Some ability ideas to X-Wing.

By JimbonX, in X-Wing

There's tons of ship that doesn't get any play time and some that needs improvement. Maybe these ideas will benefit them and makes them competetive.

Rebels:

Z-95 (Rebel and Scum) "Hunt for enemies". After you fully execute a maneuver, if you have a enemy ship in your bullseye, you may perform a action from your action bar. Rewards Z-95 to "scout".

ARC-170 (Rebel and Republic) S-foils. Roll 1 die less and treat red basic maneuvers as white.

Auzituck ยด+ Chewie (Rebel and Resistance). Wookie Roar Charge 3***, At the start of Engagement phase, choose a enemy ship in your firing arc at range 0-1, if it's facing its primary arc at you, spend 1 charge and add 1 stress token on it.

K-Wing Remove 1 lock after a Slam action.

A-Wings "Lure" When a enemy ship is engaging and has you in firing arc, if you have a lock on that ship, spend it and it's forced to attack you instead. Add 1 green die.

Edited by JimbonX

Not sure all these ships will get configs.

I like the K-wing, slam to shake a lock.

I think the Arc has scope for an S-foil config too, what your suggested seems useful, balanced and different to other S-foil configs.

Empire:

Tie Defender Cannon/primary (Also to Syck and B-wing, T-70). Required a modification slot maybe. Or configuration. After you perform a jamming beam or tractor beam attack, you may perform a primary attack.

Tie Interceptor. Soontir is good because he has high initive and gets a focus in bullseye. What can other interceptors add`? Fast, agile and unpredictable. So after perform a attack, if a critical result hit the defender, you may remove 1 stress token.

Tie Aggressor Ion overbound. Tie Aggressor is allowed to roll 1 extra die if the enemy ship is ionized.

Tie Punisher "Heavy punishment." Spend 1 charge from your secondary weapon you are attacking with, to turn 1 blank result to a eye result.

Scum

IG" Intelligent Optimize": Each time you are attacking or defending, after neutralize step result, add a calculate token.

Falcon (Rebel and Resistance) "Never tell the odds": When receive a stress token, you may roll 1 die to check if you can remove it. On hit or crit result remove 1 stress token. On focus or blank result add another stress token.

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To ships that has red jam and red reload action. A upgrade card that takes a talent slot to turn those to white is definitley needed,

Edited by JimbonX
37 minutes ago, JimbonX said:

Empire:

Tie Defender Cannon/primary (Also to Syck and B-wing, T-70). Required a modification slot maybe. Or configuration. After you perform a jamming beam or tractor beam attack, you may perform a primary attack.

I am ALL about the primary/cannon double tap, but I feel like it should be tied to a modification... can't call it linked battery since that's taken now... "linked weapon system". Turreted ships need to pay for the turret AND VTG for their double tap, so it's only fair cannon equipped ships have to pay for the ability too.