Design a new illicit upgrade competition

By Greedo_Sharpshooter, in X-Wing

Lets come up with some new illicit upgrades.

Competition Rules:

1) Give your illicit upgrade a name and points cost.

2) You may have to include balancing effects such as charge effects or link the cost to initiative or make the illicit unique.

3) Enter as many times as you like but submissions close in 1 week from now.

4) The winning illicit will be the one that gets the most likes from other members in these forums.

5) If you can actually create a digital card and upload it here that would be awesome but a text explanation is totally acceptable.

Smugglers Compartment. Cost 4 points.

"You can take an extra crew upgrade on this ship. You must still pay the cost of the extra crew". Smugglers Compartment is only usable on a ship that already has at least one crew slot.

Edited by Da_Brown_Bomber

Scavenged Repairbots: 4points.

When you would use/flip(?) a charge on an equipped Talent, Modification or Illicit upgrade card, Flip this Card instead.

Disabled Repairbots - Cannot be equipped on this side. Starts with no active charge tokens.

Charges: 2 (recharge)

Action: Spend 2 charges to flip this Card.

Alternatively a simplified version. Probably needs to be more expensive either way or make it one use only... Wanted to make something similar to Scavenger Crane to make Victor Hel viable 😛

Scavenged Repairbots: 4points.

3 recurring Charges.

When you would spend a Charge on an equipped Talent, Modification or Illicit upgrade card you may instead spend 3 charges on this Card.

Edited by RejjeN

**Jury-Rigged Astromech Socket (Illicit and Modification) 3 points

Restriction: Must NOT have [astromech] slot

One charge, not recoverable

Add [astromech] slot

While your charge is inactive, ignore the abilities of all of your equipped [astromech] upgrades.

After you are dealt a face-up damage card, lose one charge.

Hot-Shot Blaster [Illicit] 6 points

3-charge, non-recurring

[Red Rotate]

Single Arc Turret, 2 Attack, Range 1-2

After attacking with a primary weapon, you may spend 1 charge and recieve 1 strain to perform this attack.

Edited by Innese

Slicing Suite. 1 charge, recurring... pts- I dunno, 4?

When an enemy ship at R0-1 receives a Jam token, you may spend 1 charge. If you do, that ship suffers one damage instead.

Something to do with an irrelevant Jam token before it disappears or gets eaten by a spare green token.

3 hours ago, Da_Brown_Bomber said:

Smugglers Compartment. Cost 4 points.

"You can take an extra crew upgrade on this ship. You must still pay the cost of the extra crew". Smugglers Compartment is only usable on a ship that already has at least one crew slot.

Lose the 'must have crew' requirement - look at the history of, e.g. N'Dru Suhlak - that's an illicit Smuggling Compartment right there on a z95.

3 minutes ago, Cuz05 said:

Slicing Suite. 1 charge, recurring... pts- I dunno, 4?

When an enemy ship at R0-1 receives a Jam token, you may spend 1 charge. If you do, that ship suffers one damage instead.

Something to do with an irrelevant Jam token before it disappears or gets eaten by a spare green token.

Perhaps a price hike and more limited uses would work better. Like three recurring charges, and spend three to use it. Maybe even make it roll an attack die for damage, as it's essentially kind of a better Darth Vader where you get to choose what happens to the enemy.

Oh, and 0 points, 2 illicit, small ship only, red boost.

Done.

Kihraxz can thank me later.

^ Yes plz! (though, lack of contraband would suck xD)

Made an alternative version of mine to simplify it.

Cybernetic warfare – Illicit 3 points

3 charges

When defending, if your opponent rerolled one or more dice, you may spend a charge prior to rolling defense dice. If you do, roll one additional dice.

Nice to have a place to put this -it was kind of awkward in the new points update thread:

Coaxium Fuel Cell (Scale-costed to base size 4/7/10)

Illicit + Modification Slot / 3 Charges. Grants white [SLAM] > red [Boost].

After you perform a [SLAM] action, lose 1 [Charge]. Then you may suffer one [Hit] damage or gain 3 ion tokens to remove one disarm token.

While you have no active charges, you cannot perform the [SLAM] action. This card's charges cannot be recovered.

*Had a few users weigh in on the original version, so this is slightly modified. (Thanks, @thespaceinvader , since you're here).

Edited by feltipern1
modification
25 minutes ago, feltipern1 said:

Nice to have a place to put these -they were kind of awkward in the new points update thread:

Coaxium Fuel Cell (Scale-costed to base size 4/7/10)

Illicit + Modification Slot / 3 Charges. Grants white [SLAM] > red [Boost].

After you perform a [SLAM] action, lose 1 [Charge]. Then you may suffer one [Hit] damage or gain 3 ion tokens to remove one disarm token.

