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Da_Brown_Bomber

Create a new upgrade card competition (Winners announced!)

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6 minutes ago, Da_Brown_Bomber said:

lm going to go with ur suggestion. nuke the talent slot and keep the modification... as u point out these are more for ship-like mods,

thinking the cost could be reduced to 10 if the squad contains a force user with 2 force points or more?

Nah. 12 makes sense. It is a bit over the base 10 that pilots with inherent force abilities pay when compared to their equiv without force abilities, IE Inquisitor vs Baron. :) Much like it is more expensive to add a shield or hull than to just swap out for a ship with 1 more shield or hull yet having same or similar stats otherwise.

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1 minute ago, GeneralVryth said:

That would be an interesting change. One suggestion from me would be to make it limited to non-unique only, and add the requirement they have the focus action. This removes the potential fro Force Sensitive droids and/or degenerate combos with pilot abilities.

i like it. non-unique force user. no droids allowed. :)

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1 minute ago, GeneralVryth said:

That would be an interesting change. One suggestion from me would be to make it limited to non-unique only, and add the requirement they have the focus action. This removes the potential fro Force Sensitive droids and/or degenerate combos with pilot abilities.

Ya, Talonbane or Quinn with Force might be a bit much and other than the Legends Iron Knight Illum Crystal/Droid amalgams there weren't Force Sensitive droids.

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9 hours ago, GeneralVryth said:

This removes the potential fro Force Sensitive droids and/or degenerate combos with pilot abilities.

9 hours ago, Hiemfire said:

Ya, Talonbane or Quinn with Force might be a bit much and other than the Legends Iron Knight Illum Crystal/Droid amalgams there weren't Force Sensitive droids.

You've done it now.

(This is faction-restricted, so technically doesn't count)

Astromech

Skippy The Jedi Droid

Skipp_the_droid.jpg

Rebel

+1 [Force] Ù

When another friendly ship within range 0-1 would spend [Charge] from an equipped [Astromech] upgrade, you may spend [Force] instead.

14 points

 

Edited by Magnus Grendel

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Tactical genius, crew, 4 points

Requires coordinate

While you coordinate, if the target ship has exactly one stress token, it can perform actions. Then you gain two stress tokens. 

Edited by flooze

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Force-Sensitivity

8pts.

Talent 

Limited: Cannot Added to Force Users

+1 Force Token 

Before dice are rolled, you may spend one force token to change one focus result to a hit or an evade. Force tokens on this card cannot be spent after dice are rolled. 

force.jpg

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last chance to post ur upgrade cards... competition closes soon.

thanks to those who have made submissions.

i'll check back here again tomorrow morning (aprox 8 hrs time). anything u post before then will be considered. ;)

Edited by Da_Brown_Bomber

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Modified Engines

Small of Medium ship only

Modification

Add Red Boost

Before you perform a boost action, roll one attack die.  On a [hit] result you are treated as failing the action. On a [crit] result, suffer one damage and you are treated as failing the action.

3 pts for small, 4 pts for medium

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On 1/11/2019 at 4:13 AM, Magnus Grendel said:

System

HUD Threat indicator

hqdefault.jpg

After an enemy ship locks you, if you are not currently maintaining a target lock, you may acquire a target lock on that ship.

6 points

3rd Place: HUD Threat Detector, by Magnus Grendal (I am assuming you need the TL action on your bar as a requirement?) 

Edited by Da_Brown_Bomber

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On 1/12/2019 at 7:04 AM, shaunmerritt said:

Force-Sensitivity

8pts.

Talent 

Limited: Cannot Added to Force Users

+1 Force Token 

Before dice are rolled, you may spend one force token to change one focus result to a hit or an evade. Force tokens on this card cannot be spent after dice are rolled. 

force.jpg

2nd Place: Force Sensitivity, by shaunmerritt

Edited by Da_Brown_Bomber

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On 1/10/2019 at 12:14 PM, Autosketch said:

EiMqjDE.jpg

proposed points: 4 or 5

1st Place: Ace Hunter, by Autosketch

I love this card! I really like how this upgrade gives you an incentive to play lower initiative pilots, or at least one with a Talent Slot. imo a really balanced card which you could build a strategy around.

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On 1/10/2019 at 9:56 AM, Matanui3 said:

Volatile Ordnance (Mod, 1-2 points)

After you are destroyed, each other ship at range 0-1 takes a number of [Hit] damage equal to the number of unspent charges on Device, Missile, and Torpedo upgrades on this ship.

Attach to Resistance bombers for thematic purposes.

Honorable Mention: Volatile Ordnace, by Matanui3

Cool card. This upgrade is thematic and makes sense... something FFG should aim for when designing new cards. If I used resistance bombers this would likely be an autoinclude and I can see it being pretty useful on torp carriers who get destroyed before getting full use from their ordnance charges, essentially creating a Deadman's Switch effect.

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On 1/12/2019 at 1:30 PM, Da_Brown_Bomber said:

1st Place: Ace Hunter, by Autosketch

I love this card! I really like how this upgrade gives you an incentive to play lower initiative pilots, or at least one with a Talent Slot. imo a really balanced card which you could build a strategy around.

Thanks! Glad you enjoyed it!!!

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I know this is too late but it was something that came in mind when I was looking at modification upgrades working on my custom format).

Weapons Upgrade- Modification

Requirement: Forward Firing Arc

When attacking with your primary weapon if the defender is in your bullseye arc roll 1 additional die

Cost * (Varies)

(Primary Firepower, Cost: 2, 5; 3, 10; 4, 20)

 

As for the turrets

 

Turret Weapon Upgrade- Modification

Requirement: Rotate Action

When attacking with your primary turret weapon, if the defender is at Range 2 you may reroll one of your attack die

Cost* (Varies)

(Primary Firepower, Cost: 2, 15; 3, 30; 4, 45)

Edited by Marinealver

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