How many points would this be worth to you?

By Hrathen, in X-Wing

Modification: Supercharged weapons

your primary attack becomes 3

I was originally going to make it +1 to your primary attack, but then either it would just have to be too expensive to use or every X-wing, B-Wing, Fire Spray, and Han Solo would have it equipped.

Another possibility (A little more wordy, but maybe less broken)

Modification: Supercharged weapons

you may fire your primary attack at +1 attack dice to a maximum of 3, if you do receive 1 stress token

5 or 6 points, I think. I don't think it needs the second version with the stress.

I agree, something like 5-6 points. Second version with the stress maybe 4. Although that one would be awfully good on A-Wings.

Like Danthrax says it would be 5 or 6 points. My thought is actually:

Advanced Weapons (Modification) [ship with primary attack 2 or lower]

Benefit: +1 die to ship's primary weapon

I believe you could make it for less BUT it would need some drawback but I'm not a fan of making it optional to use and then taking stress; I believe there is an EPT for that.

This is what my group uses. This makes it viable, but also risky.

Ship Upgrades

3

Primary Attack must be 2 or less

Laser Boosters

Action: Your primary attack gains +1 to a maximum of 3. Receive one stress token after firing. If you roll 2 blanks on the attack dice suffer a critical hit. Ignoring Shields

I think it could be as cheap as 4 points IF it is a modification that requires a certain PS level (maybe 4?). Kind of like the Royal Guard Title. That way you can't have a swarm of Academy Pilots with 3 Attack. Or maybe it would be limied to 1 or 2 ship types, like Advanced and A-wings.

I was thinking 5, 6 seems a bit much.

I like the Pilot Skill 5 rule. Very nice

7pts. if it's applicable to all 2A or lower ships.

At equal PS and HP+SP it's between 4-7pts.

Gold ::: Blue = 4pts

Grey ::: Dagger = 4pts

Academy ::: Alpha = 6pts.

Black ::: Saber = 7pts.

Sure dials do play a small part in the points differences.

But one thing to remember HLC costs 7 for +1 dice and does not crit. although the "not crit" portion is probably due to 3D is the unmodified defense max. But currently HLC can only be given to ships with 3A bumping them up to 4A. so going from 2A to 3A should parallel in costs given that there is no negative restrictions like HLC's non-crit.

What about

Modification: Supercharged Weapons

+1 att dice to a maximum of 3

if on an attack you roll 3 blanks discard this card.

of course the chances of getting 3 blanks are 1/27 so it wouldn't happen very often, it wouldn't even happen in very many games.

or

Modification: Supercharged Weapons

+1 att dice to a maximum of 3

if on an attack you roll hits or crits discard this card.

That increases the chances of losing your weapons to something like 1/8 that would probably happen in most games if the ship lived long enough.

I kinda a like how it makes the upgrade feel like an after market add on that isn't really recommended by the manufacturer

This is what my group uses. This makes it viable, but also risky.

Ship Upgrades

3

Primary Attack must be 2 or less

Laser Boosters

Action: Your primary attack gains +1 to a maximum of 3. Receive one stress token after firing. If you roll 2 blanks on the attack dice suffer a critical hit. Ignoring Shields

As we have seen with expose spending your action to get another dice isn't really that great of a deal.

7pts. if it's applicable to all 2A or lower ships.

At equal PS and HP+SP it's between 4-7pts.

Gold ::: Blue = 4pts

Grey ::: Dagger = 4pts

Academy ::: Alpha = 6pts.

Black ::: Saber = 7pts.

Sure dials do play a small part in the points differences.

But one thing to remember HLC costs 7 for +1 dice and does not crit. although the "not crit" portion is probably due to 3D is the unmodified defense max. But currently HLC can only be given to ships with 3A bumping them up to 4A. so going from 2A to 3A should parallel in costs given that there is no negative restrictions like HLC's non-crit.

This a great way to look at it.

Of course the very fact that upgrades are optional mean that they should cost more points than ships that have the same ability built in.

Edited by Hrathen

Lord almighty, we don't need Tie Swarms with 3 attack dice each. They'll be Interceptors without Boost at that point!

Lord almighty, we don't need Tie Swarms with 3 attack dice each. They'll be Interceptors without Boost at that point!

Just use Howl with Engine and forget we stumbled onto this topic? lol.

First time I heard of this upgrade/modification was on one of the TIE/Advance threads.

