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New Upgrade Cards You Would Like to See

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8 minutes ago, That Blasted Samophlange said:

Probe Droid

bomb slot

2 points?

after executing a maneuver, if you are within range 1 of an obstacle, you may diacard this card and place a probe droid token on the nearest obstacle at range 1 that does not have a probe droid token.

 

Probe Droid Token

At the beginning of combat, you may assign a blue target lock to the obstacle with a probe droid token, and a Red target lock to an enemy ship at range 1 of the obstacle.

A friendly ships may spend target locks from the probe droid as if they were their own.

 

 

Vessery loves this

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I'd go with something a lot simpler.  SKip the requirement to actually get near the rock - probots were flung out through hyperspace, after all.

After setup, assign the probe droid token to an obstacle of you choice.  Friendly ships may treat enemy ships at range 1 of this obstacle as being at range 3 of them, for the purposes of acquiring Target Locks.

 

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44 minutes ago, thespaceinvader said:

I'd go with something a lot simpler.  SKip the requirement to actually get near the rock - probots were flung out through hyperspace, after all.

After setup, assign the probe droid token to an obstacle of you choice.  Friendly ships may treat enemy ships at range 1 of this obstacle as being at range 3 of them, for the purposes of acquiring Target Locks.

 

If you want them setup right away, take minefield mapper.

I did think of treating the probe as a range extender for acquiring target locks, but decided to do something a little more active.  

Also, the extended range is effectively long range scanners, while slightly different, it would do the same thing, and get used just as often.  

A free target lock for allied ships makes the obstacle a threat, and helps set up ordnance strikes. 

Also, while the EMPIRE did launch probe droids, in the Book Cobalt Squadron, the Resistance had to seed them over a planet.  You will note that this upgrade is not imperial only.   

My idea is to have to set up the synnergy, but Using minefield mapper makes the punisher, or scurrg, a support ship almost.   

As I said, making it different than what could be done with long range sensors was key.   

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Rear Equipment Operator
Small Ship only - Stress tokens do not prevent you from performing Target Lock actions unless you have 3 or more stress tokens. Stress tokens do not prevent you from performing actions on upgrade cards without the [EPT] or [Bomb, Missile, Torpedo] icons unless you have 3 or more stress tokens.
Crew - 3 points

·Obi-Wan Kenobi
When you are declared the target of an attack, if you have no stress tokens, you may assign 1 Focus and 1 Evade token to a friendly ship at range 1-3.
Crew - 3 points

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"Engine Control Scrambler" unique, system-slot, 2pt 

Action: Assign the "Engine Failure" condition to an enemy-ship. 

"Engine Failure" unique, Condition

You cannot perform the boost or barrel roll action. Remove this condition in the end of the activation phase. 

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3 hours ago, RedHotDice said:

"Engine Control Scrambler" unique, system-slot, 2pt 

Action: Assign the "Engine Failure" condition to an enemy-ship. 

"Engine Failure" unique, Condition

You cannot perform the boost or barrel roll action. Remove this condition in the end of the activation phase. 

I really like this idea, due to costing an action I think it should cost 1 and limit the range to 'an enemy withing range three' if you restricted it to in arc I'd say even zero points isn't too bad.

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I was having a lovely chat with another player in our local community who I get on great with. We had finished our games for the evening and had time to kill and we got onto the subject of ships that unfortunately have been left behind and might need a push and in the case of one a possible nerf with a push.

I want to preface going into more detail with that this is just our opinion and nor have these ideas been fully tested more like ideas we randomly threw out there.

K-Wing

I've been saying for awhile now that Miranda is probably next on the chopping block. I don't know if it is entirely deserved or not but I've seen her pop up in a high percentage of Rebel lists and she has been quite a problem for a long time within the game. My suggestion was to make it so her ability was only able to proc on her primary weapon. She sacrifices damage output for recovery which makes total sense, being able to do that on a turret like TLT negates the downside of rolling less dice since your damage output is not impacted at all.

Unfortunately, without Miranda, K-Wings are now absent from the game. How to shore them up:

Enhanced Munitions
K-Wing Only, Title, 1 point

When modifying attack dice. If you attacked with a [TORPEDO] or [MISSILE] secondary weapon, you may add a [HIT] result.

This makes K-Wings like their munitions and focuses it on being a heavy strike munitions carrier. Its munitions punch harder than any other ship.

 

TIE Punisher

The poor, poor TIE Punisher. It really needs something since it was never really that good. Well, my first suggestion is a simple errata to Deathrain, simply change "When dropping a bomb..." to "When dropping or launching a bomb..." suddenly Deathrain can benefit from a barrel roll if he launches or drops a bomb. Since he is the only TIE Punisher that focuses on bombs that should be good enough for him.

