A Collection of New Upgrade Ideas

By HanScottFirst, in X-Wing

Eagle Eye (talent): While you perform a primary attack, you may spend 1 evade token to change 1 <eye> to 1 <hit>. If you do, gain 1 strain token.

Power Re-Route (modification): At the start of the Engagement Phase, you may remove 1 weapons disabled token. If you do, gain 1 deplete and 1 ion token.

Auto-loader (modification): (Requires Red Reload) Adds White Reload

____

The idea with "Eagle Eye" is that evade tokens are worth less in 2.0 than 1.0 (thank goodness) and the card "Juke" is problematic in some ways. I figured this talent would make the choice between evade and focus a little more interesting.

The idea with "power re-route" is that thematically weapons are disabled because the ship's power is doing something else (charging shield, reloading, etc.). With this, it's like an "emergency" power swap that still gives you an attack (at -1 die because deplete), but fries your circuits in the mean time (the ion).

The idea with "auto-loader" is that red reload is useless haha. (1) Ships that have it rarely live long enough to use it or rarely use enough ordinance to need it, (2) if they do use it, they are stressed, and then (3) they have horrible dials to clear that stress and cannot K-Turn the turn after because they need a blue to clear. So red reload keeps them out of the fight for ~3 turns. White reload means they can reload and then K-Turn next turn to get back in it.

28 minutes ago, HanScottFirst said:

Eagle Eye (talent): While you perform a primary attack, you may spend 1 evade token to change 1 <eye> to 1 <hit>. If you do, gain 1 strain token.

Power Re-Route (modification): At the start of the Engagement Phase, you may remove 1 weapons disabled token. If you do, gain 1 deplete and 1 ion token.

Auto-loader (modification): (Requires Red Reload) Adds White Reload

____

The idea with "Eagle Eye" is that evade tokens are worth less in 2.0 than 1.0 (thank goodness) and the card "Juke" is problematic in some ways. I figured this talent would make the choice between evade and focus a little more interesting.

The idea with "power re-route" is that thematically weapons are disabled because the ship's power is doing something else (charging shield, reloading, etc.). With this, it's like an "emergency" power swap that still gives you an attack (at -1 die because deplete), but fries your circuits in the mean time (the ion).

The idea with "auto-loader" is that red reload is useless haha. (1) Ships that have it rarely live long enough to use it or rarely use enough ordinance to need it, (2) if they do use it, they are stressed, and then (3) they have horrible dials to clear that stress and cannot K-Turn the turn after because they need a blue to clear. So red reload keeps them out of the fight for ~3 turns. White reload means they can reload and then K-Turn next turn to get back in it.

I love your ideas.

I would put Eagle Eye more powerful: to change a result to a crit.

19 minutes ago, HanScottFirst said:

Eagle Eye (talent): While you perform a primary attack, you may spend 1 evade token to change 1 <eye> to 1 <hit>. If you do, gain 1 strain token.

So R2-C4 but worse. Granted it can go on any ship, so that's a lot easier.

Personally, I don't like it. I don't think Evade-Tokens-For-Damage should stack well with other mods.

I'd propose "While you perform a primary attack, if you are evading, you may reroll 1 eye result." Doesn't stack with focus tokens or locks. I suppose it can stack slightly with Force, where you could handle two eyes, or reroll in the hopes of saving the force charge. Mostly, it'd just be a really thin, minor benefit that gives Evading something of an offensive perk.

23 minutes ago, HanScottFirst said:

Auto-loader (modification): (Requires Red Reload) Adds White Reload

I'm fine with that. Reload is pretty marginal anyhow, red or white, on most ships.

23 minutes ago, HanScottFirst said:

Power Re-Route (modification): At the start of the Engagement Phase, you may remove 1 weapons disabled token. If you do, gain 1 deplete and 1 ion token.

I think this would actually be horrible. Mostly it doesn't matter, but it seems like the kind of thing that could easily lead to minor abuse. Miranda usually doesn't care about her attack dice, so she'd love it. Corran can double-tap two turns in a row. Corran alone probably means this can't exist.