I know I look at this idea a LOT like Stealth Device. I mean Stealth Device is +1 Agility for a measly 3 points but it has that removal clause which makes it much better on ships that already have a high Agility. Most of us don't want to see 4 dice primary attacks so this would appear to go in the opposite direction and boost the poor shooters.

Maybe it could cost 4 points but if an attack initially fails to roll any [hit] or [crit] results they system is expended/discarded. If the 1/8 chance (1/16 if used at range 1!) with a 3 dice attack is too much then modifiers maybe modifiers should be looked at first. Before we did that I'd simply ask "how many shots does it normally take to knock off a Stealth Device?" as I suspect the answer there is far less than 8.

Since HLC has 2 drawbacks and gets you to 4 dice at 7pts + oppertunity cost + secondary weapon I don't see how a blanket boost could be less than that.

I had the idea of an Advanced Blasters modification that says something like "when attacking at range 2, raise your primary attack value by 1, to a maximum of 3."

I mainly had the A-wing and maybe the advanced in mind, as I don't like the idea of it being usable on TIE fighters. it would allow the a-wing to make use of its mobility a bit more without just straight up making it an interceptor.

Another idea i like a bit better is "when attacking at range 1, assign 1 focus token to your ship." Alternately you could acquire a target lock on the defender, it would need playtesting to finalize it. Either way, it gives a bit more value to boosting into range 1, especially on an A-wing without push the limit where boosting in to roll 3 dice comes with the less appealing penalty of losing any modifiers on those dice.

What about

Modification: Supercharged Weapons

+1 att dice to a maximum of 3

if on an attack you roll 3 blanks discard this card.

of course the chances of getting 3 blanks are 1/27 so it wouldn't happen very often, it wouldn't even happen in very many games.

In that case i will use that on the HWK and only shoot at range 1 with a target lock! Forever attack dice for the HWK FTW

Edited by Imperial Rebel

The HLC actually has two positives.... The extra attack dice and the fact that the defender doesn't get an extra green dice at range one. Upgrading your primary attack wouldn't give you the second positive. Not sure how that would change things, just a thought when comparing them.

Edited by TallTonyB

imo should only be available to certain ships. this on tie fighters could be a problem as u have now made them as powerful as x-wings on offense but they still have 3 agility. This is exactly what the tie-advanced needs imo. making it restricted to a certain PS would help keep it balanced, maybe PS4 or higher?

points cost is not an easy decision 4minimum maybe 5?

I think it needs to be 5 points so that upgraded Prototype Pilots aren't the same cost as Rookie Pilots. That makes it pretty weak on most other ships (TIE Fighters would cost 17, Y-wings 23, TIE Advanced 26, none of which seem worthwhile), but I'd rather have the upgrade be a little weak on most ships to avoid an overpowered use.

7pts. if it's applicable to all 2A or lower ships.

At equal PS and HP+SP it's between 4-7pts.

Gold ::: Blue = 4pts

Grey ::: Dagger = 4pts

Academy ::: Alpha = 6pts.

Black ::: Saber = 7pts.

Sure dials do play a small part in the points differences.

But one thing to remember HLC costs 7 for +1 dice and does not crit. although the "not crit" portion is probably due to 3D is the unmodified defense max. But currently HLC can only be given to ships with 3A bumping them up to 4A. so going from 2A to 3A should parallel in costs given that there is no negative restrictions like HLC's non-crit.

This a great way to look at it.

Of course the very fact that upgrades are optional mean that they should cost more points than ships that have the same ability built in.

7 is probably too high, remember with HLC you are getting a complete attack value of 4, where anyone you are adding too already have paid for the attack value in the cost of the ship. I like the idea of being able to add to the attack value of a ship, but you need to be very restrictive. the best way to really do it is to do an upgrade of the fighter itself. fo instance an A-wing has an attack of 2. A-wing Mod 2 might have an attack of 3, a-wing Mod 3 would be an extra missle. then you could just raise the cost of the new fighter model.

As part of some ship specific title a +1 primary attack could cost less although the only ships I could see for that are the Advanced (Avenger title) or less likely the A-Wing.

A blanket boost is going to get you 4 (5 on other ships) attack dice at range 1 and the +1att and +1 agility for YOUR ship at range 3 is a benefit too. Suddenly Awings are even more annoying at range AND still throwing Xwing dice at range 1. You just built a better Xwing. Heck, on a green squad you just built a rebel interceptor who traded barrel roll for shields and 1 more hp and more green maneuvers.

Edited by Rakky Wistol