entirely hypothetical

By Macabre, in X-Wing Rules Questions

given the following criteria, what would you want- it must be printable, no new models x-wing paper upgrade wishlist:

1- new damage deck

2- multiple squadron color markers (instead of just black & white, why not blue, red, silver, green, etc.)

3- new obstacles (which could be combined, puzzle like, into a blockade runner or gr75)

4- y-wings with pilot skill upgrades

5- steele in an interceptor (for that matter, other pilots with histories in other ships getting in to those ships)

6- tie advanced with boost

7- tie fighter with target lock instead of evade

the reason i ask is because these would be extremely easy and cheap ways to upgrade the game without having to fully change things. for that matter, i would love to play with 12 obstacles with a 1 border instead of 2 :)

1. No. No idea what you mean by a "new" damage deck but if you change the options there you ruin the premise behind the deck. I mean everyone is supposed to use an identical deck and this even explains why you can't shuffle TWO normal decks together and use that.

2. Purely cosmetic game improvement. I see no reason not to especially if you want to encourage battles involving more than two players.

3. New Obstacles will require new rules. If you're simply talking about an alternative visual representation for asteroids then it may fly but it also wouldn't mix in official play.

4. Some have called for new Y-Wing pilots beyond the initial batch. While unlikely such could be added via title card but I see new pilots being more likely.

5. Just more new pilot cards for existing ships.

6. That's what the Engine Upgrade modification is for. Or maybe you're talking an overall power increase which could be possible via new Title card. See all the "Avenger" threads/arguments.

7. Upgrade coming that could grant TL ability to TIE Fighter. Cutting Evade for TL may be possible via Title Card.

8. That obstacle thought may work for scenarios but is a major rules rewrite.

As for thing I may want to see that can alter the current landscape:

1. More title cards for snub fighters. This is easiest way to expand abilities of current ship without remodel.

2. New Upgrades. Which we know we'll get anyway.

5. Unique Pilots showing up in other ship models. (Sorry but this is simply down the list.)

EDIT: Engine Upgrade already mentioned

Edited by Wh0isTh3D0ct0r

1. No. No idea what you mean by a "new" damage deck but if you change the options there you ruin the premise behind the deck. I mean everyone is supposed to use an identical deck and this even explains why you can't shuffle TWO normal decks together and use that.

2. Purely cosmetic game improvement. I see no reason not to especially if you want to encourage battles involving more than two players.

3. New Obstacles will require new rules. If you're simply talking about an alternative visual representation for asteroids then it may fly but it also wouldn't mix in official play.

4. Some have called for new Y-Wing pilots beyond the initial batch. While unlikely such could be added via title card but I see new pilots being more likely.

5. Just more new pilot cards for existing ships.

6. That's what the Engine Upgrade modification is for. Or maybe you're talking an overall power increase which could be possible via new Title card. See all the "Avenger" threads/arguments.

7. Upgrade coming that could grant TL ability to TIE Fighter. Cutting Evade for TL may be possible via Title Card.

8. That obstacle thought may work for scenarios but is a major rules rewrite.

As for thing I may want to see that can alter the current landscape:

1. More title cards for snub fighters. This is easiest way to expand abilities of current ship without remodel.

2. New Upgrades. Which we know we'll get anyway.

5. Unique Pilots showing up in other ship models. (Sorry but this is simply down the list.)

1- since you asked:

locked throttle-

on your next turn, before any actions, move 3 forward, then turn this card facedown

destroyed horizontal booster-

you can no longer make any right turns or banks

destroyed horizontal booster-

you can no longer make any left turns or banks

destroyed astromech-

immediately choose 1 of your astromech upgrade cards and discard it. Then flip this card facedown

killed crew member-

immediately choose 1 of your crew upgrade cards and discard it. Then flip this card facedown

secondary explosion-

Each ship at range 1 takes 1 total damage.