It's also just kinda powerful to have the choice between skipping the attack, or to attack anyway and pay the penalty next turn, if the opponent later puts a ship in a vulnerable position.

Taking strain for a bonus on attack is one of the few things that works better on low I than high (especially on ships with good blue moves), so I'm all for it.

@theBitterFig Good point about Corran and Miranda, they probably would get the most use out of it. I think you are right about the timing window, maybe better to be "When you receive a weapons disabled . . ." (I was just trying to avoid the classic "replacement effect" debates on triggering cards/abilities). That way, for C orran, he would get ionized at the start of the Planning Phase. That would mean a predictable 1 straight, and hopefully allow any initiative ship to dodge or block Corran.

Overall, I feel like it would not be too oppressive on Corran. His double-tap is bullseye only and ioned Corran is also a sad Corran (easy to block, only 3 greens w/maybe focus, opponent knows exactly where Corran will be, etc.). And the deplete token would nerf his main attack as well.

I agree that Miranda is more problematic. She could use it once w/o being ionized (medium base) and the difference between rolling 1 die or 0 die w/deplete is nothing when your goal is just to get a shield back. That being said, I do not think Miranda is exactly tearing it up in 2.0, though I do understand 1.0 shell shock for sure.

I have two ideas for some Scum named squints. A z-95 pilot who is the only one who takes damage from a bomb when he is in range and it detonates. He is both scummy for the bomb player and a hero to his own.

A low I scyk who can spend the enemys lock back on them. Sure you can lock him, but if you don't use it, he uses it on you.

2 hours ago, HanScottFirst said:

@theBitterFig Good point about Corran and Miranda, they probably would get the most use out of it. I think you are right about the timing window, maybe better to be "When you receive a weapons disabled . . ." (I was just trying to avoid the classic "replacement effect" debates on triggering cards/abilities). That way, for C orran, he would get ionized at the start of the Planning Phase. That would mean a predictable 1 straight, and hopefully allow any initiative ship to dodge or block Corran.

Overall, I feel like it would not be too oppressive on Corran. His double-tap is bullseye only and ioned Corran is also a sad Corran (easy to block, only 3 greens w/maybe focus, opponent knows exactly where Corran will be, etc.). And the deplete token would nerf his main attack as well.

I agree that Miranda is more problematic. She could use it once w/o being ionized (medium base) and the difference between rolling 1 die or 0 die w/deplete is nothing when your goal is just to get a shield back. That being said, I do not think Miranda is exactly tearing it up in 2.0, though I do understand 1.0 shell shock for sure.

I'd actually almost suggested that timing, but with it, Corran gets to discard the deplete token when he does his Blue 1 straight Ion move. Having the choice to either miss a shot or be "stuck" on a 1-straight and Ion isn't that horrible. Even if he doesn't bullseye, he could still make a normal attack the round after a double-tap.

I get the premise, the desire for such an upgrade. Find a means for a ship to do something like reload or SLAM and still be relevant this turn, almost like the Gunboat. But I think the uses of Weapons Disabled tokens are too niche and the whole thing probably is just unworkable, at least as a for-anyone's-use upgrade. More ship-specific upgrades (say, a "TIE only" reload helper for Bombers and Punishers) might be fine, since a narrow upgrade could probably avoid any awkward combos.

As a TIE-specific talent, it kind of reminds me of the Ion Limiter Override, and thematically could represent a pilot reloading "hot" weapons chambers. That'd be kinda cool, maybe with a chance for it to explode on you. Discard a Weapons Disabled token, roll a die, if it's a hit you take two Ion tokens, if it's an eye you take a Deplete token, and if it's a crit... you suffer a crit.

5 hours ago, HanScottFirst said:

Power Re-Route (modification): At the start of the Engagement Phase, you may remove 1 weapons disabled token. If you do, gain 1 deplete and 1 ion token.

