Design a new illicit upgrade competition

By Greedo_Sharpshooter, in X-Wing

30 minutes ago, Prosk_019 said:

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.

Maybe I wasnt so clear but it was intended to replace the effect of the Jam all along.

But I did think that having it as a choice, damage or Jam, when the token was applied could be a little too much. The end phase timing would prevent that.

Very similar mechanic to Dengar, so I did also wonder whether the die roll would be fairer.

Quite a few avenues for nerf/buff on it.

Scavenger Crane (Illicit + Modification, 2 pts):

During the end phase, you may receive 3 ion tokens and 1 disarm token to recover 1 charge on another upgrade.

Glitterstim (3 pts):

At the start of the engagement phase, you may spend 1 charge, if you do, until the end of the round, while attacking or defending, you may receive one stress token to change all (focus) results to (crit) or (evade) results.

2 charges, non-recurring

Coaxium Cell (7 pts):

Adds red (boost) action.

When you declare a (boost) action, lose a charge. If you have no active charges, you cannot (boost).

3 charges, non-recurring

Edited by ClassicalMoser

Harpoon Missiles (Illicit and Missile, 3 pts)

2 dice, front arc, range 1-2

Attack (focus): Spend 1 charge to perform this attack.

If the attack hits, you may spend an additional charge to rotate the defender 90°.

Whether you do or not, if the attack hits, you may assign a tractor token to the defender.

3 charges

•Stolen Credentials

6 points

1 charge (non-recurring)

While your charge is active, you may not be declared the target of an attack, or declare an attack on another target.

When a friendly ship is destroyed you must spend one charge and gain one strain token.

Action: You may spend one charge to receive one strain token.

Edited by Sir13scott

Disruptor Refit (6 points):

Illicit slot, Modification slot

+2 to Primary Attack power

"You cannot perform a primary attack against targets beyond Range 2. While you perform a primary attack you do not gain the additional die at range 0-1.

At the start of the Planning phase gain a weapons disabled token if you were dealt 1 or more face up damage cards during the previous Engagement Phase."

Edited by Hiemfire
Removed the ability to gain the bonus range 0-1 red die.
8 hours 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.

Slicing Suite - 4 points

During the end/clean up phase, you may deal one damage to a ship at range 0-1 with a jam token, then immediately remove the jam token.

Requires Jam action

Edited by Scum4Life
Range added
42 minutes ago, Sir13scott said:

•Stolen Credentials

6 points

1 charge (non-recurring)

While your charge is active, you may not be declared the target of an attack, or declare an attack on another target.

When a friendly ship is destroyed you must spend one charge and gain one strain token.

Action: You may spend one charge to receive one strain token.

Busted kinds of powerful and way stronger than stolen TIE from 1e. Talk about points fortressing!

40 minutes ago, Hiemfire said:

Disruptor Refit (6 points):

Illicit slot, Modification slot

+2 to Primary Attack power

"You cannot perform a primary attack against targets beyond Range 2

At the start of the Planning phase gain a weapons disabled token if you were dealt 1 or more face up damage cards during the previous Engagement Phase."

I'd put that on all of my Z-95s. 4-5 attack makes for an absurdly powerful alpha strike. Who needs torpedoes anyway, let alone missiles!

Edited by ClassicalMoser

Structural Overhaul (6 pts):

You can equip upgrades that specify a different ship size.

Edited by ClassicalMoser
4 minutes ago, ClassicalMoser said:

I'd put that on all of my Z-95s. 4-5 attack makes for an absurdly powerful alpha strike. Who needs torpedoes anyway, let alone missiles!

Not sure why I didn't keep the restriction, but I originally had it not gain the bonus die for short range (range 0-1). I'll edit that back in. As for the part about not needing torps or missiles... Those can shoot out to range 3 for the most part, this cannot.

Enhanced Heat Sinking (5 pts):

When you would receive a stress token, you may spend a charge to gain a disarm or strain token instead.

3 charges, non-recurring

Edited by ClassicalMoser
1 minute ago, Hiemfire said:

Not sure why I didn't keep the restriction, but I originally had it not gain the bonus die for short range (range 0-1). I'll edit that back in. As for the part about not needing torps or missiles... Those can shoot out to range 3 for the most part, this cannot.

