Ideas for new unique pilot abilities

By Rogue Nine, in X-Wing

With new pilots for existing ships incoming I was trying to work out new abilities they might have. Annoyingly I kept coming up with ones that already existed or were very close to existing abilities or Elite Pilot Skills. These are some possiblities that I've come up with that don't seem too overpowered;

' When attacking you may turn one <hit> result into one <critical hit> ' would work well for Janson as he has been portrayed as a good marksman, and it has similarities to the Marksmanship EPS.

' When attacking you may turn one <focus> into a <hit> ' would be good for Corran Horn; An offensive version of Luke’s ability.

' Action: you may remove a stress token. You may perform this action even if you have one or more stress tokens ' would work for a calm/clinical pilot.

' when you recieve a damage card you must immediately perform a free boost action ' would be good for a reckless/unpredictable character.

' when you fire a torpedo roll an evade dice; on an <evade> result do not discard that card ' would be good for a bomber pilot, or an extended magazine modification.

' Enemies attacking you do not gain an extra attack dice for being at range one ' for an aggressive pilot who isn't afraid to go head to head.

It would be great to get some feedback on the ones I've come up with as well as any ideas people have for good pilot abilities and predictions for pilots we know are coming; Wes Janson (Great shot!) and Porkins (I can hold it!)

Edited by Rogue Nine

Do you think they will ever do less direct traits?

ex.

Davish "Pops" Krail-when an ally within range 1 would receive a damage and be destroyed roll 1 green die. On an evasion prevent that damage.

Or perhaps

Y-Wing planetary defense- all upgrades applied to this ship are cost-1 minimum 1

They have already done something indirect like that with Biggs.

Take a stress token to give a friendly ship an extra defense die would be a good defensive counterpart to Jan Orrs' ability.

Crew: Rakky Wistol, Force Adept- When attacking, if any hits are scored, Barrel Roll your target in any direction.

Awing Pilot: Rakky Wistol, Force Adept- Your action bar gains Barrel Roll

Awing Pilot: Rakky Wistol, Jedi PS3- Your action bar gains Barrel Roll. You may Barrel Roll in any direction.

Awing Pilot: Rakky Wistol, Jedi Knight PS5- When declaring the Target of your attack, you may BarrelRoll that Target before measuring Range.

Tie-Advanced Pilot, Rakky Wistol, The Gray PS6- when you reveal your maneuver dial you may immediate BarrelRoll any ship or Obstacle within range 1 in any direction.

Crew: Rakky Wistol, The Gray- same as above.

He was my longest running Star Wars character who specialized in Telekinisis. What he made up for in lack of natural pilot skill he more than made up for with pure Force Power. I also imagine Tractor Beams will work something like this.

Do you think they will ever do less direct traits?

ex.

Davish "Pops" Krail-when an ally within range 1 would receive a damage and be destroyed roll 1 green die. On an evasion prevent that damage.

Or perhaps

Y-Wing planetary defense- all upgrades applied to this ship are cost-1 minimum 1

The cards would limit what ships, named pilots and equipment you could use, but if you accept this and stay within the limits of the list it would give you a huge benefit for doing so.

For example Gold squadron could use only Y-Wings and the only available named pilot would be Dutch, but would get cheaper secondary weapons or get some extra rerolls with them, or all their Y-Wings would get a Crew slot for free... There are lots of possibilities for this.

There could also be more or less restrictive or fluff based formations like for example a smuggler task force, limiting ships to Rebel operatives, one or two HWK named pilots that were smugglers at some time, the Outer Rim smuggler, Han Solo (maybe Chewie too) and possibly Luke flying cover for them in his X-Wing. Of course they would need to give them a bonus making sense there, like that they all had Pilot skill 10 for the first 4 turns because imperials were not prepared to fight them, they just wanted to check cargo and were surprised that they have to fight now... Bajillions of possibilities there!

I think i will open a new thread for this idea you brought me to Frazio... Credit to you!

Edited by ForceM

All the credit to you. Taking a thought and running with it. I would be honored with a foot note.

Just made a thread about it, go check it please XD

I'm really looking for new abilities rather than made up characters.

Making enemy ships perform barrel rolls seems a bit over the top, think of yoda lifting Luke's x-wing and then imagine the effort of grabbing a moving starfighter mid combat and throwing it.

Tractor beams in the computer game made ships more sluggish, so reducing a targrget's agility would fit better, but that is already wedge's ability...

New abilities come with new named Pilots.

It's all about translating flavor to game mechanics, they aren't barrel rolling, they are getting tossed around. I have imagined the effort and it is a lot... but it's in flavor and works mechanically and my character did move insanely large objects when needed, taking dark side points to do so when required (thus "The Gray").

If you're need a more realistic approach then it's just thrusting the stick suddenly or forcing the rudder instead of the whole ship. It's not perfect but that's how it would translate.