This is a thread for all ideas for Modifications. Please be serious, i.e try to keep your suggested cards viable and not hilariously under/overpowered. Thanks. Note: I just copy/pasted this from 901tacocat109's intro.
This is a thread for all ideas for Modifications. Please be serious, i.e try to keep your suggested cards viable and not hilariously under/overpowered. Thanks. Note: I just copy/pasted this from 901tacocat109's intro.
Joke Modification
Jury-Rigged Repairs
Modification. Rebel and Scum Only.
Select one non-crew upgrade slot on your ship and equipped an appropriate upgrade card, treat the upgrade as having a negative point cost equal to it's point cost. You cannot use the equipped upgrade card's ability.
Point Cost: 0
This modification is intended to boost the TIE Interceptor and StarViper. I can't however stop it from helping the Protectorate Starfighter.
Energy boost
Reduuce your sheild value to one. After you execute a speed 2 or 3 manuever, you may reform a free boost action. Your agility value cannot be less then 3.
Hahahaha! I'm loving the Star Trek theme. In a world where some people treat Star Trek or Star Wars as sacred and hate the other side, I have a soft spot for blasphemy. ^_^ I wear my Star Trek shirts to X-Wing games often, especially the Red Shirts that predict my doom.
I wonder if you could boost enough times to get a foe in range of Spacetug Tractor Array and ram them into asteroids etc. :D Might be really tough though.
Or put it on a HWK with Recon Specialist and Moldy Crow, for 12 starting focus tokens. Probably way OP that way.
Initially designed to charge "Gonk" (Crew) at the start of the game. Unfortunately, Quadjumper has no boost and Engine Upgrade takes the Modification slot, as well as Spacetug Tractor Array. And Moldy Crow with 12 focuses will be afraid to meet the Genesis Red + Old Teroch duet :)
Breaching Wedge
A-Wing only modification
When you overlap a large or huge enemy ship during a maneuver, you may perform this attack against that ship.
Attack: 1 dice, Range: -
This attack can only target a large ship you are touching. Roll additional attack dice equal to the speed of your manuever, up to a max of 3 additional dice, and you may discard a missile upgrade card that costs at least 3 squad points to roll 2 additional dice. You cannot roll additional attack dice by any other effect. You may change all Focus and Hit results to Crit results.
After performing this attack, you are destroyed.
Cost: 2
I've been rolling this around in my head since reading that A-Wings would sometimes kamikazi enemy ships out of desperation, using their wedge-shaped heat shield to breach the hull and deal massive damage. This card grants an attack which could roll up to 6 dice if you use a 3-speed or faster maneuver and have an unspent missile (procket or cruise missile, not tracers). Up to 6 crits against whatever agility and tokens your opponent has managed by then in the activation phase.
I limited the number of attack dice that can be added to just those two sources, since Swarm Leader + Jan Ors would take it up to 9 crits. Without the cost limit on missiles, for 100 points you could field 5 prototype pilots equipped with this and tracers. 5 attacks of 6 dice would deal massive damage to large/huge ships simply by ramming them. 3 points felt about right, since most a-wings are fielded with prockets or cruise missiles (or refit).
The attack flat out kills you, no way around that, so it's still not a trivial way to get the 6 dice off. I still worry about it being stupidly overpowered, though. Would like other opinions than the voices in my head. :)
A prototype pilot with the Title + Thread Tracers comes out to 20 points exactly.
That's 5 A-wings that can throw 6 dice with a good chance of the majority to be crits and they can get the attack off in the movement phase.
Sure you'd lose most of your squad but as long as you hung onto at least one until the end 4 suicide A-wings could burn through the current meta of 3 small ships or 1 small/1 big.
A/SF-01 Starfighter B-Wing only Title
Your upgrade bar gains the bomb icon.
When defending against an attack in range 1-2 roll one additional defence die.
Green Squadron: Actually only 4 a-wings, since Thread Tracers don't meet the requirements (must cost at least 3 squad points to get the bonus dice). I knew Thread Tracers and Refit were bad to allow for the discard so the min cost is there to handle it. I could actually raise that to 4 or 5 if needed, though cost may not be the right way to balance it if there are still problems.
I'm not super-worried about lists made of 4 a-wings. You could suicide your team but they don't do anything special against shields, and most lists would absorb the abuse and then laugh at the one remaining a-wing. Plus the ability is useless against fellow small ships.
I'm more concerned about 1 or 2 of these in a fleet. The team gets a large/huge ship's shields down, and then an a-wing plows into it, suiciding gloriously for severe hull damage. That's... actually nicely in line with the lore, but it may be mechanically too powerful/abusable. Maybe not though.
A/SF-01 Starfighter: I like giving the B-Wing a bomb slot (which it can Extra Munition into 2 bombs). The bonus defense die makes it more survivable too.