The idea with "power re-route" is that thematically weapons are disabled because the ship's power is doing something else (charging shield, reloading, etc.). With this, it's like an "emergency" power swap that still gives you an attack (at -1 die because deplete), but fries your circuits in the mean time (the ion).

I like this idea a lot and am always on board with game design that tries really hard to be thematic.

1 hour ago, Dwing said:

A low I scyk who can spend the enemys lock back on them. Sure you can lock him, but if you don't use it, he uses it on you.

I really, really like this. It's massively situational and will perhaps be rarely useful, but it's still something that may cause second thoughts on a regular basis. Low key, sneaky abilities like this are normally good fun.

Edited by Cuz05
11 minutes ago, Cuz05 said:

I really, really like this. It's massively situational and will perhaps be rarely useful, but it's still something that may cause second thoughts on a regular basis. Low key, sneaky abilities like this are normally good fun.

Thanks, and yes me to, they are fun to ad in a list just for flavor. The pilot can still be cheap but if you choose to invest in some ordnance he could even be great situational.

Hyperspace skipping - a Poe specific mod, charge based, that lets you jump to points on the board (maybe using the markers from escalation games where you roll to determine facing) but that has some sort of guaranteed negative (stress, strain etc.) plus a roll for additional effect (damage, crit etc., maybe even multiple damage or immediate destruction)

27 minutes ago, howard83 said:

Hyperspace skipping - a Poe specific mod, charge based, that lets you jump to points on the board (maybe using the markers from escalation games where you roll to determine facing) but that has some sort of guaranteed negative (stress, strain etc.) plus a roll for additional effect (damage, crit etc., maybe even multiple damage or immediate destruction)

Search the damage deck for a console-fire crit. You are dealt that card face-up.

"It's on fire! Whole things on fire! All of it! It's on fire." - Poe.

Edited by joeshmoe554
21 hours ago, HanScottFirst said:

Eagle Eye (talent): While you perform a primary attack, you may spend 1 evade token to change 1 <eye> to 1 <hit>. If you do, gain 1 strain token.

Power Re-Route (modification): At the start of the Engagement Phase, you may remove 1 weapons disabled token. If you do, gain 1 deplete and 1 ion token.

Auto-loader (modification): (Requires Red Reload) Adds White Reload

I like this stuff. The Eagle Eye talent is very useful and versatile, at the cost of an evade meaning it's not too bad for low initiative ships. Power re-route would have to be reworded to avoid a double tapping Coran, but I can see it especially since it leaves you a sitting duck and if you do somehow get an attack you have 1 less die. The Auto-Loader makes perfect sense.

I also like how this thread has become a melting pot for people to post their own ideas for cards! I like seeing the creativity of people and what they can come up with and the community helping to balance.

Here's one I came up with for a pilot we are all craving to see, but I have to admit it may not be 100% up to date or invoke the character.

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Din Djarin - The Mandalorian
3 Charges
While you defend or perform an attack, you may spend a charge to change a blank to a focus result.

When attacking, if the defender has Calculate on their action bar or is assigned a calculate token, you may spend 2 charges to change a blank result to a critical result.

When defending, if the attacker has Calculate on their action bar or is assigned a calculate token, you may spend 2 charges to change a blank result to an evade result.

----

The Child - Crew Upgrade
Requirements - Squad containing Din Djarin
2 Force Charges - Non recurring
Setup : Equip this side face up
When defending, you may spend one Force pip to convert up to two focus results into evade results.

When you are dealt a face up damage card, you may spend 2 Force Charges to discard the faceup damage card.

At the start of the activation phase, if you have no more Force tokens, flip this card.

You may not recover Force charges on this card in any other way.

-

The Child (Exhausted)
2 Force Charges - Non recurring

You may not spend Force charges.

During the end phase, recover a force charge.

At the start of the activation phase, if you have no inactive force tokens, you may flip this card.

You may not recover Force charges on this card in any other way.

