Custom Droid Trifighter / ETA-2 Actis Interceptor Idea

By Gupa-nupa, in X-Wing

Hi all!

I am a new(ish) player and I love the community that surrounds this great game. I have developed these two ships. I would like comments if anything seems over-powered ect. There are more ships in the pipeline. If there are any ships that you would like to see me do just let me know! (P.S. I don't knowi if this is in the right sub forum…. I apologize if it isn't)

Thank you for your ideas in advance!

Droid Tri-Fighter

Faction: Separatist (Confederacy of Independent Systems)

Base Size: Small

Stat Line: Attack: 2, Agility: 3, Hull: 4, Shield: 0

Actions:

-Calculate

-Target Lock

-Evade

-Boost - Calculate (RED)

-Barrel Roll - Calculate (RED)

Missile, Modification, Sensor, (Talent)

Ship ability: Targeted Weapon Systems- While you preform a primary attack, if the defender is in your [bullseye arc], you may roll 1 additional attack dice if it is at range 2, and 2 additional attack dice if it is at range 3. At the start of the engagement phase, you may gain one calculate token if there is an enemy ship in your bullseye.

Dial:

Speed 1- Straight (White), Turn (Red)

Speed 2- Straight (Blue), Bank (White), Turn (White), S-Loop (Red)

Speed 3- Straight (Blue), Bank (White), Turn (Red), K-Turn (Red)

Speed 4- Straight (Blue)

Speed 5- Straight (White), K-Turn (Red)

Pilots: (Only DIS-328, DIS-719, and DIS-314 have talent slot)

-Trident Squadron Interceptor (I2): Generic limited three

-Plac-Arphocc Interceptor (I3): Generic limited two

-DIS-328 (I4): After you preform an attack that hits, gain one calculate token. If you destroyed a ship, gain an evade token as well. (all credit goes to @Cryptor for this pilot!)

-DIS-719 (I4): After you execute a red maneuver, you may execute a straight, or bank one speed maneuver. (possibility of Partially Executing maneuver)

-DIS-314 (I5): 1 Charge; During the System Phase you may spend one charge to treat your initiative as 7 for the rest of the round. You may gain one charge during the System Phase to treat your initiative as 0 for the rest of the round.

Included Cards:

New Cards (Separatist Only):

-Networked Calculations (Sensor - Droid Tri-Fighter Only): While you defend or preform an attack, you may spend one calculate token form a friendly ship at range 0-1 to change one focus to an evade or hit result (this in conjunction with the ability to gain calculate for bullseye arc, promotes the idea of tri-fighters being "squadron leaders" as is seen in lore and cannon)

-Advanced Droid Brain (Sensor - Droid Tri-Fighter Only): Once per turn you may spend a calculate token as though it were a focus token. A calculate token satisfies the focus requirement on all attacks. (this was designed to imitate the "superior droid brain" that the tri-fighter had. It was said to have near human levels of intelligence... It also adds more versatility to the included missile slot, while not being a baktoid prototype)

-Refined Gyrostabilizers (Modification - Droid Tri-Fighter Only): While you preform the barrel roll action, you may treat it as red to use the 1 turn template

Old Cards:

-Discord Missiles

-Stealth Device

-Energy-Shell Charges

-Outmaneuver

-Treacherous

-Marksmanship

ETA-2 Actis Class Interceptor

Faction: Galactic Republic

Base Size: Small

Stat Line: Attack: 2, Agility: 3, Hull: 3, Shield: 0

Actions:

-Focus

-Target Lock

-Evade (Purple)

Astromech, Cannon, Configuration, Modification, Force

Ship Ability: Jedi Interceptor- Your equipped cannon upgrade is limited to bullseye only. This cannon's price is reduced by 2 points. After you preform an action you may spend one force to gain one evade token.