As for Redline and generics, well the issue with the Punisher frame is that you don't get bang for your buck while it is around...so let's solve that shall we?

Dual Targeting System
TIE Punisher Only, Title, 2 points

When declaring a target for an attack using a [TORPEDO] or [MISSILE], you may declare two targets. Both targets must be within the weapons range band and you must be able to pay the cost of the attack on at least one of the ships.

Forgive the terrible wording of that card, it is 1:08 am as I write this. Basically, I think the Punisher should be able to shoot at two targets using one munition card. Since TIE Punishers die quickly, make them worth it if they do stick around by really dealing heavy damage.

 

Z-95 Headhunter

The poor Z-95, give it a free reload action and it might see a bit more play, although Harpoons certainly have assisted in bringing them back.

 

TIE Fighter

Swarm Pattern
TIE Fighter or TIE/FO Only, 0 points

When attacking, if you are within range 1 of two or more friendly ships equipped with Swarm Pattern, and the defender is in the firing arc of at least one other friendly ship equipped with Swarm Pattern, you may convert one blank or focus result to a hit.

In theory, this should make TIE's attacks more effective without needing Howlrunner. Howlrunner is still useful as she still grants a reroll and you can only modify one die result with Swarm Pattern, but it also means TIE fighters might not have to take focus actions and can evade yet still get the chance for decent damage output.

 

E-Wing

Dual Core Astromech
E-Wing Only, 0 points

Your upgrade bar gains an additional [ASTROMECH] icon. All astromech upgrades equipped to this ship cost -1. You cannot equip an astromech with a printed cost of 4 or higher.

This gives the E-Wing a unique niche of being the only ship in the game with two astromech slots which could open up interesting combinations of abilities. However, to avoid this making regen Corran even stronger you simply stop any astromech with a printed cost of 4 or more from being assigned to the ship since R2-D2 is the only 4 point astromech.

 

TIE Phantom

This is the one we had the most discussion about as we think Phantoms can be decent but they are just missing a few options or ideas to really bring them back without making them too overpowered.

New Pilot - "Shadow" - PS4 - EPT
You cannot decloak at the start of the activation phase. You may decloak before you reveal your maneuver.

 

New Pilot - "Wraith" - PS5 - EPT
When defending, if you spend an evade token, add two [EVADE] results to your roll instead of one [EVADE] result.

Shadow is basically pre-nerf Phantom decloaking, but minus perfect board state since the maximum her PS can get to is 6, meaning only generics and low-level aces are vulnerable. However, she is very susceptible to being caught by high PS aces. Wraith, on the other hand, gives us a phantom that doesn't mind not being cloaked since spending an evade token can net her two guaranteed evade results. Meaning even while decloaked she can theoretically roll 4 evade results once. It also makes her more partial to Sygium Particle Accelerator over Advanced Cloaking Device.

 

Refitted Sensor Systems
TIE Phantom Only, Title, 1 point

Your upgrade bar gains an additional [SYSTEM] slot. When defending you may discard a [SYSTEM] upgrade to cancel an attack, any tokens spend during the attack remain spent.

Enhanced Cloaking Device
Unique, Dual Card, TIE Phantom Only, Title, 1 point
Side A

When decloaking, instead of using a 2-speed template, you may use the equivalent 1-speed template. After decloaking, you may flip this card.

Side B
When decloaking, instead of using a 2-speed template, you may use the equivalent 3-speed template. After decloaking, you may flip this card.

Staple this to Echo and suddenly he has so many more options, although there is still skill in using it as you have to decide if you'll need to decloak using a 1-2 or 2-3 the next time you decloak.

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2 hours ago, Ebak said:

I was having a lovely chat with another player in our local community who I get on great with. We had finished our games for the evening and had time to kill and we got onto the subject of ships that unfortunately have been left behind and might need a push and in the case of one a possible nerf with a push.

I want to preface going into more detail with that this is just our opinion and nor have these ideas been fully tested more like ideas we randomly threw out there.

K-Wing

I've been saying for awhile now that Miranda is probably next on the chopping block. I don't know if it is entirely deserved or not but I've seen her pop up in a high percentage of Rebel lists and she has been quite a problem for a long time within the game. My suggestion was to make it so her ability was only able to proc on her primary weapon. She sacrifices damage output for recovery which makes total sense, being able to do that on a turret like TLT negates the downside of rolling less dice since your damage output is not impacted at all.

Unfortunately, without Miranda, K-Wings are now absent from the game. How to shore them up:

Enhanced Munitions
K-Wing Only, Title, 1 point

When modifying attack dice. If you attacked with a [TORPEDO] or [MISSILE] secondary weapon, you may add a [HIT] result.