take 1 additional damage for each unspent torpedo, missile, or bomb you have then discard them

power loss-

you may only make green maneuvers. Action: Take 2 stress to turn this card face down

major hull breach-

red maneuvers cause 1 facedown damage

bad maneuver-

for each stress you have, take 1 additional damage, then turn this card face down

smoke filled cockpit-

your opponents receive an additional dice to agility. Action: receive 3 stress to turn this card face down

broken comm system-

you cannot benefit or receive benefit from any friendly pilot ability or upgrade card

chain reaction-

if you have any facedown damage cards, pick 1 at random, turn it face up resolve its effects.

major explosion-

immediately roll 1 attack die. On a crit result, draw another faceup damage card and resolve its effects

combat stress-

any red maneuver causes 2 stress instead of one

thrust control fire-

receive 1 stress then turn face down

stunned pilot- after you execute a maneuver that causes you to overlap either another ship or an obstacle, suffer 1 damage

console fire-

at the start of each combat phase, roll 1 attack die. On a hit result, suffer 1 damage. Action: flip this card face down

weapon malfunction-

reduce your primary weapon value by 1 (to a minimum of zero) Action: Roll 1 attack die. On a hit or crit result, flip this card facedown

damaged sensor array-

you cannot perform the actions listed in your action bar. Action: roll 1 attack die. On a hit result, flip this card facedown

structural damage-

reduce your agility value by 1 (to a value of 0) Action: roll 1 attack die. On a hit result, flip this card facedown

minor hull breach-

after executing a red maneuver, roll 1 attack die. On a hit result, suffer 1 damage

injured pilot-

all players must ignore your pilot ability and all of your upgrade cards.

munitions failure-

immediately choose 1 of your secondary weapon upgrade cards and discard it. Then flip this card facedown

minor explosion-

immediately roll 1 attack die. On a hit result, suffer 1 damage. Then flip this card facedown

blinded pilot-

the next time you attack, do not roll any attack dice. Then flip this card facedown

damaged cockpit-

after the round in which you receive this card, treat your pilot skill as '0'

damaged engine-

treat all turn maneuvers as red maneuvers

smoke filled cockpit-

reduce your ability to target or take actions against opponents by range 1 (min 0)

action: take 2 stress to turn this card face down

sensor damage-

immediately choose 1 of your sensor upgrade cards and discard it. Then flip this card facedown

2- you call it purely cosmetic, i call it personalization. at tournaments, i often find it easy for people's ships to get clustered together on the sides. having multiple squadron colors like red group, blue group, gold group (where did those pesky groups come from? oh yes, a new hope), would allow for greater identification. besides, why wouldn't we want to play multiple people at once? okay, maybe if you are a player that doesn't like a challenge or if you are awful at the game, but i like playing multiple people, increases the challenge.

3- new obstacles only require new rules only if you are playing a scenario, which, by their very nature, require new rules. i often use cups, salt & pepper shakers, my cats (seriously difficult obstacles), and other things sitting about to fly around for practice. so long as the parts are at range 1 from each other, there is zero, null, zed, nada need for new rules. the zen of obstacles comes from their shapes. that is all they are- nifty shapes. my thought to have some that can be connected was entirely for scenario play. otherwise, when not connected, they would still follow the same rules as current obstacles (nifty shapes).

4- new title card AND potentially new base card.

5- yuppers, with base cards

6- the engine upgrade card requires it to be added on. admittedly, i didn't explain this very well. in order to make the tie advanced playable, it needs some upgrades. honestly, i see no reason, other than missiles, for it to have target lock. as most missiles imho suck and are not worth the points, why have it? dropping some abilities to pick up others would be great for the advanced. i would love to see a new card with different pilot skills and an additional hull or shield for the ship. they are currently not worth the cost. 'fixing' some ships, like the a-wing, can be as easy as making some alterations to the cards and base cards.

7- you obviously missed the 'instead of evade' part of my comment. adding target lock without removing just adds points. imagine removing all pilot skills from ties. imagine no evade, no focus, no barrel roll. how much would that cost? 9 points? think how deadly a swarm would be with 11 ships in a 100 point squad. all it takes are new cards & base cards.

8- see my previous comments about scenarios requiring their own rules anyway.

It's worth pointing out that this is a wish list and has nothing to do with any rules questions.