Dial:

Speed 1- Bank (Red), Turn (White)

Speed 2- Straight (Blue), Bank (White), Turn (Blue)

Speed 3- Straight (Blue), Bank (Blue), Turn (White)

Speed 4- Straight (Blue)

Speed 5- Straight (Blue)

Pilots:

-Jedi Master (I3): Generic

-Kit Fisto (I5): While you perform an attack, you may add a hit result if 2 or fewer dice are being rolled

-Aalya Secura (I4): While defending, you may spend 1 force to change a blank result to an evade.

-Copy over some or all old Jedi from the Anthersprite???

Included Cards:

New Cards:

-Radiator Panels (dual-sided configuration, closed): Before you preform a primary attack, gain one deplete. Before you activate you may flip this card. Actions: Barrel roll - Boost , Boost - Barrel Roll

- Radiator Panels (dual-sided configuration, open): While you defend, the attacker may change one hit result to a critical hit. Before you activate you may flip this card.

Actions: Barrel roll - Evade, Boost - Evade

-Force Assisted Targeting: While you perform an attack, if the defender is in your bullseye, you may spend one force to change two of your focus results to hit results. (offensive version of brilliant evasion

-R2-Q7 (side 1): You may remove one focus token form an enemy ship at Range 0-1 and assign it to yourself. Then flip this card.

-R2-Q7 (side 2): At the end of the Engagement phase, you may spend a focus token to flip this card.

-R5-P9 (side 1): I mmediately after you perform a primary weapon attack, you may perform an attack with a secondary weapon. Then flip this card.

-R5-P9 (side 2): Action: Flip this card.

-Flechette Cannon (Cannon): 3 dice, front, standard arc. If this attack hits the defender suffers one hit and the defender gains one deplete or strain token, of the attacker's choosing. Then cancel all dice results. (this allows the Actis to mitigate a counter attack, or to actively aid other ship's attack.)

Old Cards:

-Stealth Device

-Hull Upgrade

-Afterburners

And I don’t quite know how this got in here, but……

KeyanFarlander-page-001 (1).jpg

sorry about the wonkey formatting, and thank you for your feedback in advance

Edited by Redleader128
Updated ideas from GuacCousteau. Added reasoning behind some decisions.

Okay, so the first point to make is that it's impossible to tell you what's too powerful, what's underpowered and what works when you haven't costed anything.

Without points attached to these, I have no idea what I can actually field in a list.

Some specifics I can comment on, however:

15 hours ago, Redleader128 said:

Ship ability: Targeted Weapon Systems- While you preform a primary attack, if the defender is in your [bullseye arc], you may roll 2 additional attack dice.

For this part, why not take a leaf out of the Nantex's book and just give it two primary weapons?

One 2 dice front arc, one 4 dice bullseye arc? That way you don't need as much text in the ship ability. I quite like that as a ship build, by the way. It seems to fit what the tri fighter is designed to do and basically gives you a HLC built in.

That said, I'd be really, really careful about giving cheap generics five dice at range 1. Even if only in bullseye it starts to become very dangerous when you can mass them and make avoiding every bullseye arc almost impossible. If you're giving them free mods on top of this, it's even worse.

I'd maybe consider making it only 1 extra die in bullseye, or just straight up giving them the cannon slot instead and otherwise incentivising the bullseye arc to encourage them to take the HLC that fits best based on the lore.

15 hours ago, Redleader128 said:

DIS-328 (I4): You must change all hits to critical hits

There's no timing on this.

I assume that's intentional to mean that all your attacks get turned to crits, but also any hits you take get turned to crits? That's actually a pretty interesting ability. Without a timing window, it will also apply to things like going over debris clouds.

I quite like it. I do think it's going to be way, way worse on DIS-328 though. You guaranteed to spend at least some of every game carting crit effects around.

15 hours ago, Redleader128 said:

DIS-719 (I4): After you execute a red maneuver, you may execute a straight or bank, one speed maneuver.

Why not just say a boost? There's plenty of similar abilities already floating around in the game. Just say "After you execute a red maneuver, you may perform a boost action even when stressed." Unless the intention was that the extra maneuver be fully treated as a maneuver, meaning it can be partially executed?

