Jamming Beacon.
1 charge, Action, Break all locks assigned to you and assign 2 jam tokens to yourself.
Jamming Beacon.
1 charge, Action, Break all locks assigned to you and assign 2 jam tokens to yourself.
Blackmarket Afterburners. 1 charge.
Spend a charge to perfrom a red slam action
you must take 3 ion tokens instead of a weapons disabled token.
Scavenger Crane.
If you overlap a debris cloud you may flip a charge on a Torp/Missile/Bomb/Mine/Device
Signal Beacon.
At the start of engagement phase, move all locks on friendly ships at range 0-2, to you.
Deathsticks Addict.
Requires Focus Action.
You may not perform the focus action.
You may reroll all focus results.
(Upside if Evading, or repositioning or if bumping, but focus is so powerful not having it is also a huge downside)
Broadcast Jammer.
At the start of the engagement phase assign a strain or deplete token to yourself then jam all ships range 0-1
Powercell Overcharger.
When attacking with a cannon, turret or primary attack you may roll one extra die.
After the attack is resolved gain 3 deplete tokens.
So at best, blue manuver, reduced die shot, blue manuver, at worst 3 reduced die shots
Pulse Ray Shields
During the systems phase you may gain an ion, and weapons disabled token to regenerate 1 shield token.
Mass Driver Refit
(Medium & Large Only)
Reduce attack value by 1
Damage bypasses shields
If enemy is unshielded all hits are converted to crits.
Illicit/Modification
Jerry-Rigged Bracing
+3 hull
-2 Shield
Seems great but your becoming a total crit magnet
Edited by Scum4Life1 hour ago, Scum4Life said:Jamming Beacon.
1 charge, Action, Break all locks assigned to you and assign 2 jam tokens to yourself.
I like it because it's an action. If it wasn't an action but a timing trigger (start of engagement phase?), and could be done after a red move or bump or a barrel roll, it'd be problematic.
1 hour ago, Scum4Life said:Blackmarket Afterburners. 1 charge.
Spend a charge to perfrom a red slam action
you must take 3 ion tokens instead of a weapons disabled token.
I don't think generic Black One for every Scum ship is a good idea. Plus, it'd need to be called "Burnout SLAM".
1 hour ago, Scum4Life said:Scavenger Crane.
If you overlap a debris cloud you may flip a charge on a Torp/Missile/Bomb/Mine/Device
I'd make it an official reload (so you get disarmed), and maybe even an action that can be performed while stressed while at range 0 of debris.
44 minutes ago, Scum4Life said:Signal Beacon.
At the start of engagement phase, move all locks on friendly ships at range 0-2, to you.
That's probably too strong for 1 point. It isn't a double-edge like Greedo, but just a really strong effect, almost like Biggs or Selfless. Protecting friendly ships from nearly all ordnance isn't just a 1-point trick.
32 minutes ago, Scum4Life said:Deathsticks Addict.
Requires Focus Action.
You may not perform the focus action.
You may reroll all focus results.
(Upside if Evading, or repositioning or if bumping, but focus is so powerful not having it is also a huge downside)
Yeah, this seems too good. Giving up focus actions for permanent passive mods seems strong. Just lock for offense, and you can still reroll on defense. As I type it out, this is just nutty.
15 minutes ago, Scum4Life said:Pulse Ray Shields
During the systems phase you may gain an ion, and weapons disabled token to regenerate 1 shield token.
Regen is certainly worth more than 1 point.
10 minutes ago, Scum4Life said:Mass Driver Refit
(Medium & Large Only)
Reduce attack value by 1
Damage bypasses shields
If enemy is unshielded all hits are converted to crits.
Oh hells no, **** no, never never never never. This would be the most toxic bull****. For a single point? FOH. Ignoring shields is a horrible mechanic that shouldn't be in the game except for incredibly rare circumstances. I'm OK with it on Kylo, since there's a lot of hoops. But like, Concussion Bombs shouldn't have their under-shields effect, either.
3 minutes ago, Scum4Life said:Illicit/Modification
Jerry-Rigged Bracing
+3 hull
-2 Shield
Seems great but your becoming a total crit magnet
This is also worth a good deal more than 1 point.
