

This costs 1 additional point per Death Troopers previously equipped to this ship (i.e. one costs 1, two cost 3 between them, three cost 6 in total.)

When attacking, roll one additional attack die. After the Attacker Modifies Attack Dice step, you must cancel one attack die.

I saw one a long time ago which was a boarding party;

I think it went "If you bump a ship; you may (something bad) to force the enemy to discard a crew card. then discard this card"

which would be nice counter to sabine.

3 hours ago, Pooleman said:

I'd like to see a modification or title for T-65s that give them T-70 stats. "Resistance Refit".

Unfortunately, that doesn't change their dial. The T-70's extra green and their Tallon rolls are critical.

Based on a tinkerer Player Character in a Star Wars RPG I was a part of:

*Krellian Lightbridge
Large Ship only - You may equip any number of modifications totalling no more than 10 points, paying cost as normal. You may ignore restrictions on a single modification, paying double the printed cost.
Crew - 10 Points

Rear Equipment Operator
Small Ship only - Stress tokens do not prevent you from performing Target Lock actions unless you have 3 or more stress tokens. Stress tokens do not prevent you from performing
actions on upgrade cards without the [EPT] or [Bomb, Missile, Torpedo] icons unless you have 3 or more stress tokens.
Crew - 3 points

Edited by Yakostovian
3 hours ago, Herowannabe said:

Too many options for breaking the game, like dropping a bomb with your own ship in order to perform 2 maneuvers (or 3 if you slam with a K-Wing). Instead, how about something like:

”MR-200 Crew - When an enemy ship drops a bomb at R 1-2, if you haven’t activated yet you may change your dial to a new maneuver.”

pretty useless since the only bombing that occurs now is high PS bombing.

I would love to see the linked firing from X-Wing vs Tie Fighter put into the game somehow.
Maybe a you double your attack dice for one round of shooting and take a weapons disabled during the next activation phase? (kinda like a corran double tap)

Also I think it would be awesome if we had power shifting like in the old video game.

Shift power from engines to regen a shield (like increase/decrease the speed of your maneuver by 1), shift power from shields to boost an attack (like miranda), shift power from attack to boost shields

Also I wish Tie/D was available on B-Wings

1 hour ago, Yakostovian said:

*Krellian Lightbridge
Large Ship only - You may equip any number of modifications totalling no more than 10 points, paying cost as normal. You may ignore restrictions on a single modification, paying double the printed cost.
Crew - 10 Points

The crew costs 10 points, in addition to having to pay for the modifications? That's extremely expensive.

EPT:

Self Preservation

When defending, you may convert all your focus into evades and receive 2 stress. Then flip this card over.

You may spend a focus to flip this card over.

5 points

Oh Wait, you were asking for Mods or crew... sorry.

Edited by Force Majeure

Shields, Double Front

At start of combat assign one stress and you may double your current shield value if you have the attacking enemy ship in your primary arc. Damage from attacks made from outside your primary arc is applied to hull.

Then discard this upgrade.

3 points.

Edited by Force Majeure
2 minutes ago, Force Majeure said:

Shields, Double Front

At start of combat assign one stress and you may double your current shield value if you have the attacking enemy ship in your primary arc. Damage from attacks made from outside your primary arc is applied to hull.

Then discard this upgrade.

3 points.

I like this, although I think it should be a spend focus instead of an assign stress. Or it can be done as an action.

50 minutes ago, Superstrength79 said:

The crew costs 10 points, in addition to having to pay for the modifications? That's extremely expensive.

I was playing around with the point values, and was afraid of under-costing the ability. 4 point is the least I would price him, for the ability to ignore restrictions on a single upgrade alone. The ability to have 10 points of modification upgrades also seems like a potent trait to me, so I arrived at 10 points.

The bottom line is: would he be actually worth the 10 point investment? You say he's expensive, so what do you think his price point should be instead?

32 minutes ago, Force Majeure said:

Shields, Double Front

At start of combat phase, you may discard this upgrade to assign one stress and you may to double your current shield value if you have the attacking enemy ship in your primary arc. Damage from attacks made from outside your primary arc is are applied to hull.

Then discard this upgrade.

3 points.

That kinda becomes an extra shield upgrade applied only to the front. I think I understand how you want it to work, but I think the wording would need to be tightened. I have made some proposed changes to your text above. That way, the trigger is discarding the upgrade to add a stress. That then triggers the rest of the upgrade for the round.

1 hour ago, Yakostovian said:

I was playing around with the point values, and was afraid of under-costing the ability. 4 point is the least I would price him, for the ability to ignore restrictions on a single upgrade alone. The ability to have 10 points of modification upgrades also seems like a potent trait to me, so I arrived at 10 points.

The bottom line is: would he be actually worth the 10 point investment? You say he's expensive, so what do you think his price point should be instead?

So you are approaching the idea along the lines of the Punishing One title in regards to cost.

10 minutes ago, Superstrength79 said:

So you are approaching the idea along the lines of the Punishing One title in regards to cost.

That isn't necessarily a bad thing. Everything costs something, and those costs should be comparable. The Punishing One title is a big boost to a 360 attack ship for good reason, thus, the 12 point cost.

The proposed ability to equip up to 10 points of modifications and equip a previously illegal modification is potentially quite powerful. Thus, I priced it high. If you think it is too high, propose an alternate price point rather than claim it is too high. I already understand you think those abilities are not worth 10 points. So how much do you think those abilities are actually worth?

I'd like to see more 0-1 point mods for vaksai to really shine.

I love it! These are all great; mine:

Ordnance Doom-Gloom
Modification DUAL-CARD

Side 1 :
Ordnance is useless, not worth the points. Flip at whim.

Side 2: OMG Ordnance is OP! PLZ halp. Flip at whim.

Cost: However much effort it takes to Google "ordnance/ordinance" so you don't look like an ***. Which I just did.

...sorry, this really is a good thread; I'm just tired from work and lashing out with infantile humor because I have the emotional maturity of a volleyball. Carry on.

5 hours ago, stuffedskullcat said:

sorry, this really is a good thread; I'm just tired from work and lashing out with infantile humor because I have the emotional maturity of a volleyball. Carry on.

Lol don’t be sorry it was pretty funny.

So my original anti-bomb doesn’t work; (as pointed out high ps atm) but how about. Set out like snapshot.

Crew; “MR-200” Range 2-3

when a bomb is launched/dropped or otherwise placed on the board. Within your primary firing arc. Roll one dice, on a hit that bomb detonates. Follow the normal rules for detonation of that bomb and remove that token. Discard this card.

—-

for bombs you go over you just remove and clusters you take all tokens

Edited by the1hodgy
22 hours ago, Herowannabe said:

Too many options for breaking the game, like dropping a bomb with your own ship in order to perform 2 maneuvers (or 3 if you slam with a K-Wing). Instead, how about something like:

”MR-200 Crew - When an enemy ship drops a bomb at R 1-2, if you haven’t activated yet you may change your dial to a new maneuver.”

I agree its too OP but how about you make it:

" you may change your maneuver dial to EITHER the same maneuver of a different speed OR a different maneuver of the same speed."

That makes it harder to make a choice and possible less unbalanced...

Edited by Wookiee_Slayer