15 hours ago, Redleader128 said:

DIS-314 (I5): 1 Charge; During the System Phase you may spend one charge to treat your initiative as 7. You may gain one charge during the System Phase to treat your initiative as 0

Not sure I see the point of this.

The Tri-Fighters as you've written them don't have access to anything that triggers in the system phase, like bombs.

The only system phase triggers I can think of are certain pilot abilities, devices and certain Force powers.

Unless you're suggesting that you treat Initiative as 7 for the rest of the round ? If so, you need to specify that. As written this ability will only apply during the Systems Phase.

"During the System Phase, you may spend 1 [charge] to treat your Initiative as 7 for the rest of the round, or gain 1 [charge] to treat your Initiative as 0 for the rest of the round."

That, again, would actually be a pretty cool ability. I have a feeling most people would treat it as an I7 for one round only, rather than ever go I0, but it's an interesting tactical option to go from ace to blocker.

15 hours ago, Redleader128 said:

Networked Calculations (Sensor): Your ship gains the Networked Calculations Ability: While you defend or preform an attack, you may spend one calculate token form a friendly ship at range 0-1 to change one focus to an evade or hit result

I don't think 'gain[ing] the Networked Calculation Ability' really means much. In general, X-Wing doesn't have a keyword language the way Armada or Legion do. You've had to explain the ability in follow up text anyway, may as well just make the text of the upgrade card read literally the same the same as the ability text.

I'd suggest adding another restriction to require the calculate action too, otherwise you'd run into the weird scenario of a potential future organic piloted ship with a sensor slot being able to use it. This is a bit of a niche upgrade, to be honest. If you want the Tri-Fighter to have Networked Calculations, I'd probably just suggest making that their ability and giving them the extra bullseye dice with a separate weapon, as discussed above.

Giving them a free calculate for having something in bullseye and letting them use friendly calculates is probably a bad idea too, by the way. So I would say Tri-Fighters either get NC or get the free calculate ability you mentioned before. Not both. Even if you pay more points to get both via an upgrade.

Also, as written this can be equipped on some Hyena droids, which already have Networked Calculations. Is that intentional? Is it supposed to stack? Or is the use of calling out NC specifically to say "well, Hyenas already have that ability so it doesn't do anything"?

Just not sure on the mechanics of this one in general.

15 hours ago, Redleader128 said:

Advanced Droid Brain (Sensor): Once per turn you may spend a calculate token as though it were a focus token. A calculate token satisfies the focus requirement on all attacks.

In general, I don't like upgrades like this that allow you to straight up bypass a fun or balanced mechanic by just spending more points.

This is a strange case though because it's extremely specific to the Tri Fighter and doesn't really change anything, given that you've set this up as a choice between this and Networked Calcualtions. Access to both would be broken, but choosing one is less so.

My worry is how much, at the moment, this combos with the ship ability you've given them. It means if you land bullseye at range 1 (the easiest range to land a bullseye, by the way) you get a free focused 5 dice attack. So if you take a lock as your action, that's a double modded 5 dice attack with no specific requirement beyond getting bullseye. That is definitely broken. Not even Fenn Rau gets that and he's a monster as is.

This calculate as focus thing might work if you change the other abilities, but I still think it's a bad way to balance a droid ship. Build the ship around the idea that it can't take focus tokens. That's part of the puzzle of designing a droid pilot. If you want it to be different from the Vulture droid and able to take Proton Rockets, then use an ability similar to the Baktoid Prototype Hyena to bypass the restriction. Don't just nullify an intended drawback and important faction identity element.

15 hours ago, Redleader128 said:

Refined Gyrostabilizers (Modification): While you preform the barrel roll action, you may use the 1 turn template. You may treat it as red to use the one bank template.

This one's really strange.

Have you actually practiced this and seen what a 1 hard barrel roll does to a ship? If you couple it with a 1 hard turn (which admittedly your Tri-Fighter doesn't have), it basically keeps you in place. That's dangerous design space.

Drop the treat it as red to bank, and make it red to use the turn and it might work better. At least then you can't essentially fortress with it. I still think a turn barrel roll is pretty insane, though.