This makes K-Wings like their munitions and focuses it on being a heavy strike munitions carrier. Its munitions punch harder than any other ship.

 

TIE Punisher

The poor, poor TIE Punisher. It really needs something since it was never really that good. Well, my first suggestion is a simple errata to Deathrain, simply change "When dropping a bomb..." to "When dropping or launching a bomb..." suddenly Deathrain can benefit from a barrel roll if he launches or drops a bomb. Since he is the only TIE Punisher that focuses on bombs that should be good enough for him.

As for Redline and generics, well the issue with the Punisher frame is that you don't get bang for your buck while it is around...so let's solve that shall we?

Dual Targeting System
TIE Punisher Only, Title, 2 points

When declaring a target for an attack using a [TORPEDO] or [MISSILE], you may declare two targets. Both targets must be within the weapons range band and you must be able to pay the cost of the attack on at least one of the ships.

Forgive the terrible wording of that card, it is 1:08 am as I write this. Basically, I think the Punisher should be able to shoot at two targets using one munition card. Since TIE Punishers die quickly, make them worth it if they do stick around by really dealing heavy damage.

 

Z-95 Headhunter

The poor Z-95, give it a free reload action and it might see a bit more play, although Harpoons certainly have assisted in bringing them back.

 

TIE Fighter

Swarm Pattern
TIE Fighter or TIE/FO Only, 0 points

When attacking, if you are within range 1 of two or more friendly ships equipped with Swarm Pattern, and the defender is in the firing arc of at least one other friendly ship equipped with Swarm Pattern, you may convert one blank or focus result to a hit.

In theory, this should make TIE's attacks more effective without needing Howlrunner. Howlrunner is still useful as she still grants a reroll and you can only modify one die result with Swarm Pattern, but it also means TIE fighters might not have to take focus actions and can evade yet still get the chance for decent damage output.

 

E-Wing

Dual Core Astromech
E-Wing Only, 0 points

Your upgrade bar gains an additional [ASTROMECH] icon. All astromech upgrades equipped to this ship cost -1. You cannot equip an astromech with a printed cost of 4 or higher.

This gives the E-Wing a unique niche of being the only ship in the game with two astromech slots which could open up interesting combinations of abilities. However, to avoid this making regen Corran even stronger you simply stop any astromech with a printed cost of 4 or more from being assigned to the ship since R2-D2 is the only 4 point astromech.

 

TIE Phantom

This is the one we had the most discussion about as we think Phantoms can be decent but they are just missing a few options or ideas to really bring them back without making them too overpowered.

New Pilot - "Shadow" - PS4 - EPT
You cannot decloak at the start of the activation phase. You may decloak before you reveal your maneuver.

 

New Pilot - "Wraith" - PS5 - EPT
When defending, if you spend an evade token, add two [EVADE] results to your roll instead of one [EVADE] result.

Shadow is basically pre-nerf Phantom decloaking, but minus perfect board state since the maximum her PS can get to is 6, meaning only generics and low-level aces are vulnerable. However, she is very susceptible to being caught by high PS aces. Wraith, on the other hand, gives us a phantom that doesn't mind not being cloaked since spending an evade token can net her two guaranteed evade results. Meaning even while decloaked she can theoretically roll 4 evade results once. It also makes her more partial to Sygium Particle Accelerator over Advanced Cloaking Device.

 

Refitted Sensor Systems
TIE Phantom Only, Title, 1 point

Your upgrade bar gains an additional [SYSTEM] slot. When defending you may discard a [SYSTEM] upgrade to cancel an attack, any tokens spend during the attack remain spent.

Enhanced Cloaking Device
Unique, Dual Card, TIE Phantom Only, Title, 1 point
Side A

When decloaking, instead of using a 2-speed template, you may use the equivalent 1-speed template. After decloaking, you may flip this card.

Side B
When decloaking, instead of using a 2-speed template, you may use the equivalent 3-speed template. After decloaking, you may flip this card.

Staple this to Echo and suddenly he has so many more options, although there is still skill in using it as you have to decide if you'll need to decloak using a 1-2 or 2-3 the next time you decloak.

The K-wing is fine, it needs no help. EI is there. Miranda should die in a fire. 

 

The punisher breaks if it can do that. Double harpoons? Noone needs that. 

 

Of all the ships that could get reload.. why the z-95?

 

The TIE fighter fix is okay. I assume it's a title

 

E-wing... I guess? Bb8, r2 astro, FCS, Eu, PTL Corran seems nasty, but no Regen so it seems fine.. kylo still beats him and they cost about the same. Although I'm sure there are nastier combos than that. 

