If you were a pilot, Happy Friday?

By Cubanboy, in X-Wing

VCX-100, Initiave 2 or 3

At the start of the system phase, if there is a ship docked to you, that ship may flip one faceup damage card, repair one facedown damage card, or recover one shield.

I want there to be a reason to use the docking mechanics, but alas, there isn't much right now. This feels a bit too versatile, but that's what testing would be for.

Edited by Npmartian

Z-95 Headhunter, Init 4

while you perform an attack, if you are not damaged, you may reroll one die.

while you defend, if you are not shielded, you may reroll one die.

ARC-170, In3, 1 non-recurring charge

At the start of the Engagement Phase, you may choose an enemy ship in arc at range 0-2, and spend 1 [charge]. If you do, that ship gains 1 stress token.

When you perform a primary weapon attack, you may recover 1 [charge] to remove 1 stress token from the defender and change 1 [focus] result to a [hit] result.

Being very much a swarm player:

Magnus Grendel

TIE striker, Initiative 1

At the beginning of each phase, all friendly TIE strikers at range 0-2 treat their initiative as equal to the number of friendly TIE strikers at range 0-2 of you, until the end of the phase

Z-95 or Firespray

-Initiative 3

-While you defend, if the attacker re-rolled any dice, those dice cannot be modified.

Well, I think I need comfort, so I’d choose a larger ship. Probably an HWK-290 or YT-1300. Either way, I’d choose “if you performed a blue manouvre this turn, treat boost actions as white”.

Alpha Class Starwing Initiative 2

"Before you execute a maneuver, if your maneuver template would overlap an asteroid, you may loudly say; "Gunboats don't care about asteroids!" If you do, ignore that obstacle until the start of the engagement phase"

I fly my Gunboats over asteroids a lot if I can get a good shot out of it. Gunboat don't care!

Tie Sf - I2

"After you performed a missile attack against an enemy ship that hits, if Leia Organa (Crew) is on that ship, she looses all charges and does not recover charges during the end phase."

Edited by Ryuneke
4 hours ago, Magnus Grendel said:

Being very much a swarm player:

Magnus Grendel

TIE striker, Initiative 1

At the beginning of each phase, all friendly TIE strikers at range 0-2 treat their initiative as equal to the number of friendly TIE strikers at range 0-2 of you, until the end of the phase

Love it! Clever! I, too, would fly a TIE striker (unsurprisingly). Initiative 3.

"Frostbite"

"While performing a maneuver using your Adaptive Ailerons, if you overlap an enemy ship, you may receive 1 stress token to cause that ship to receive one ion token."

I love team work, even if I have to give up the fun part so the group as a whole can be more successful. I love TIE strikers, and I think it would be cool to have new uses for Adaptive Ailerons. The stress prevents me from flipping around the same round I ion somebody, but if I do a blue maneuver, I can get on their six next round.

...eek, I just realized if I did in a 1-straight, I can lock down an enemy small ship indefinitely. That's no fun. I'll have to give it some more thought. I'm pretty mediocre at homebrew material.

Cool answer:

(I5) T-70 X-Wing; after fully executing a red maneuver you may rotate your ship 90 degrees.

If it was really me:

(I0) YT-1300 (or maybe E-Wing - something tough and fast); at the beginning of the activation phase, if there are any enemy ships at range 0-3 of you, assign your ship a stress token. After executing a maneuver, you may spend a stress token to perform a slam.

If I were going off my imagined Star Wars universe character:

I6 Z-95

After you make a <missile> attack against an enemy during your engagement, one other friendly ship at range 1-3 may make a <missile> attack against the same target.

If I were to base it on real life:

I1 Lambda

When attacking or being attacked by a Scum ship, the attacker rolls 2 extra dice. Once per game, you may forget a rule that would have caused you to lose quickly, and instead lose a couple turns slower.

Edited by JJ48

I3 ARC-170

After you spend a target lock to reroll dice, if you have the same number of hit/crit results as before you rerolled and no way to further modify your dice, you may acquire a TL

You want a bump ? You want a bump ? Everybody gets a bump !

Tie/ln - I1 - Irritating seer - Ennemy ships at range 0 of you cannot perform attack.

Edited by Ximatique

TIE/interceptor i4

Ability - 1 charge: You may spend 1 charge token to reroll any number of defense dice.

B-Wing I2.

If you have one or more stress tokens you are easily distracted by shiny objects.

Niceguy Thom

B-wing I1

During the Setup phase, you cannot make it because of family and/or work. Gain 5 stress tokens if you cannot make it to the Setup phase.

18 hours ago, Cubanboy said:

Hello and Happy Friday,

IF you were in the XWing as a pilot what ship would you be in and what would your ability be?

Cuban Boy - Init 2 - N1 Naboo Starfighter

When you do a Barrel Roll, you give a stress to all ships (friendly and enemy) in R1. This is due to over use of the same quote:

"Try spinning, that's a neat trick"

TIE/D Defender

I5

If you would receive an evade token, you may acquire a target lock instead.

ARC-170 - I1

When you perform the focus action, instead of gaining a focus token, you can gain a strain to give all friendly ships with range 0-1 a calculate token.

OR

When an enemy ship acquires a target lock on a friendly ship within range 0-1, roll an attack die. That ship also gains a stress.
Stressed enemy ships cannot acquire a lock on friendly ships within range 0-1.

Z-95, initiative 1

when you execute a maneuver, if there is an object at range 0-1, you must smack it with the back of your hand while moving and irrevocably alter the game state.

B-Wing i4 - 1 Charge (Not reoccurring).

At the Start of Engagement, you may spend 1 charge. If you do, you may perform a red barrel roll action. After completing a barrel roll action, if there is an enemy ship in your bullseye firing arc, recover 1 charge.

Edited by RStan

Tie Silencer Zoom Zoom Edition:

Before you fully execute a maneuver of any speed you must perform a boost action, even while stressed.

After you fully execute a maneuver of any speed you must perform a boost action, even while stressed.

Before or after you perform a boost action, you must perform a barrel roll.

Edited by Boom Owl

TIE Silencer. My ability would be to say "Pew Pew" after I fire my primaries.

20 hours ago, Cubanboy said:

Hello and Happy Friday,

IF you were in the XWing as a pilot what ship would you be in and what would your ability be?

I2 TIE/ln: While attacking, you may cancel all dice results. If you cancel a [CRIT] result, deal one facedown Damage card to the defender.

My name would be Apmaw. Or something.

Edited by Skitchx

Ten Numb - while you defend or perform an attack, you may spend one stress token to change all your [focus] results to [evade] or [hit] results.

Because I do my best work in stressful situations.

Wait... I think I played this game wrong 😅

Edited by kempokid