16 hours ago, Redleader128 said:

Veteran Jedi Commander (.): You MUST equip a pilot card from the Delta-7. You gain this Pilot’s Initiative, Pilot ability, and Pilot Ability

This is where your lack of consideration for points comes to the fore, because how the **** do you balance this?

(Also, I'm assuming that one of those mentions of Pilot Ability should be Ship Ability?)

When do you equip this pilot card? How do even 'equip' it within the rules?

Does this happen at setup? If so, how do you determine the cost of your list? Does the Veteran Jedi Commander card have a cost? Do you use that? If so, either you get Anakin at a premium or Bariss is horribly expensive? Do you use the cost of the original pilot card? Do you add the cost of the pilot card to the cost VJC? With either option, how do you calculate the points of your list?

It's way, way simpler to just copy over the pilots.

Look at the BTL-B Y-Wing. Anakin has the same pilot ability and Initiative there that he does in the Delta-7. Just follow that method.

16 hours ago, Redleader128 said:

Your equipped cannon upgrade is limited to bullseye only.

So why would I take anything other than HLC, which is already bullseye only?

It's cheaper than an ion cannon and does more damage. Tractor Beam and Jamming Beam are already super niche and barely used, making them worse isn't going to help.

No one is ever going to opt into a drawback without there being some benefit. If you want the cannons to be bullseye only, it needs to come with a cost reduction for equipping a cannon. Otherwise why bother?

16 hours ago, Redleader128 said:

After you preform an action, gain one evade token

This is tricky.

On the one hand, it kinda invalidates the purple evade action (why bother taking it when a focus and free evade is an option, and much more economical). On the other, it is sort of thematic with just how nimble the Eta 2 is and being able to spend a Force to get 2 evades is kinda cool. I still think it's too strong, though. Getting a focus token, an evade token and still having up to three Force tokens is bonkers. It's also way better than two evade tokens and having one fewer Force token in most circumstances.

I'd maybe make it a purple evade action. That's still really strong, because it's relatively easy access to focus evade, but at least it's now depleting your Force tokens a bit and you have to spend two Force tokens to get two evades, which is much more of a last resort option.

16 hours ago, Redleader128 said:

After suffering damage, you may spend one force to perform an action.

You're stacking a lot of perks into one ship ability here.

16 hours ago, Redleader128 said:

Radiator Panels (dual-sided configuration, open): While you defend, the attacker may change one hit result to a critical hit. Before you activate you may flip this card.

Actions: Barrel roll - Evade, Boost - Evade

Um. Okay. Why would I ever use this side of the card?

I've already got the option to evade after any other action thanks to the ship ability, and barrel roll and boost are both on the other side of the card, which doesn't have any drawbacks and gives me a focus after them (which is better than an evade) and I can still evade after that because of the ship ability.

Are these linked actions supposed to be red? If so, you should specify.

As is, there's no benefit to using this side of the card, but there is a huge drawback.

16 hours ago, Redleader128 said:

While you perform an attack, if the defender is in your bullseye, you may spend one force to change two of your focus results to evade results.

This doesn't make any sense.

If I'm performing an attack, there are no evade results on my dice.

Was this supposed to be while defending if the attacker is in your bullseye? Because if so, it's worse than Brilliant Evasion and that already doesn't get played.

Or did you mean to turn them into hit results?

16 hours ago, Redleader128 said:

Plaskar Pulse Cannon (Cannon): 3 dice, front, standard arc. While you perform this attack, you may spend one or more focus, hit, or critical results to inflict that many deplete or strain tokens.

Oof. No.

No weaponised Deplete. It's got high potential to become an NPE.

I'm not crazy about the potential to assign more than one strain token either.

Thank you very much GuacCousteau for your ideas. I liked some of your suggestions (you'll see that I changed some things), and if I didn't change something, I explained my reasoning. What do you think about Keyan Farlander? I appreciate the timely response and positive feedback!