 

The phantom. I want wraith's ability on everything. Other than that. Not so fond. 

 

Most of these fixes enable one specific build, and often these are vastly overpowered. Triple k-wings with an extra hit result on their harpoons? 3 additional guaranteed hits for a 12 dice opening salvo? Pretty nasty if you ask me. 

Not too fond of these all in all. 

 

 

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Modification; "Synced Fire" Cost 1.

"You cannot Equip this card if your Primary attack value is higher than 2 and you have the System Slot."

"When performing a primary weapon attack, choose 1 friendly ship that also has Synced Fire Equipped & has the defender inside their firing arcs at Range 1-3. If that ship hasn't already fired this round it may receive a weapons disabled token. You may roll additional Attack Dice equal to the printed value of that ship, to a maximum of 4 additional dice. you may treat their blue target lock token as your own"   

---

This allows the TIE, A and Z95 to overwhelm the enemy defense dice. Would help (a little) to counter the wookies 
  

Edited by the1hodgy

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On ‎3‎/‎14‎/‎2018 at 11:38 PM, Jadotch said:

Well, I like these ... but I am a bit bias.

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These are cool.  Some of them are a little too specific though.  Like maybe Tekli could allow you to move any card instead of just conditions.  Eaden is cool, but should be 4 points.  Ackbar is a really neat idea but could probably get by at 4 points.

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10 hours ago, KommanderKeldoth said:

These are cool.  Some of them are a little too specific though.  Like maybe Tekli could allow you to move any card instead of just conditions.  Eaden is cool, but should be 4 points.  Ackbar is a really neat idea but could probably get by at 4 points.

Thanks! Whistler is also really cool on Corran, but ok on everyone else. (It is his Astromech in Legends.) You don’t need to fire in the attack phase to do his end phase attack. So it can be an interesting arc dodge tactic used.

Edited by Jadotch

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Purist

Crew - 0 points

During the set up phase, if your opponent places an ARC-170, First Order or Resistance ship or card, you may immediately perform a free table flip action. If you receive a positive or negative result from this action, run. Just pick a direction and run! You messed up big time, so RUN STUPID!

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Minelayer (Modification)
 - Small Ship Only
 - If your ship does not have the Barrel Roll action, your must equip 1 Vectored Thrusters upgrade card (paying its squad point cost as normal) as an additional modification.
  After moving your ship to barrel roll and prior to removing the template, you may discard an equipped bomb token to drop the corresponding bomb token at the end of the template opposite your ship. You may only drop a bomb that costs 3 or fewer squad points.
 - 1 point

 

Bomb Specialist (Crew)
 - Empire Only.
 - Your upgrade bar gains the bomb upgrade icon.
 After completing a maneuver, if your maneuver template or ship overlaps a mine token, before the bomb detonates add that token to the bomb specialist. That bomb token may be dropped using the normal rules for that bomb.
 - 2 points

 

Communications Specialist (Crew)
 - Scum Only
 - Your action bar gains the coordinate action icon.
 You may equip 1 additional non-unique Crew upgrade that costs 2 or fewer squad points.
 - 2 points

 

Interdiction Bomb (Bomb)
 - When you reveal your maneuver dial, you may discard this card to drop1 interdiction bomb token. This card detonates at the end of the Activation phase.
 - Deal one tractor beam token to all ships at Range 1 of the token. Ships that gain a tractor beam token from interdiction bombs are not boosted or barrel rolled.
 - 2 points

 

Jam Bomb (Bomb)
  - When you reveal your maneuver dial, you may discard this card to drop1 jam bomb token. This card detonates at the end of the Activation phase.
 - Deal one jam token to all ships at Range 1 of the token. Jam tokens assigned by jam bombs are removed during the End phase.
 - 1 point

Edited by Kilrex

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Sensor Baffler (From the Last Jedi and the novel Cobalt Squadron)

Tech

Enemies can only attack you when they have you in arc.   At the beginning of combat, if an enemy ship that has a target lock on you does not have you in arc, remove the target lock.

When you attack, or execute a red maneuver, discard this card.

Edited by That Blasted Samophlange

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Something like this, to help lower PS ships:

 

Evasive Manoeuvres

Modification, Small Ship Only

At the start of the combat phase, if there are no enemy ships in your firing arc, you may assign a weapons disabled token to your ship. If you do, you may reroll one defence dice when defending against an attack. You cannot equip this card if your agility is less than two.

2pts?

Edited by Deffly

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On 14/03/2018 at 6:34 AM, KommanderKeldoth said:

Nice! 

If you strike me down I shall become more powerful than you can possibly imagine!

Luke! You've turned off your targeting computer!

 

Top marks! Thank you. :)

IMG-20180331-WA0002.jpg

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