5 minutes ago, theBitterFig said:I like it because it's an action. If it wasn't an action but a timing trigger (start of engagement phase?), and could be done after a red move or bump or a barrel roll, it'd be problematic.
5 minutes ago, theBitterFig said:I don't think generic Black One for every Scum ship is a good idea. Plus, it'd need to be called "Burnout SLAM".
Should have been clearer, this was meant to be a red action, thats charge based. But burnout slam would still be nice, worth more than 1 point so couple it with a deplete?
5 minutes ago, theBitterFig said:I'd make it an official reload (so you get disarmed), and maybe even an action that can be performed while stressed while at range 0 of debris .
I figured getting no action and stressed and possible obstructed attack and possible crit was already enough downside. And having to take ordinance and debris clouds.
5 minutes ago, theBitterFig said:That's probably too strong for 1 point. It isn't a double-edge like Greedo, but just a really strong effect, almost like Biggs or Selfless. Protecting friendly ships from nearly all ordnance isn't just a 1-point trick.
Ok, how about....
At the start of the engagement phase all enemy ships with the lock action must gain a target lock on you.
So possibly wasted points vs tie swarm, annoying vs high initive alpha strike, and practically sado masochistic vs most squads
5 minutes ago, theBitterFig said:Yeah, this seems too good. Giving up focus actions for permanent passive mods seems strong. Just lock for offense, and you can still reroll on defense. As I type it out, this is just nutty.
Upon reflection I concur, worth more than 1 point but I kinda like the idea. How about no target locking or focusing? Or simply boost points?
5 minutes ago, theBitterFig said:Regen is certainly worth more than 1 point.
I'd like
5 minutes ago, theBitterFig said:Oh hells no, **** no, never never never never. This would be the most toxic bull****. For a single point? FOH. Ignoring shields is a horrible mechanic that shouldn't be in the game except for incredibly rare circumstances. I'm OK with it on Kylo, since there's a lot of hoops. But like, Concussion Bombs shouldn't have their under-shields effect, either.
What about -1 die, convert all hits to crits.
Shield bypass is what mass drivers do and cannonically a weapon used by pirates and the Zann Consortium
5 minutes ago, theBitterFig said:This is also worth a good deal more than 1 point.
Ahh was thinking 2 shield = 8 points and 3 hull = 9 so, 1 point is ok, but the maths is based on 1 agility hull ships.
Obviously too strong on 2 and especially three agility ships., could scale to agility or simply resrict to 1 agility ships, scum has enough of them.
14 minutes ago, Scum4Life said:Should have been clearer, this was meant to be a red action, thats charge based. But burnout slam would still be nice, worth more than 1 point so couple it with a deplete?
Why not just have it add a Red SLAM action to the action bar and ditch the rest (including the charge). You're looking at it already causing the ship to gain a stress and a disarm that way. The only thing with the illicit slot that can ditch disarm tokens is the Fireball, which already has white SLAM.
3 hours ago, Scum4Life said:Should have been clearer, this was meant to be a red action, thats charge based. But burnout slam would still be nice, worth more than 1 point so couple it with a deplete?
If it's Medium/Large only, maybe it could just be 1 point for a single charge of red SLAM, with full Disarm not some Ion/Deplete stuff. Almost still feels cheap.
3 hours ago, Hiemfire said:Why not just have it add a Red SLAM action to the action bar and ditch the rest (including the charge). You're looking at it already causing the ship to gain a stress and a disarm that way. The only thing with the illicit slot that can ditch disarm tokens is the Fireball, which already has white SLAM.
Because Red SLAM as a normal action is more than a 1-point upgrade?
Like, SLAM is a really powerful action. Even a single-charge red SLAM is the kind of thing that makes me nervous as a widely available Illicit. SLAM can be a huge amount of bug-out and reposition.
Black One isn't a great comparison, since Titles are frequently deliberately under-priced.
3 hours ago, Scum4Life said:Ok, how about....
At the start of the engagement phase all enemy ships with the lock action must gain a target lock on you.
So possibly wasted points vs tie swarm, annoying vs high initive alpha strike, and practically sado masochistic vs most squads
I just think that's really strong. Not necessarily a terrible thing to have in the game, Captain Kagi does something kinda like it. It's just far more than a 1-point effect. Preventing ordnance attacks (and /x1) on specific allied ships can hardcounter some lists. A pretty narrow range of lists, but still. Again, maybe that's a good thing to have in the game, only at some other cost.