Edited by Ebak
6 hours ago, Ebak said:

I like this stuff. The Eagle Eye talent is very useful and versatile, at the cost of an evade meaning it's not too bad for low initiative ships. Power re-route would have to be reworded to avoid a double tapping Coran, but I can see it especially since it leaves you a sitting duck and if you do somehow get an attack you have 1 less die. The Auto-Loader makes perfect sense.

I also like how this thread has become a melting pot for people to post their own ideas for cards! I like seeing the creativity of people and what they can come up with and the community helping to balance.

Here's one I came up with for a pilot we are all craving to see, but I have to admit it may not be 100% up to date or invoke the character.

----

Din Djarin - The Mandalorian
3 Charges
While you defend or perform an attack, you may spend a charge to change a blank to a focus result.

When attacking, if the defender has Calculate on their action bar or is assigned a calculate token, you may spend 2 charges to change a blank result to a critical result.

When defending, if the attacker has Calculate on their action bar or is assigned a calculate token, you may spend 2 charges to change a blank result to an evade result.

----

The Child - Crew Upgrade
Requirements - Squad containing Din Djarin
2 Force Charges - Non recurring
Setup : Equip this side face up
When defending, you may spend one Force pip to convert up to two focus results into evade results.

When you are dealt a face up damage card, you may spend 2 Force Charges to discard the faceup damage card.

At the start of the activation phase, if you have no more Force tokens, flip this card.

You may not recover Force charges on this card in any other way.

-

The Child (Exhausted)
2 Force Charges - Non recurring

During the end phase, recover a force charge.

At the start of the activation phase, if you have no inactive force tokens, you may flip this card.

You may not recover Force charges on this card in any other way.

I love those, but here's an interesting idea: how about adding "you may not spend force charges." to the exhausted side. He's having his nap.

2 hours ago, Cerebrawl said:

I love those, but here's an interesting idea: how about adding "you may not spend force charges." to the exhausted side. He's having his nap.

D’oh! That was the intention but I forgot the normal spend effect can still be used. Easily added!

8 minutes ago, Ebak said:

D’oh! That was the intention but I forgot the normal spend effect can still be used. Easily added!

Also, it has to be noted: you don't have to specify non recurring and then add recursion in the text. Just have the chevron there on the exhausted side. Unnecessary text avoided.

21 hours ago, HanScottFirst said:

Auto-loader (modification): (Requires Red Reload) Adds White Reload

I figure this should be a Gunner upgrade. Call it Munitions Specialist.

27 minutes ago, Cerebrawl said:

Also, it has to be noted: you don't have to specify non recurring and then add recursion in the text. Just have the chevron there on the exhausted side. Unnecessary text avoided.

Fair point, it was to avoid interpretation or a mistake where the flip never triggers in the end phase because you can just recover a charge.

also I did mess up the wording, curse you lack of sleep! I wanted to find a way to have the child out of action for two turns not just one but still only have 2 pips

I really like the design of the child you propose, but I think there is the problem of being able to use 2 force charges for their regular effect during a turn.

This kind of puts it at the level of Yoda crew, which is supposed to be a very powerful force user. Granted, the child has to rest, but that single turn using both charges feels weird.

I think there should be some way of preventing that so that he can only spend a single charge per turn or alternatively spend both for the crit removing effect or something similar.

I like the idea of The Child being defensively focused. To emphasize that it should probably be charge based instead force based.

While you defend you may spend 1 charge to change a focus result into an evade.

When you are dealt a face up damage card with the Pilot trait you may spend two charges to discard that card without suffering the effects.

58 minutes ago, xanatos135 said:

I really like the design of the child you propose, but I think there is the problem of being able to use 2 force charges for their regular effect during a turn.

This kind of puts it at the level of Yoda crew, which is supposed to be a very powerful force user. Granted, the child has to rest, but that single turn using both charges feels weird.

I think there should be some way of preventing that so that he can only spend a single charge per turn or alternatively spend both for the crit removing effect or something similar.