Super nice to see some tri fighter love! I appreciate you using 'DIS' for the ace pilot names, I assume you figured that it stood for 'droid interceptor pilot' or something like that, cause I thought the same for my own tri fighter homebrew.

I feel like the dial could use some tuning, don't you think the tri fighter should at least be more maneuverable than the vulture droid? Did you make it that way to be balanced with some of the pilots?

I'm always going to argue against including the cannon slot on the Eta-2. Yes, I know they can have ion cannons in canon, but I don't know that there's much evidence in their actual use in the movies or shows of ion actually being used. I think it would be better to give a ship ability or config upgrade that plays to that bit of lore. My preference is a config that adds an ionizing effect. I wouldn't necessarily limit it to bullseye, simply based on the fact that the ion cannons shown in the cross-sections are actually the smaller outside cannons, where the main weapons are the longer ones closer to the center of the hull. But bullseye could be an easy enough way to balance it, so I can see that being the choice.

I'd go with a config that, when attacking something in the bullseye, if the attack hits, you can cancel a hit to deal an ion token. This would make it decent at ionizing small ships but it would be harder to ionize medium and large ships, which I think is inline with how the cannons are presented in the cross-sections.

21 hours ago, Redleader128 said:

Interesting idea where it basically lets you trade the force for stress which you can then spend like it was a force? Considering that you have no access to blue maneuvers though when using the second part, Treating actions as white won't do you any good unless you can also perform actions while stressed or you also have Kanan crew in the squad to clear your stress on a white maneuver. But! If you can clear the stress it's a sweet deal because you can do linked actions without stress!

What if instead the ability just allowed you to treat any action or maneuver as white by spending a Force? That way you can either take the stress like normal and virtually have two force or spend your force to be unstressed for next turn...

just for clarification- "improving a dice result" is: blank -> focus -> hit -> crit, or blank -> focus -> evade

That is a good point about not being able to preform actions any way! I hadn't thought of that! Ill change that!

KeyanFarlander-page-001 (1).jpg

Edited by Redleader128

@Redleader128 I’d love to tinker around with your ideas a little, but I’d like the go-ahead from you before I post them here. It could look a lot like I’m copying most of your ideas and presenting them as my own, and that’s never something I want to do. Please let me know your feelings in the subject!

Oh for sure! Thank you for being so respectful! That is the best way to come up with a good solution, and it brings me joy that you like them. Will you post the link to this thread in that post and link that post to this thread??

1 minute ago, Redleader128 said:

Oh for sure! Thank you for being so respectful! That is the best way to come up with a good solution, and it brings me joy that you like them. Will you post the link to this thread in that post and link that post to this thread??

Sure! That is, if I end up creating another thread. I don’t know if that will be necessary yet :)

Thanks for your kindness!

Hello! After seeing the ideas of @Redleader128 for the Droid Tri-fighter, I have added my own touches to them, and put them into the fantastic X-Wing card builder (link here) so it was easier to idealize them.

Errata: Since the website didn’t have the option for a primary bullseye arc, it is represented by a turret arc on the cards instead. I was also unable to change the ship identification name and picture, so they are set to the default TIE/In fighter.

DIS-314 final.png

DIS-328 final.png

Changed the dial to reflect other binary dials more:

Dial:

Speed 1- Straight (Red), Turn (White)

Speed 2- Straight (Blue), Bank (White), Turn (Blue),

Speed 3- Straight (Blue), Bank (Red), Turn (Blue), K-Turn (Red)

Speed 4- Straight (Blue)

Speed 5- Straight (White), K-Turn (Red)

Removed the Sensor Slot and added talent to Trident Sq. Interceptor as well as the three named pilots. In addition, I have changed the networked calculations to a modification so you can’t have both, and run it with both in a swarm and as a mobile ace.

I have added a (bullseye) primary weapon of 4 to make the interaction smoother and changed the ship ability to:

Pinpoint Fire: You can only perform (bullseye) attacks at range 2-3. When you perform a (bullseye) attack at range 3, if you performed a (calculate) action this turn, add one (critical hit) result.