3 hours ago, Scum4Life said:Upon reflection I concur, worth more than 1 point but I kinda like the idea. How about no target locking or focusing? Or simply boost points?
Could do to boost points. The concept of being unable to focus but getting passive rerolls is kinda scummy and cool. On the right ships, it'd be potent and interesting. Also might be wise to limit it to simply rerolling 1 eye result per attack/defense, rather than all.
Maybe it should be Elan Sel'Sabagno crew, and thus unique, but then he can't really ride in single-pilot ships.
Maybe it makes more sense as a Talent, or Illicit/Talent upgrade. I kinda like that. Being hooked on Death Sticks isn't a talent, but it locks you out of having any real talents.
3 hours ago, Scum4Life said:What about -1 die, convert all hits to crits.
Shield bypass is what mass drivers do and cannonically a weapon used by pirates and the Zann Consortium
Eh.
First off, I just don't want attacks that primarily go under shields to be in the game. Health should just work. Relatedly, I'm glad Ion doesn't do "shut down the shields" types of things. I like how simple X-Wing is--all the health on a ship matters, and there aren't really tricks to get around that.
Second, it's just silly lore, then. Deflectors in Star Wars often will block physical stuff--Arvel got through when the bridge deflectors were down, and the deflector shields were important when the Falcon was flying through asteroid fields in ESB and shields mattered for the Star Destroyers which were going after them.
Third, if it had to exist, for either the under-shields mass driver, or going to all crits, it should probably be a cannon, rather than just convert any ship with an illicit. It's almost always going to be better to have big effects like that tied to slots that are more controlled, rather than open to everyone through an Illicit.
3 hours ago, Scum4Life said:Ahh was thinking 2 shield = 8 points and 3 hull = 9 so, 1 point is ok, but the maths is based on 1 agility hull ships.
Obviously too strong on 2 and especially three agility ships., could scale to agility or simply resrict to 1 agility ships, scum has enough of them.
I see where you're coming from, but 1 point for a health on a 1-agility ship is just too strong. It might stink to lose the shields, but it often won't matter that much. Y-Wing is a great example, since although it does have two shields, the chances of a crit landing on them aren't too high. It'd be a great deal for them to just ditch the shields for a single point for 9 health. The math on the price of a hull upgrade vs shield upgrade right now seems partly based on the fact you can't take more than one.
For it to be interesting, I think it'd be better to do something along the lines of Ablative Plating or Impervium Plating, where there are charges you can spend in place of taking damage, but who knows whether those times will come up in a game. Original AP was too cheap, and it's probably too expensive now. Impervium is fair, and it's an interesting point of comparison to Hull Upgrade. Cheaper, but it doesn't always work.
Maybe there's room for Scum to have a two-charge upgrade like that, with some narrow kind of damage-prevention, but it costs you a shield to equip it. One part about that which would be nice is that it'd lower rather than raise the half-points threshold. That's a really important thing sometimes, and being able to raise it for a single point isn't appropriate. Spending a point to lose a health, lose that threshold, but maybe have a tougher ship if you take advantage of the two charges, seems a lot more appropriate.
//
That said, it misses the texture you were after: a ship becomes a crit magnet.
Would something a lot like General Grievous crew work, but with the drawback that it changes one remaining attack die into a Crit? It'd be almost a reverse-Bossk. Swap 2 incoming hits for 1 guaranteed crit. Yeah, that's kinda cool... one charge of that effect, while also doing +1 hull, -1 shield. Basically, it's a gamble that you won't flip up a Direct Hit, and that the crit you'll suffer will be one you can deal with safely. But you will suffer that crit. Maybe even do something new and have it replace *all* shields with hull; there's never been a +X / -X effect in the game, and it'd be novel to see an upgrade with an algebraic variable.
47 minutes ago, theBitterFig said:Because Red SLAM as a normal action is more than a 1-point upgrade?
Like, SLAM is a really powerful action. Even a single-charge red SLAM is the kind of thing that makes me nervous as a widely available Illicit. SLAM can be a huge amount of bug-out and reposition.
Black One isn't a great comparison, since Titles are frequently deliberately under-priced.