This card's charges cannot be recovered.

*Had a few users weigh in on the original version, so this is slightly modified. (Thanks, @thespaceinvader , since you're here).

Glitterstim - 2 charges, Illicit slot (3 pts)

"Before you activate, spend a charge on this card. During your activation, your [Focus] results may not be modified by enemy ships"

Alternatively;

Glitterstim - 2 charges, Illicit slot (5 pts)

"Before you activate, spend a charge on this card. During your activation, you may change any blank results to [Focus] results. This does not prevent other dice modification."

You also need to include a 'you can only SLAM whilst this card hasactive charges' on the first one, otherwise the charges just... do nothing.

Sonic Destabilizers (leaning real heavy into Star Wars' cartoon physics). 6pt, 1 recurring charge (also takes a crew slot for balancing purposes):

After another ship executes a maneuver, if it is at range 0 of you, you may receive 1 strain token and spend 1 charge to select that ship. That ship suffers 1 damage.

May I suggest one entry per post? That'd make it a lot easier to vote on the prefered option.

Concealed Torpedo Tube (Stern Surprise? that sounds dirty)-6(7-8?)

couldn't find a good pic.

Concealed_Torpedo_Tube (2).png

Edited by Seraphimtoaster375

Good point, @lordvorkon . The below are two different takes for one card.

Glitterstim - 2 charges, Illicit slot (3 pts)

"Before you activate, spend a charge on this card. During your activation, your [Focus] results may not be modified by enemy ships"

Alternatively;

Glitterstim - 2 charges, Illicit slot (5 pts)

"Before you activate, spend a charge on this card. During your activation, you may change any blank results to [Focus] results. This does not prevent other dice modification."

22 minutes ago, feltipern1 said:

Alternatively;

Glitterstim - 2 charges, Illicit slot (5 pts)

"Before you activate, spend a charge on this card. During your activation, you may change any blank results to [Focus] results. This does not prevent other dice modification."

Alternative alternatively

Glitterstim - 2 charges, Illicit slot (5 pts)

"At the start of the Engagement Phase, you may spend 1 charge from this card and gain 1 stress token. If you do, when you roll dice treat any blanks results as [Focus] results this round."

2 hours ago, Prosk_019 said:

Perhaps a price hike and more limited uses would work better. Like three recurring charges, and spend three to use it. Maybe even make it roll an attack die for damage, as it's essentially kind of a better Darth Vader where you get to choose what happens to the enemy.

I don't think it's even close to Vader myself. Dependent on a Jam source and R0-1 is a much smaller range.

Could actually be quite abusive on Palob and 4-LOM though.

So, instead of when a ship receives a Jam, how about at the start of the end phase?

Although 4-LOM and Palob will likely still abuse it, that's just the way they are :D

Illegal weapons modification - 2 points

Small base: You may add one [cannon] slot to this ship.

Medium or Large base: you may add one [cannon] or, if your ship does not have a default turret attack, one [turret].

[Adds white rotate action]

6 points

IlicitUpgradeRancor.jpg

Deadman's Munitions

Small and Medium ships only: After you are destroyed, if you have at least 1 active munition charge, each other ship at range 0-2 suffers 1 damage. If you have 2 or more active munition charges, each ship suffers a critical damage instead.

4 points

Edited by Sasebo75
3 hours ago, Cuz05 said:

I don't think it's even close to Vader myself. Dependent on a Jam source and R0-1 is a much smaller range  . 

I'd say the arc requirement for Vader just barely makes it harder to pull off than a 360 degree 0-1 range effect, though it does depend on the ships that carry them. Admittedly that does further differentiate it from Vader though.

3 hours ago, Cuz05 said:

So, instead of when a ship receives a Jam, how about at the start of the end phase?

If you mean it would still have to consume a jam token, then I like this idea a lot. Because it limits the abusiveness by requiring jam tokens that haven't denied any kind of mods, and makes the jam token useful when it would otherwise simply disappear.

8 hours ago, lordvorkon said:

**Jury-Rigged Astromech Socket (Illicit and Modification) 3 points

Restriction: Must NOT have [astromech] slot

One charge, not recoverable

Add [astromech] slot

While your charge is inactive, ignore the abilities of all of your equipped [astromech] upgrades.

After you are dealt a face-up damage card, lose one charge.

With this being limited 2 and taking 2 slots I think it would be fine at 2 points (Scum is already paying a point per slot for Illicit Slots as is).

4 hours ago, Kehl_Aecea said:

Illegal weapons modification - 2 points

Small base: You may add one [cannon] slot to this ship.

Medium or Large base: you may add one [cannon] or, if your ship does not have a default turret attack, one [turret].

[Adds white rotate action]

All of the current turret upgrades already add a white rotate action.