I did design it so that you need to spend both to discard the face up damage card.

I left the normal effect because it creates a risk/reward choice especially since his normal effect is increased. For one he can convert two making him much better for defensive use but not as good offensively.

4 minutes ago, Asaverino1019 said:

I like the idea of The Child being defensively focused. To emphasize that it should probably be charge based instead force based.

While you defend you may spend 1 charge to change a focus result into an evade.

When you are dealt a face up damage card with the Pilot trait you may spend two charges to discard that card without suffering the effects.

He's a force user, thus he should use force charges in my opinion.

Instead of saying you can't use it offensively, I went the route of simply making him better for defense than offense. I already put restrictions on the Child so that while he can pair with other force users, it doesn't benefit him. You end up with one more force point but the card shuts down any recovery of force points meaning Maul is effectively useless apart from granting an extra pip, but that also means the Child is exhausted for one round.

I put my GM hat on there and instead of stopping any offensive use, I made him better at defense only. I feel that if you stop him being used offensively, his value goes down to the point I'd be surprised if people take him with Din when the point is to have them complement each other.

Din get's focus results from spending charges on offense or defense, the child can then convert those focus results but he becomes more efficient if Din uses his charges defensively.

That being said I have tidied it up a little bit. I made sure there's no way to recover force charges unless the Child is Exhausted and clarified in the wording, I hope that's better.

The Child - Crew Upgrade
Requirements - Squad containing Din Djarin
2 Force Charges - Non recurring
Setup : Equip this side face up
When defending, you may spend one Force pip to convert up to two focus results into evade results.

When you are dealt a face up damage card, you may spend 2 Force Charges to discard the faceup damage card.

At the start of the activation phase, if you have no more Force tokens, flip this card.

You may not recover Force charges.

-

The Child (Exhausted)
2 Force Charges Recurring

You may not spend or recover force charges in any other way.

At the start of the activation phase, if you have no inactive force tokens, you may flip this card.

Networked Astromech.

Gain calculate action.

While you you defend or attack you may spend one calculate token from a friendly ship at range 0-2.

Rebel, Reistance.

Essentially network calculations for astromechs.

27 minutes ago, Tyhar7 said:

Networked Astromech.

Gain calculate action.

While you you defend or attack you may spend one calculate token from a friendly ship at range 0-2.

Rebel, Reistance.

Essentially network calculations for astromechs.

Personally, I don't like this. I am all for getting some new Astros (especially for my Rebels), but I feel just copying what another faction already has is not good game design. I rather see stuff from first edition brought back before Rebels and Resistance just steal basically the entirety of Separatist faction Identity. Furthermore, we DO NOT need more generic spam in the meta :)

  • R3-S6 (Crew)

CIS Only

Calculat action

When you use the calculate action gain an additional calculate token.

Setup: At the start of setup you may choose a limited astromechupgrade and remove it from the game. If you do flip this card and equip it instead. At the end of the game return this card to it´`'s origial ship. (The removed astromechupgrade is traded as if it wasn't equipded this game.)

  • R3-S6 (Astromech)

When you execute a blue maneuver roll an attack die. On a crit result you must trade the maneuver as white or take a strain token.

2 hours ago, NoobMaster70 said:

Personally, I don't like this. I am all for getting some new Astros (especially for my Rebels), but I feel just copying what another faction already has is not good game design. I rather see stuff from first edition brought back before Rebels and Resistance just steal basically the entirety of Separatist faction Identity. Furthermore, we DO NOT need more generic spam in the meta :)

Honestly... I was being pretty lazy with my idea.

Mainly I would like a Astro with calculate action so you can trigger Resistance C-3PO.

However Just adding calculate action isn't very useful for individual ships.

All that said I don't regard network calculation separatist identity more that its a droid focused faction as the republic is a force focused one. In that regard I don't see why some of the driod themes should not spill over a little to those that use them just as force users do.

As acknowledged a straight copy and paste was lazy on my part.