A Collection of New Upgrade Ideas

By HanScottFirst, in X-Wing

R7 Astromech (Rebel, E-wing)

At the start of the Activation Phase if any enemy ship you have locked is in your \/ at range 2-3, you may gain 1 deplete token. If you do gain 1 calculate. If the enemy ship is in your || at range 2-3 you may gain an additional calculate.

Navigation Astromech

If you move through or overlap an obstacle you have locked, reduce the difficulty of the obstacle. (or some better wording to say treat an asteroid like debris, debris like a cloud, and a cloud like it doesn't exist)

MOAR illicits please FFG.

I'm not gonna think about the technicalities over much, FFG have fabulous staff that do a tremendous job of that already.....

A variation of Rigged Cargo that emulates Starbird Slash, inspired by that dumb kid in a YT-2400 in Rebels. Basically, fly through something, spend your charge to lob a bunch of exploding crates in its face. Roll die, take damage, other deletorious effect etc.

Glitterstim would be lovely to have back. Needs charges ofc, needs reigning in a bit probably. Perhaps taking stress to convert eyes on attack. If your attack hits, you're PUMPED and can then convert them on defence too. Or works both ways.

An Aggromech could be cool. Similar to old Boba, single charge, leaps over to an enemy ship at R0, possibly R1, and knocks out a turret/mod/munition for this turn and/or next.

Clapped out hull/loose plating. Choose one enemy ship in your rear arc, at R0, maybe R1, they roll a red die, then take a stress/strain/something bad on whatever result brings balance to the force. On a crit, suffer one damage yourself.

Oil Leak/Bad Exhaust/you failed your last emissions test. On purpose. Drop a temporary Gas Cloud type object.

Seriously, I'm on your side, these chumps double crossed me. Spend your one charge, enemy ships must roll a green die and get an evade result to target you this turn.

What this button do? Afterburners, but dodgy. Sometimes it goes even more faster. All the way up to 11.

Short fuse. When you drop a device in the system phase, it explodes immediately.

One from Mario Kart. Blooper. During the next planning phase, everyone must set their dial whilst holding them face down. You thought I was joking before this point eh? :D

There are some really cool ideas in this thread! Reverse target locks, cool Mandolorian stuff, E-Wing buffs don't hurt, ilicits, etc.

Here is an odd force idea:

Drain (force): (Dark side only) During the system phase, if there is 1 or more other damaged ships with a facedown damage card at range 0-1 and you have a faceup Pilot Critical Damage Card, you may spend 1 force.

If you do, expose a damage card on another damaged ship with a facedown damage card at range 0-1 and flip your Pilot Critical Damage Card facedown.

More astromech ideas

Whistler (Limited, Rebel)

After you spend a target lock, you may cancel one hit or crit result. If you cancel a hit a friendly ship at range 1-2 may acquire a lock on the object you had locked. If you cancel a crit a friendly ship at range 1-3 may acquire a lock on the object you had locked.

Gate (Limited, Rebel)

At the end of the Activation Phase, if there is an enemy ship in your [rear 180 arc] you may roll one green die. You gain one token corresponding to the rolled result.

On 11/5/2020 at 6:45 PM, Tyhar7 said:

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.

Nothing wrong with theory crafting even if it it involves transferring something from one faction to another!

I completely agree that Resistance needs more droid themed stuff for C-3PO to trigger. However, I think it requires approaching it at a different angle rather than CIS. I do think Networked Calculations is a very definitive part of CIS as a lot of their ships benefit and can make use of that so I do think giving it to another faction is not a good idea. The IG's have it but the IG's were also originally confederacy droids so it checks out and is almost a nice call back (or call forward) from a design aspect.

I do think Resistance do need more droids. I mean Threepio was the droid spymaster.

7 hours ago, Ebak said:

Nothing wrong with theory crafting even if it it involves transferring something from one faction to another!

I completely agree that Resistance needs more droid themed stuff for C-3PO to trigger. However, I think it requires approaching it at a different angle rather than CIS. I do think Networked Calculations is a very definitive part of CIS as a lot of their ships benefit and can make use of that so I do think giving it to another faction is not a good idea. The IG's have it but the IG's were also originally confederacy droids so it checks out and is almost a nice call back (or call forward) from a design aspect.

I do think Resistance do need more droids. I mean Threepio was the droid spymaster.

Couple of ideas for a new astromech

Gain calculate action. Resistance.

When you reveal your dial, if you reveal a white or Blue maneuver you may increase the difficulty of that maneuver, if you do gain a calculate token.

Thoughts on this are if you run slow and are not in need of clearing red tokens, you get that extra mod. If you run in combination with PA it will allow for some double mods but at increase cost and stress. On Nien it will shine if you fly well, as if will open up his ability more with PA.

Gain calculate action. Reistance Rebels

When you spend a calculate token you may transfer it to a friendly ship at range 1-3 that has an astromech or droid crew member.

More of a limited Garven Dress.

On 11/5/2020 at 7:08 AM, Ebak said:

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.

I would actually discard the entire part about the face up damage card. It makes the text sort of clunky. I think that it would be better to have something like

“while you defend, you may spend a number of force charges, if you do you may convert that many results to evades”.

The other thing you need to keep in mind is how to make it clear that the tokens transfer from one side to another, as well as a way to prevent other force crew/pilots from using his force. I think the best way to address that latter point is through a special card type. Similar to the solitary tactical relays in CIS.

The Child: (Crew, containing Din Djarin)

Two force- non recurring

Set up: Equip this side face up

After you roll defense dice, you may spend a number of force charges, if you do you may convert that many results to evades.

At the start of the end phase, if there are no active force tokens assigned to this card, flip it.

The Child (Exhausted):

Two force- non recurring

During the end phase you may recover one force.

During the system phase, if there are no inactive force tokens assigned to this card, you may flip this card.

Edited by Gupa-nupa
Formatting

Unhinged Astromech

Reduce the difficulty of your standard speed 3 manueveurs

Increase the difficulty of your standard speed 1 manueveurs

R5-K6, rebel only - Garven's Astromech

When you attack or defend, you may receive a stress token to change one of your results to an eyeball result.

2 hours ago, A Fistful of Dices said:

R5-K6, rebel only - Garven's Astromech

When you attack or defend, you may receive a stress token to change one of your results to an eyeball result.

That's really nice. Tools for modifying dice where you add results you can't use without another means of conversion (Finn, Scum Sabine Wren, Calibrated Laser Targeting) are a really cool area of the design to work in, since there's that limiting requirement of an extra token in order to make anything of it.

13 hours ago, A Fistful of Dices said:

R5-K6, rebel only - Garven's Astromech

When you attack or defend, you may receive a stress token to change one of your results to an eyeball result.

I like that a lot, there have been times I would even prefer an eye result over a hit result with Garven. His ability feels too luck dependent now that you can't spend a focus token if you have no eye results.

That could be hard to balance on Luke though.

Edited by joeshmoe554