This keeps the theme of skill and prediction based fire while cleaning up the interaction as well as disallowing a range 1 five dice shot.

Additionally, I have edited the upgrade card with turn barrel roll to be more restrictive.

Also, I have changed some of the ship abilities. This reflects my own personal preference, and what I have fun with, rather than an improvement.

Other minor changes were made for the fun of it J

Any and all credit is due to @Redleader128 for this. Whatever he didn’t create, he most certainly inspired!

I really like your version of DIS - 328. I think I might just change that in the original post (if your alright with it)! I like your take on the pinpoint fire (I assume it was supposed to be a bullseye instead of a single arc turret..), but I think that 4 dice with a (almost guaranteed) crit, is pretty strong. Let me mull over another way to say it. I like your version of the dial a lot more, but I have one question. Why did you choose to remove the 2 speed S-Loops? My final question is with DIS - 314, was your intention to give it 3 "free" calculates, because don't force and calculate serve the same purpose? I really enjoyed seeing what you did to the design, and out of curiosity, are you a CIS player yourself?

1 hour ago, Redleader128 said:

I really like your version of DIS - 328. I think I might just change that in the original post (if your alright with it)!

Of course! Knowledge and ideas exist to be shared.

1 hour ago, Redleader128 said:

but I think that 4 dice with a (almost guaranteed) crit, is pretty strong

Yes, I agree! I was thinking maybe an upgrade card could have this text (the text which gives you a crit at range 3) instead, and that way it could be costed in such a way that its strength would be fair. However, did you notice that with this version, there is no linked action? That means, unless you are coordinated (which no CIS ship currently has on its action bar) you must hit the R3 bullseye without the aid of a repositioning action. This, combined with the fact that the specific wording of the ability doesn’t let you use Networked Calculations for the required Calculate, was meant to balance it. However, I do agree that there is probably a much better way to word it :)

1 hour ago, Redleader128 said:

Why did you choose to remove the 2 speed S-Loops?

I chose to remove these because the binary CIS dials have a history of treating banks as more difficult than straight or turn maneuvers. Throughout X-wing, the maneuver-then-turn as in K-Turns, S-loops, and Talon Rolls have always been the most difficult to perform (they are all stressful except for on the TIE/D Defender). So my reasoning is: knowing binary dials often have more difficulty in banks, it doesn’t make sense to me to put a more stressful maneuver on top of a maneuver that droids already struggle with. Does that make sense?

1 hour ago, Redleader128 said:

My final question is with DIS - 314, was your intention to give it 3 "free" calculates, because don't force and calculate serve the same purpose?

Yes. It was trying to simulate the extra intelligence of the Trifighter, but I wanted to do so in such a way that the player of DIS-314 was encouraged to spend them sparingly. I’ve been toying around for a while with the idea of non-recurring Force charges for a while, and this was a way to do it.

1 hour ago, Redleader128 said:

out of curiosity, are you a CIS player yourself?

I really like the CIS, but I haven’t had a chance to physically put them on the table yet, though I enjoy flying them in Vassal. I’m mainly an Imperial player, after seeing the masterful games Oliver Pocknell played at the last Worlds with Vader/Whisper/Grand Inquisitor. What do you play?

It's great to see folks sharing their creativity and building off of each other's ideas, so I thought I'd share my own take on the tri-fighter that I made about a month ago in case you guys can get some ideas from it. Plus I'm quite proud of it. Fair warning though, apparently the images are a bit low res? They don't appear that way for me but that's what I've heard, so I might update the images if I get the chance.

https://imgur.com/a/Qp8FNsB

16 hours ago, Prosk_019 said:

It's great to see folks sharing their creativity and building off of each other's ideas, so I thought I'd share my own take on the tri-fighter that I made about a month ago in case you guys can get some ideas from it. Plus I'm quite proud of it.

I’d love to see this, but for some reason, the Imgur link isn’t taking me to the photos. Do you perhaps have some posts or files or text?

Thanks for contributing!

Decided to make a few suggestions on the design for the Actis too.