It's only powerful on those that can bypass its restrictions, which all three ships that have it natively currently and the title do, and even then in all 4 of those cases it is white (K-Wing's bombs + white reload bypasses the disarm and Black One is a discounted white SLAM + disarm bypass). Stress + Disarm is a very strong mitigating combo. Even those ships that could take it, in this case as an illicit, and counter the stress cost in some fashion still do not have the ability to remove the disarm. Aside from the Fireball, which I already pointed out can ignore the limits. Making a Red SLAM illicit a single charge upgrade, even at 1 point, would relegate it to the same niche as Jamming Beam and any other Illicit not named Contraband Cybernetics...
Glitterstim
2 non-recurring charges
While you defend or perform an attack, if you are stressed, you may gain 1 stress token and spend 1 charge to change 1 [eye] result to a [hit] or [evade] result.
4 hours ago, Maui. said:Glitterstim
2 non-recurring charges
While you defend or perform an attack, if you are stressed, you must gain 1 stress token and spend 1 charge to change 1 [eye] result to a [hit] or [evade] result.
I like it but not keen on it being resricted to, when stressed.
How about.
Glitterstim
1 non-recurring charge
At the start of the engagement phase you may spend a charge and gain a stress.
While defending or attacking this phase, you may gain a stress token to change an [eye] results to a [hit] or [evade] result.
Worst case, you self stressed for no reason as you rolled no eyeballs. Best case you rolled one eye, and end up double stressed but killed a ship/half points in final round of shooting. Possibly end up with 4+ stress from defending on multiple attacks but action denied for multiple following rounds and no stressful manueveurs.
I think we have to bear in mind these are meant to be 1 point illicits and even this seems quite strong, but you could end up with multiple stress from conversion you didnt need to make (but your high so why would you be making good decisions)
Edited by Scum4Life8 hours ago, Hiemfire said:It's only powerful on those that can bypass its restrictions, which all three ships that have it natively currently and the title do, and even then in all 4 of those cases it is white (K-Wing's bombs + white reload bypasses the disarm and Black One is a discounted white SLAM + disarm bypass). Stress + Disarm is a very strong mitigating combo. Even those ships that could take it, in this case as an illicit, and counter the stress cost in some fashion still do not have the ability to remove the disarm. Aside from the Fireball, which I already pointed out can ignore the limits. Making a Red SLAM illicit a single charge upgrade, even at 1 point, would relegate it to the same niche as Jamming Beam and any other Illicit not named Contraband Cybernetics...
This is probably just entirely wrong. SLAM on any sort of large-base that has troubles turning around or a strange dial is the kind of thing that could be game-changing.
It's not a 1-point upgrade that goes on anything with an illicit without any restrictions. It'd be more like 1-point Inertial Dampeners than f***ing Jamming Beam. Sure, you're stressed and gave up an attack. You just blew past that kill box an opponent set up for you. And you can do it again next turn.
8 hours ago, Maui. said:Glitterstim
2 non-recurring charges
While you defend or perform an attack, if you are stressed, you may gain 1 stress token and spend 1 charge to change 1 [eye] result to a [hit] or [evade] result.
The "Glitterstim only works when stressed" line is pretty nice. Saves it from just being 1-round of super-force.
3 hours ago, Scum4Life said:Glitterstim
1 non-recurring charge
At the start of the engagement phase you may spend a charge and gain a stress.
While defending or attacking this phase, you may gain a stress token to change an [eye] results to a [hit] or [evade] result.
Maybe, but it's still unlimited. I kind of like there being a limitation on there.
But I'm not figuring out the right wording. I like the Glitterstim being a single round effect. I like there being a limit to the number of uses per round. But solutions get very wordy. Something along the lines "At the end of the round, spend all remaining charges without effect" gets there, but it's no doubt part of a massive mess of text.
However, change that "may" to a "must" and I might be on board. Once you've popped your drugs, you're high until it ends. You don't get to turn off and on and make rational decisions with your focus results. Nope. You're just turning 1 per roll, and taking a stress to do so. Five folks attack you and you roll an eye on each one? Yep, you've got 5 stress and no choices in the matter. Drugs are bad, m'kay?
Maybe shift the timing to the System Phase, maybe it doesn't have a starter stress but instead a "cannot perform actions this turn." Make the decision early, give up all your actions, get unlimited "force," and end with a pile of stress if you actually shoot or are shot at.
