...what card would you make?
2012 winner made:
2013 winner made:
2014 winner made:
2015 winner made:
2016 winner made:
2017 ?
2018 ?
...what card would you make?
2012 winner made:
2013 winner made:
2014 winner made:
2015 winner made:
2016 winner made:
2017 ?
2018 ?
Targeting Scrambler is my favorite of all those!
Wording open to improvement lol:
Automated Proximity Turret:
Modification. Must have the "white rotate arc" action.
After an enemy ship finishes activating, if it is in your firing arc at range 1-2, you may perform a turret attack against that ship. Friendly ships cannot modify your attack dice during this attack.
You may not perform attacks except during the activation phase.
You may not equip Systems upgrades.
Imperial boarding party (2 crew) 3pt
(Imperial only)
Instead of attacking you may discard this card to assign one of 2 condition cards to a ship at range 0-1:
"Imperial Shock Troopers"
You may not perform speed > 3 manouvers and all green maneouvers are white - at the end of the planning phase roll one red dice, one a "eye"-result remove this condition.
"Imperial Storm Troopers"
you may only perform the focus action (or actions on damage cards) - at the end of the planning phas e roll one red dice, one a "eye"-result remove this condition.
Edited by RedHotDiceEndless Ranks (title): Generic TIE/ln only: reduce this ship's hull by 1 while this card has a charge. If this ship would be destroyed, instead spend 1 charge and place it in reserve. Deploy it in your deployment zone at the start of the next planning phase. 1 charge (non regenerating)
4 hours ago, Boom Owl said:Targeting Scrambler is my favorite of all those!
Why?
Even for zero points, there are few situations I can think of where I'd actually want to use it. It requires that:
1) The equipped ship has its target at range 1-3 at the start of planning.
2) The equipped ship expects that the targeted ship would otherwise end its activation prepared to attack you at range 1.
3) The equipped ship expects to have no good shots available.
And even if all of that is true, it only prevents the Scrambled ship from being able to modify its own attack dice if they attack you at range 1. They're still going to be fine at range 2-3, and they can still receive mods from other friendly ships (Palp, M3-G8).
If I had this card on a list and played in two store championships every weekend for a month, I expect this card to have an impact once or twice at most. Even then, it's going to be arguable.
34 minutes ago, PhantomFO said:Why?
Even for zero points, there are few situations I can think of where I'd actually want to use it. It requires that:
1) The equipped ship has its target at range 1-3 at the start of planning.
2) The equipped ship expects that the targeted ship would otherwise end its activation prepared to attack you at range 1.
3) The equipped ship expects to have no good shots available.
And even if all of that is true, it only prevents the Scrambled ship from being able to modify its own attack dice if they attack you at range 1. They're still going to be fine at range 2-3, and they can still receive mods from other friendly ships (Palp, M3-G8).
If I had this card on a list and played in two store championships every weekend for a month, I expect this card to have an impact once or twice at most. Even then, it's going to be arguable.
BIG RED BUTTON IS BIG
also...yorr
Since the new card will be for 2.0, I'd make a turret equippable by hwks and aggressors that gives something like 2 full attacks but limits overall damage output between them. Maybe give it a range 1 donut hole if it's too awesome... but it'll probably be fine without.
But since they probably already have that in the works, maybe a Triangulate mod that allows 3 ships (and needs to be equipped on all 3) to coordinate attacks somehow (maybe some rotation hijinks) so that they make sure at least 1 of them always has a shot on an enemy. Maybe a: if you can not attack this round, take a stress and rotate 90 before you would attack. Then a second modifier that allows the last ship to activate to rotate for free if no other friendly ships have fired this round.
4 hours ago, PhantomFO said:1) The equipped ship has its target at range 1-3 at the start of planning.
2) The equipped ship expects that the targeted ship would otherwise end its activation prepared to attack you at range 1.
3) The equipped ship expects to have no good shots available.
Sounds like it would be good on a highly valuable ship with an otherwise unused sensor slot that expects to get hunted but lacks the speed or maneuverability to either avoid shots or guarantee its own.
I wonder what ship could possibly meet that description...
10 hours ago, Bucknife said:
2012 winner made:
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Is that right? Was pretty sure it was Lando.
Lobot. As a ship.
54 minutes ago, DR4CO said:Sounds like it would be good on a highly valuable ship with an otherwise unused sensor slot that expects to get hunted but lacks the speed or maneuverability to either avoid shots or guarantee its own.
I wonder what ship could possibly meet that description...
But how often? Not often enough. It's a waste of the big red button, for such a thrash card.
Compare it to Genius, also a 0 cost upgrade.
2 hours ago, Commander Kaine said:But how often? Not often enough. It's a waste of the big red button, for such a thrash card.
Compare it to Genius, also a 0 cost upgrade.
How often does a 0-point card need to work to earn back the 0 points you spent on it? Particularly when the only other competition for the upgrade slot (on this particular ship) only has a 1 in 8 chance to do something the couple of times you put the shuttle on an obstacle each game.
As for Genius, these days he also only works once or twice a game at best . I've seen people go a whole event without using him. In fact, I'm pretty sure the only reasons he still sees play are a combination of habit and a lack of points to put another droid on Nym.
Edited by DR4COI would make a thread like this and figure out which one sounds the coolest.
Targeting Scrambler is frustratingly bad. It's the unique dot that kills it - 5 U-wings with them would be outstanding, but as it is you're sacrificing the much better collision detector for nothing at all in almost all circumstances.
If I was able to design a card for the game, it'd be along the lines of:
Jaina Solo
(29 Points, X-Wing Pilot)
After you perform an action or execute a manoeuvre, if you are at range 1 of an asteroid, you may perform an action.
Or perhaps, for 2.0:
Verpine Rail Cannon
(Cannon, 12 points, 4 Attack Dice, bullseye arc only and R1-3)
After you perform this attack, if the attack hit, each ship at range 0-1 of the defender in the defender's [rear 180 firing arc] suffers 1 damage.
Targeting Scrambler is pretty good. If it saves you 1 hull it's the best 0pts you'll ever spend. Beats the **** out of collision detector.
6 minutes ago, SOTL said:Targeting Scrambler is pretty good. If it saves you 1 hull it's the best 0pts you'll ever spend. Beats the **** out of collision detector .
What ships in the current meta want to close to range 1 of a lambda shuttle to do the maximum damage to it.
Not Nym, Miranda, Ghosts, Kylo (too risky), control bots, etc. Heck, even Fenn Rau will want to save his tokens for defence.
Contrast this to collision detector, which is excellent if you favour an aggressive lambda style.
"...what card would you make?"
Any of those:
Of course, those are for 1st Edition. 2nd Edition is a whole new beast.