Not on an I1-2 platform without a sensor slot! :)

Just now, ClassicalMoser said:

Enhanced Heat Sinking (5 pts):

When you would receive a red token, you may spend a charge to gain a strain token instead.

3 charges, non-recurring

So Ion or Stress? Both are red.

Just now, Hiemfire said:

So Ion or Stress? Both are red.

Keep changing it because I'm not satisfied 😛

Just now, ClassicalMoser said:

Not on an I1-2 platform without a sensor slot! :)

Low init set up issues aside (you can Lock then wait to use the lock for a munition on a later turn...) Missiles and Torps do have that ability...

3 minutes ago, Hiemfire said:

So Ion or Stress? Both are red. 

So are target locks. Could be really good, but also a little broken

Disruptor Cell (6 pts)

When you perform a primary attack, if all of your charges are active, roll an additional die.

In the end phase, if all of your charges are active before you would recover charges, lose all of your charges.

3 charges, recurring

Sith Holocron (7 pts)

+1 Force

Your defense dice cannot be modified using (force) tokens.

Edited by ClassicalMoser

Anti-Pursuit Lasers (4 pts)

When you engage, all enemy ships behind you at range 0 suffer 1 damage

27 minutes ago, ClassicalMoser said:

Disruptor Cell (6 pts)

When you perform a primary attack, if all of your charges are active, roll an additional die.

In the end phase, if all of your charges are active before you would recover charges, lose all of your charges.

3 charges, recurring

🤨 So for turns 2-4 it is supposed to be charging then has to be used on turn 5, in the Engagement Phase, when it starts the charging cycle all over again during the End Phase or you get nothing out of the upgrade other than possibly wasted points?

Edited by Hiemfire

Rigged Fuel Cells (3 pts)

While attacking, you may spend 1 charge to turn all (focus) results to (crit) results.

If you have no active charges, all damage cards are dealt to you face up.

2 charges, non-recurring

12 minutes ago, Hiemfire said:

🤨 So for turns 2-4 it is supposed to be charging then has to be used on turn 5, in the Engagement Phase, when it starts the charging cycle all over again during the End Phase or you get nothing out of the upgrade other than possibly wasted points?

Turns 2-3 it charges and you use it turn 4. It works every 3 turns. You lose 3 charges then regen 1 each time which is why I used the "before" window. Otherwise you would have a choice and could make it happen after 2 turns by always choosing to regen your charge before losing all 3.

An extra primary value every 3 turns is definitely worth at least that much, even if you can't control the value. It's kind of fun and fluffy, requiring you to plan ahead and telegraphing to the enemy when to get out of the way. Maybe too Armada-y for X-Wing though.

Edited by ClassicalMoser

Glitterstims (2 charges, non-recurring, 6 points, requires Focus action): While attacking or defending, if there are active charges on this card, you may convert one focus result to a Hit or Evade result.

At the start of the Planning Phase, you must roll one die, which cannot be modified. On a Hit result, receive one stress token or remove one charge.

--------------------

If you're gonna ride the snake, you have to be able to manage the withdrawal symptoms once your stash runs out.

5 minutes ago, ClassicalMoser said:

Turns 2-3 it charges and you use it turn 4. It works every 3 turns. You lose 3 charges then regen 1 each time which is why I used the "before" window. Otherwise you would have a choice and could make it happen after 2 turns by always choosing to regen your charge before losing all 3.

An extra primary value every 3 turns is definitely worth at least that much, even if you can't control the value. It's kind of fun and fluffy, requiring you to plan ahead and telegraphing to the enemy when to get out of the way. Maybe too Armada-y for X-Wing though.

🤨 How? There is no option to spend any charges which would delay the recharge cycle. As written all your opponent needs to do is time their moves so that on turns 4, 7, etc. they're not in arc which is not too hard...

43 minutes ago, ClassicalMoser said:

Disruptor Cell (6 pts)

When you perform a primary attack, if all of your charges are active, roll an additional die.

In the end phase, if all of your charges are active before you would recover charges, lose all of your charges.

3 charges, recurring