Hmm.
"At the start of the systems phase, you may spend 1 charge. If you do, for the remainder of the round, you cannot perform actions or gain green tokens, and while you defend or perform an attack this round, you must gain 1 stress to convert 1 eyeball result to a hit/evade result."
Mimicry (unique)
1 non-recurring charge
At the start of the systems phase, you may spend 1 charge to choose 1 ship of the same size at range 0-1. If you do, until the end of the round, you have the pilot ability and you treat your initiative as equal to initiative of that ship.
Edited by Boreas Mun
7 hours ago, theBitterFig said:This is probably just entirely wrong. SLAM on any sort of large-base that has troubles turning around or a strange dial is the kind of thing that could be game-changing.
It's not a 1-point upgrade that goes on anything with an illicit without any restrictions. It'd be more like 1-point Inertial Dampeners than f***ing Jamming Beam. Sure, you're stressed and gave up an attack. You just blew past that kill box an opponent set up for you. And you can do it again next turn.
The "Glitterstim only works when stressed" line is pretty nice. Saves it from just being 1-round of super-force.
Maybe, but it's still unlimited. I kind of like there being a limitation on there.
But I'm not figuring out the right wording. I like the Glitterstim being a single round effect. I like there being a limit to the number of uses per round. But solutions get very wordy. Something along the lines "At the end of the round, spend all remaining charges without effect" gets there, but it's no doubt part of a massive mess of text.
However, change that "may" to a "must" and I might be on board. Once you've popped your drugs, you're high until it ends. You don't get to turn off and on and make rational decisions with your focus results. Nope. You're just turning 1 per roll, and taking a stress to do so. Five folks attack you and you roll an eye on each one? Yep, you've got 5 stress and no choices in the matter. Drugs are bad, m'kay?
Maybe shift the timing to the System Phase, maybe it doesn't have a starter stress but instead a "cannot perform actions this turn." Make the decision early, give up all your actions, get unlimited "force," and end with a pile of stress if you actually shoot or are shot at.
I actually edited may to must for exactly that reason!
22 hours ago, Hiemfire said:It's only powerful on those that can bypass its restrictions, which all three ships that have it natively currently and the title do, and even then in all 4 of those cases it is white (K-Wing's bombs + white reload bypasses the disarm and Black One is a discounted white SLAM + disarm bypass). Stress + Disarm is a very strong mitigating combo. Even those ships that could take it, in this case as an illicit, and counter the stress cost in some fashion still do not have the ability to remove the disarm. Aside from the Fireball, which I already pointed out can ignore the limits. Making a Red SLAM illicit a single charge upgrade, even at 1 point, would relegate it to the same niche as Jamming Beam and any other Illicit not named Contraband Cybernetics...
Well, there is Yushyn I guess, but then you're paying 26 points for a TIE just to help another ship shed disarm when it SLAMs...
Off the top of my head (not vouching for these):
• Feedback Array
• Dead Man's Switch
• Coaxium Hyperfuel
They're so situational or are for use on cannon fodder anyway so that you really can't invest in them. I really doubt these would hurt much at one point. I may be wrong.
14 minutes ago, ClassicalMoser said:Off the top of my head (not vouching for these):
• Feedback Array
• Dead Man's Switch
• Coaxium Hyperfuel
They're so situational or are for use on cannon fodder anyway so that you really can't invest in them. I really doubt these would hurt much at one point. I may be wrong.
Coaxium has the further issue of only one ship in the game can use it.
On 11/6/2020 at 5:08 PM, ScummyRebel said:Glitterstim 2.0, 3 non recurring charges
”When you defend or perform a primary attack, if you are not stressed, you may spend up to 3 charges. If you do, convert that many eye results to hit or evade results. Then, gain a stress token.”
I feel like it captures the feel of 1.0 glitterstim without being as busted as it used to be. Passive mod for a cost. Yes you pick when it triggers like force charges do, but you do not regain charges and there are limits to when you can use it (stress for example).
This is absolutely bonkers strong. Over the course of a game, this could save a ship up to 3 points of damage. The fact that it’s versatile enough to add to offense as well, and can be split up over multiple turns? This ought to cost 12-15 points, minimum. It’s worth at least two Shield Upgrades!