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dewbie420

Scum needs a few more Illicit upgrades... any Ideas?

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I think FFG needs our help with breaking the law- here are some of my "house rules" proxies for Illicit and Scum Only mods:

Stolen Shield Generator

(Illicit)

Increase your Shield value by 1.

2 Points.

*part of my Scyk fix.

SubLight Accelerator

(Illicit)

Your Action bar gains the SLAM icon.

3 points.

Illegal Power Cell

(Illicit)

Increase your Attack value by 1.

6 points.

Extra Stash

Scum Only. Modification. Limited.

Your uprade bar gains the Illicit icon. You cannot equip 2 of the same Illicit upgrades.

1 Point.

Any other ideas out there... FFG is listening. ;)

EDIT: I have added limitations and drawbacks to these. Please read the thread to see my tweeks. Feel free to critique my ideas and but please post YOUR ideas as well.

Edited by dewbie420

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Thrust Distorter(NAME BETTER). Some points.

After an enemy ship at range 1 executes a boost, barrel roll or slam action you may receive 1 ion token to cause that ship to suffer 1 damage.

 

This but the other way around. I'd like to hand out an Ion token to the ship trying to be a smart nimble donkey.

 

So you think you can dance? Oops! Tripped on my leg did you.

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I like these ideas, what a fun topic

Not sure what to call it, emergency thrusters?

1pt

Double your agility value for the combat round, at the end of the combat phase, receive one face down damage card and flip this card face down

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I like the Extra Stash, but your other ideas do not fit into the illicit theme. All illicit upgrade we have so far are one-use, has some drawback or unreliable. Putting 'stolen' or 'illegal' before the name does not make them illicit.

OK, names don't really matter.

...for shield generator add "reduce your hull by 1"

...for the SLAM thingy add "then receive 1 Ion token"

...for the 'more power' idea change to "when attacking with your primary weapon you may roll an additional attack die, then recieve 1 Ion token and 1 Stress token"

I know my ideas aren't the greatest... just wondering if other players had any good ideas.

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I like the Extra Stash, but your other ideas do not fit into the illicit theme. All illicit upgrade we have so far are one-use, has some drawback or unreliable. Putting 'stolen' or 'illegal' before the name does not make them illicit.

OK, names don't really matter.

...for shield generator add "reduce your hull by 1"

...for the SLAM thingy add "then receive 1 Ion token"

...for the 'more power' idea change to "when attacking with your primary weapon you may roll an additional attack die, then recieve 1 Ion token and 1 Stress token"

I know my ideas aren't the greatest... just wondering if other players had any good ideas.

 

These are better. The key of the illicit upgrades imo, that they force you to carefully choose when and how to use them. Simply increasing your attack/shield is boring. However, if there is a string attached, that could make a great and exciting upgrade.

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EMP Generator

Cost 5

Large ship only.

At the end of the combat phase you may discard this card. If you do all ships within range 3 lose all focus, evade and blue target lock tokens. All ships within range 2 gain two ion tokens and one stress token. Then remove all shields from this ship.

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Leaked Card

Any card that has been revealed in a FFG news article can be used in a tournament setting, even though the card is not officially out yet.  Player must print out a copy of the card before the game.  

 

Hahaa.  I actually chuckled reading this.

 

I think Expose would have actually worked brilliantly as an illicit card.

Expose - Illicit - 4pts.  At the start of combat, you may choose to increase your attack value by one and reduce your agility by one.  (Optional: then receive a stress token)

 

Obviously expose would have to be changed to start of combat instead of an action.  And the name would have to be different.  Perhaps Power Diverter or something like that.

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Leaked Card

Any card that has been revealed in a FFG news article can be used in a tournament setting, even though the card is not officially out yet.  Player must print out a copy of the card before the game.  

 

Hahaa.  I actually chuckled reading this.

 

 

Awesome  :)

 

Expose is ruined by one of two things.  Either the action part needs to go away or the 4 pts needs to go away.  I think if it were either 0-1 pts or didn't take an action, it would be worth it.  

 

Power Diverter is actually a pretty cool idea.  It takes away from the Engines to give more offense.

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+ one attack for 6 points and the illicit slot, that is almost and auto include on every scum ship than can take it :P. Punishing one is uniqe and 12 points for a reason.

The slam should prob be small ship only, large ship with slam would be crazy.

The shield one is a bit to stable and good to have such a low cost. I would give it some kind of drawback.

I like the extra stash though.

 

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Illegal Power Cell

(Illicit)

Increase your Attack value by 1.

6 points.

 

... did you just create the game's first 4-die PWT?

 

No, because that card would never see print, WAAAYYY too good.

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I had a similar idea to Extra Stash, but it was 2 pts and stated that any Illicit card that tells you to discard it after it's use, you don't discard it the first time. I think a combination of the two would be a very nice addition being that you have a choice of either have two uses on single use Illicits or two different types of Illicits and that modification can cost two points.

 

Also I had:

 

          Smuggler's Hole - Illicit Slot 3pts

-Large Ship Only. Add a Crew Slot to your ship's upgrade bar.

 

  • VIP Funding - Illicit Slot  -2pts

-Unique Pilots Only. This card just applies a -2 pt cost to your ship. Someone else is paying extra for your service in this battle!

 

 

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Illegal Power Cell

(Illicit)

Increase your Attack value by 1.

6 points.

 

... did you just create the game's first 4-die PWT?

 

No, because that card would never see print, WAAAYYY too good.

 

Herm... But what if the ship lost its shields?  Let's review the ships that have Illicit slots:

 

Z95 - this makes it an 18 point 3 attack ship, but only 2 hull.  Probably not that useful.

StarViper - 4 hull 4 attack, 3 agility starting at 31 points...  Not horrid, but probably not competitive either.

HWK - Hey look, you finally have 2 attack dice - you're not REQUIRED to take a turret now.  This could be an interesting change for the HWK, but I think you're still going to see the TLT instead.

G1A - 4 hull 4 attack 1 agility, 29 cost... Pass

Firespray - 4 attack, 6 hull, 2 agility, 41 cost... Again, pass

YV666 - Pass

JM5K - Pass

 

But if the cost was lowered to 2 points... Now you have a very interesting proposal for a few ships.  14point 2 health Z95 with 3 dice... That could be killer in a spam list.  StarViper 4/3/4/0 for 27 points is now verry intriguing.  HWK would be able to equip it for a cheap 18pt support ship without having to spend a ton of points on the turret.  G1A, FS31, YV666, and JM5K still wouldn't be interested because they're giving up too much survivability.

 

 

Edit - the idea behind losing the shield (generator) is that you've tossed out that piece of junk in order to add some more cannons/power cells for your weapons.

Edited by Khyros

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Disruptor Pulse: Discard this at the start of the combat. Choose an enemy ship at range 1. That deal that ship one faceup damage card. That card counts as 0 damage. 

 

Essentially you get the effect of a crit without it counting against your hull. 

 

 

 

Overloaded Power Cells: When attacking, you may discard this card to increase your attack value by 2 for this attack. After the attack resolves, receive two ion tokens and a stress token. 

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