First, a word on Pilot Packs
I like the idea. I think that the pilot packs allow for FFG to release new content into ships that have already been released; that strikes me as healthy for the game. As a company, they can print on cheap card stock for a large profit margin. For us players, we can buy new upgrades and pilots without having to pay for the plastic ships we already own (and all of the packaging that comes with a ship pack).
I also think that this is a good way to “fix” a few ships out there. Ships like the TIE Aggressor and (to a lesser extent) the gunboat could really use some better named pilots. Other ships like the TIE Advanced X1 and the E-wing have a really great named pilot associated with them, but the others don’t see nearly as much play.
The Defender is in an odd spot. It has named pilots that are really great, but only one of them really sees play (to be honest, Rexler is kind of the only one worth his cost). The Defender also suffers from a huge point separation between the different pilot levels (you go up by 6 points between the I1 and the I4. Going from the I4 to Rexler is another 6 points). To this end, I think the Defender would be greatly improved by some lower initiative named pilots that have solid abilities at a reasonable point cost.
Here are a couple of my ideas:
Vult Skerris
I3
During your perform action step, you may spend an evade token to acquire a target lock.
Justification: I watched the cool scene when Skerris tries to lay down the law on to the VCX-100. He didn’t really seem to care that his ship was getting shot at and kinda let the shields do their thing while he stayed on his attack run. I also like the idea of trading the legendary defense for some offense.
Kruss Alontar
I2
When you perform an attack with a weapon that can deal an orange token as part of its effect, you may spend one [critical hit] result immediately after rolling attack dice to immediately assign that orange token to the defender.
Justification: I just want one of the defenders to be a cannon specialist. This pilot could have a higher relative cost for the ability, but hopefully this isn’t all out broken. The ability is left greatly up to chance since the intention is to force the player to spend the crit only after rolling the dice, so you wouldn’t be able to make an artificial crit with marksmanship. You are spending a valid result in order to apply your effect.
In the case of the ion cannon this could leave you with an interesting case of applying an ion, but not doing damage.
[Edit: Ions are red...straights are blue. Everyone needs to be reminded of rules from time to time, how about you?] Kruss would also suffer against medium or large based ships that generally require more than one of the orange tokens in order to have a desired effect. His low initiative also keeps him from being a monster with a tractor beam that the rest of the squad would benefit from; you would have to use a swarm to get that effect.
[Side note: Jamming beam would be fun on him due to the fact that you can strip a defensive token prior to the defense dice being rolled]
Edited by BDrafty