What scum illicit cards would you like to see?

By Greedo_Sharpshooter, in X-Wing

Illicit upgrades are [mostly] unique to scum. What illicit upgrades would you like to seeing the future?

How about a glitterstim reboot?

Something that lets you use a slot not normally on the ship would be cool. Guys like Dengar could use a way to get R2 atromech on board to help that horrible dial.

Edited by Da_Brown_Bomber

I'd love to see the return of Hotshot Blaster as a 2-3 charge turret with either a Red Rotate or 'fixed' mobile arc you have to set at deployment.

6 minutes ago, Da_Brown_Bomber said:

Illicit upgrades are unique to scum.

The Saw's Renegades ships have them as well.

Anyways, reintroducing Burnout SLAM would be cool.

Edited by JJH_BATMAN
21 minutes ago, Innese said:

I'd love to see the return of Hotshot Blaster as a 2-3 charge turret with either a Red Rotate or 'fixed' mobile arc you have to set at deployment.

YES. I really miss my Hotshots on mah lil' Binayres Z's.

Just now, stuffedskullcat said:

YES. I really miss my Hotshots on mah lil' Binayres Z's.

I loved running a little swarm of Hotshot Z's with Jabba...

23 minutes ago, Innese said:

I'd love to see the return of Hotshot Blaster as a 2-3 charge turret with either a Red Rotate or 'fixed' mobile arc you have to set at deployment.

...2-3 charges would be great, and I like the idea of setting the arc at setup. Maybe even make them so you can only spend Focus, and not Target Locks?

11 minutes ago, Innese said:

I'd love to see the return of Hotshot Blaster as a 2-3 charge turret with either a Red Rotate or 'fixed' mobile arc you have to set at deployment.

10 minutes ago, JJH_BATMAN said:

Anyways, reintroducing Burnout SLAM would be cool.

^ 😁I'd like these with some slight changes. Hotshot as a 1 or 2 charge, 2 dice bonus attack, turret flip able between full front or full rear arcs. Red rotate or maybe can be rotated during the End phase or maybe during the System phase. Burnout SLAM being useable on medium and large based ships (instead of just large bases), 2 charges, the SLAM action it does should be red.

I'd also like an Illicit "refit" that allows one secondary weapon slot (Missile, Cannon, or Torp) to act in the same manner as the Scyk's and T-70's weapons hardpoint ability.

Just now, stuffedskullcat said:

...2-3 charges would be great, and I like the idea of setting the arc at setup. Maybe even make them so you can only spend Focus, and not Target Locks?

I can get behind that limitation. :)

2 minutes ago, stuffedskullcat said:

...2-3 charges would be great, and I like the idea of setting the arc at setup. Maybe even make them so you can only spend Focus, and not Target Locks?

1 minute ago, Hiemfire said:

I can get behind that limitation. :)

Agreed!

Illicit and modification combo cards now could be a thing. That would be cool.

Edited by JJH_BATMAN
1 minute ago, JJH_BATMAN said:

Illicit and modification combo cards now could be a thing. That would be cool.

Combo requirement cards are possible period. :) Though Illicit + Talent combined slot use'll probably not be a thing if they ever do extend it beyond Config+Mod like they have on the Delta-7's config.

Might need the arc Hot Shot Blaster is pointing in not count as an arc for any effect other than it shooting. It'll be too easy a way to completely shut off abilities that require being out of arc otherwise.

I *really* miss my Hotshot Blasters. It feels like Illicits in general have been hit pretty hard with the big ol' FFG nerfbat. The only one I even consider anymore is Contraband Cybernetics. I would love some more (better) options.

Edited by Kleeg005
i can't type

Here's an idea for 2nd Ed glitterstim: two charges, same effect as 1st Ed, but does not give stress. Instead, once the charges are all exhausted, you treat the focus action as red for the rest of the game.

Carbonite Han copilot. Drop it as asteroid.

Ysalamary torpedo. Extra die against force users.

I miss glitterstim...

7 hours ago, Kleeg005 said:

I *really* miss my Hotshot Blasters. It feels like Illicits in general have hit pretty hard with the big ol' FFG nerfbat. The only one I even consider anymore is Contriband Cybernetics. I would love some more (better) options.

Rigged Cargo is definitely good.

I'd like to see more charge based stuff that works with Jabba. Now there's only Cargo and Cybernetics, if I remember correctly. Glitterstim is probably too powerful (similar to old Optics/Comms), but maybe in a slightly different form? As for Hotshot I think I'd just have it point backwards, since it's likely meant as a defensive weapon.

Hotshot Blaster (Illicit)

2 charges, 2 dice, range 0-2

Before you engage, you may spend one charge to choose one standard arc. If you do, you may perform a bonus attack using this weapon from the chosen arc.

If you make an attack at attack range 0 this way, you may not attack again during this Engagement Phase.

3 hours ago, svelok said:

Rigged Cargo is definitely good.

And I've equipped it and used it. And every time I have, it was either a completely throw-away action that had no bearing on the game, or I wound up in a situation where the debris cloud, while useful and effective, was less useful and effective in that round than a simple focus action would have been. As with so many upgrades in second edition, the utility is so conditional that I tend to leave most/all upgrade slots empty and try to shoehorn one more ship into the list. Whereas something like a charge-based glitterstim, or even a super-limited-arc hotshot.... Man, I'm a bad enough pilot, I *need* those, ha ha.