Ship ability:

Jedi Interceptor - After you perform an action, you may spend one force to perform an evade action. When you perform an attack, if the defender is in your (bullseye) roll one additional attack die.

This does basically the same thing that the original ability was trying to do. Since, as was pointed out, there’s no reason not to take HLC, so putting the ability in the bullseye arc does the same thing more cleanly.

Being able to barrel roll into a boost, then gain an evade token seems a little strong, so a tiny swing to “perform an evade action” might fix this. Also, this prevents a double evade action, which seems like a negative play experience for your opponent. People I play with already complain about the Defender, which is only an evade + focus.

Dial:

Speed 1- Bank (Red), Turn (White)

Speed 2- Straight (Blue), Bank (Blue), Turn (Blue), Talon Roll (Red)

Speed 3- Straight (Blue), Bank (Blue), Turn (White),

Speed 4- Straight (Blue)

Speed 5- Straight (Blue), K-Turn (Red)

Really love this dial, just added some turn moves because I think all small ships so far have had some sort of turn?

Upgrade:

Removed cannon to reflect ability. Upgrade now reads: Astromech, Configuration, Modification, Sensor, Force

Pilots:

Jedi Master (Init 3)

1 force, generic. Was also considering 2 force charges, because that would be more thematic, but FFG seems to think more than 1 force charge on generics is a no-no.

Yoda (Init 4)

3 force

Initially when I saw this ship, I was really excited to add Yoda to the roster of Republic pilots. Despite learning that the Actis wasn’t the exact model of the ship he flew, I decided to keep him, seeing as we’re probably never going to get a purely Yoda-dedicated ship, because as far as I know, he was the only person to ever own that make of fighter. He is here represented by the ability:

At the start of the Engagement Phase, you may spend 1 force to remove one red token.

This symbolizes Yoda’s calmness and willingness to focus and identify the problem, and remove it.

At first, this may seem like a better reprint of Anakin’s ability. Two differences:

-You can remove locks from enemy ships.

-Anakin’s ability allows you to perform an action during that turn if it goes off. “At the start of the Engagement Phase” means if you are removing a stress, you would still skip an action.

Aayla Secura (Init 4)

2 force

Again, a noted Jedi that hasn’t had an Aethersprite print. This ability is fairly simple:

When you perform a boost action, you may spend one force to use the two straight or bank template instead.

This was meant to symbolize her personality. According to Wookiepedia, “Aayla Secura was intelligent, skilled with a lightsaber, and was sometimes mischievous”. This ability encompasses both intelligence and mischievousness, I think. (If there was a way to factor in skill with a lightsaber, Dooku would be much higher than I3 :P ) Also, it would be really fun to play with.

Obi-Wan and Anakin (Init 5 and 6)

3 force each

Everyone knows what these abilities do. They’re just copied over. Now is the time to start worrying about the number of Anakin reprints, but they can’t very well be left out after the opening scene from The Revenge of the Sith.

Radiator Panels (Configuration)

I really, really liked the original design for this card. However, I think the interaction for the closed panels can be cleaned up a little:

When you perform a primary attack, after you roll or re-roll attack dice, change 1 focus result to a blank result. Before you activate, you may flip this card.

Actions:

Boost -> Red Barrel Roll

Barrel Roll -> Red Boost

I think that changing a focus to a blank result hurts the force-sensitive Jedi a lot, almost as much as a deplete, while still adding an element of chance. Also, the clause about re-rolling attack dice prevents you bypassing the system with a target lock reroll.

Radiator Panels (Open)

When you defend, the attacker may change a hit result to a crit result. Before you activate, you may flip this card.

Actions:

Boost

Barrel Roll

Pretty much unchanged, although the evade was removed, because it seems like not enough of a downside to me for open panels.

Hope these help!

2 hours ago, Cyptor said:

I’d love to see this, but for some reason, the Imgur link isn’t taking me to the photos. Do you perhaps have some posts or files or text?

Thanks for contributing!

Maybe this'll work?

https://imgur.com/a/hRpFu1H