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  • This is a thread for all ideas for Pilots and Titles. Please be serious, i.e try to keep your suggested cards viable and not hilariously under/overpowered. Thanks. Note: When I say Pilots, I mean new pilots for preexisting ships. New ships should go in their own threads, one each.

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    • Millenium Falsehood (-5 points)

      Title - YT-1300 only

      Reduce the Evade, Hull & Shield values by 1. Add a System option to the upgrade bar.

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    • Whenever the Millenium Falsehood recieves a damage card, it must roll an evade die. On a blank result the damage card is flipped faceup. Roll seperately for each damage card. This should probably lower the value of the card to -7

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    • TIE Electronic Warfare (3): Tie Bomber Only, "Lose 1 attack die all Torpedo, Missile, and Bomb Upgrade Slots and gain 3 System upgrade slots. When an enemy ship attacks another friendly ship at range 1 of this ship, roll an evade die. If you get an evade result, the attack fails."

      TIE Fire Control (5): Tie Fighter Only "Lose 1 attack die and gain 3 System Upgrade Slots. When you gain a target lock on an enemy ship, all friendly ships at range 1 of you also gain a target lock on that ship. You gain the Target Lock Action"

      My FAQ: Accuracy Corrector does not work on these ships. The TIE/fo can equip the TIE Fire Control Title.

      These Titles are designed to work with the new system upgrades I put on the System Homebrew thread, however they can be used independently.

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    • Why three system slots?  That's really powerful (the Upsilon is the first to have two), and on top of that these titles come with additional effects that could be OP on their own.

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    • I guess they could be revised down to 2 systems, however take a look at the base stats. They fight like a turretless HWK-290 and even the TIE/ew only has 6 hull. They will probably be focus-fired to death within a few rounds. Another possibility is to give them a new type of upgrade, maybe Fleet Support to replace their system slots and them those to replace the system upgrades. I don't know. Also, the ability for the TIE/ew was typoed. It was supposed be for OTHER ships at range one which I fixed.

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      • Blade-Wing Prototype: B-Wing Only.

      Action: Immediately lose 1-3 shields. When attacking this round, you may roll extra red dice equal to the number of shields you gave up. You get the shields back in the end phase of the next round.

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    • All I want is mah Rogue Squadron and Wraith Squadron pilots in the game flying in X-Wings.

      Tycho, Ibtisam, Ten Nunb, and Corran in X-Wings. Even if their abilities are worse in the X-Wing, I still want them there. While we're at it, Luke and Wedge and Wes in A and Y-Wings. Luke's ability would be a fair bit better in an A-Wing and a fair bit worse in a Y-Wing, Wedge's ability would probably have to amended to in primary arc (or priced a fair bit higher) if he were in an A-Wing. I guess that's not canon now though :(

      People keep telling me I have to accept Kyle Katarn may not return to canon, but I keep telling them that they must accept that Han doesn't shoot first since that's less likely to be changed.

      While we're at it, Norra in a Y-Wing, Shara in an A-Wing (not sure about her pilot ability then), Braylen in a B-Wing, Thane Kyrell in an X-Wing. 

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    • Question, do the pilots have to be canon/legends or could they be from something a fan made?

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    • Presumably they could be a fanmade character.

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    • Alright, while i didn't come up with the characters themselves (they came from an animated short called TIE fighter), i did enjoy what they were in enough to think up something for them

      •Petty officer neel TIE fighter pilot ps 4 no ept "when attacking, roll one additional attack die for each damage card assigned to you" cost: 15

      •wing commander rosh TIE interceptor pilot ps9 ept: yes "you cannot be attacked by secondary weapons at range one" cost: 30

      •flight lieutenant ada TIE bomber pilot ps8 ept: yes "once per round, after performing a seondary weapon attack, you may immeditately perform the same attack against a different enemy ship, treating the header as 'attack:'. when instructed to spend a target lock for a secondary weapon, instead you may move the red target lock to another enemy ship at range 1-3" Cost: 25

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      1. 1 works well as a TIE Fighter, as he'll typically have at most 2 extra dice, or 3+ if he's killed by another PS 4 ship (simultaneous attack rule).  Though... if that ship deals 5 damage to him, his counter-attack could be terrifying.  ^_^  I'm not sure whether that's OP or just a really funny and awesome edge case.
      1. 2 feels about right at least at first glance, but might be too much?  It could be OP against autoblasters and prockets, etc.  But then again, maybe that's not a huge problem.
      1. 3 definitely feels overly strong.  Imagine double-tapping with Adv. Homing Missiles, Assault Missiles, Proton Torpedoes or especially Adv. Proton Torpedoes (among others).  Moving the lock to another ship is neat though, and at least at first blush it feels reasonably in balance.  This prevents you from spending that lock on a reroll for the secondary weapon you're firing, and it's not acquiring a lock, so it won't trigger most abilities.

      Ada's missile/torp double-tap needs revising, but I wonder how best to do it.  It's a cool idea, but too potent.

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    • Hrm... wiki's auto-formatting strikes again.  :)

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    • I would love to see neel suffer a Death Star cannon attack basically (so around nine dice) from a PS4 guy and see how karma comes for the ship that shot him

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    • A swarm of PS4 enemies with initiative could potentially stack a lot of damage on him, assuming your opponent was a masochist.  :D

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    • Wazat wrote:

      1. 1 works well as a TIE Fighter, as he'll typically have at most 2 extra dice, or 3+ if he's killed by another PS 4 ship (simultaneous attack rule).  Though... if that ship deals 5 damage to him, his counter-attack could be terrifying.  ^_^  I'm not sure whether that's OP or just a really funny and awesome edge case.
      1. 2 feels about right at least at first glance, but might be too much?  It could be OP against autoblasters and prockets, etc.  But then again, maybe that's not a huge problem.
      1. 3 definitely feels overly strong.  Imagine double-tapping with Adv. Homing Missiles, Assault Missiles, Proton Torpedoes or especially Adv. Proton Torpedoes (among others).  Moving the lock to another ship is neat though, and at least at first blush it feels reasonably in balance.  This prevents you from spending that lock on a reroll for the secondary weapon you're firing, and it's not acquiring a lock, so it won't trigger most abilities.

      Ada's missile/torp double-tap needs revising, but I wonder how best to do it.  It's a cool idea, but too potent.

      Neel loves being shot by PS4 Death Stars

      Rosh i figured should also kinda be a little twist on how interceptors fly, most want to stick back, whereas rosh wants to go guns blazing into the middle of the fight, arc dodging be damned (until he meets the Death Star cannon that is supposed to shoot neel)

      And i have no idea how i can shorten Ada's ability and not make it sound confusing and/or awkward

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    • I would love to see that Neel ability in the game.

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    • There's so many pilots that lose effectiveness when they take damage, and in the short, he does seem to do well after being shot, going so far as to blow up an entire correlian corvette

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    • Wazat wrote: A swarm of PS4 enemies with initiative could potentially stack a lot of damage on him, assuming your opponent was a masochist.  :D

      They'd probably stop shooting after he's suffered enough to kill him though, that'd be the smart thing to do, not give him fuel for his guns (and i s2g if i got his ability to have a lot of dice and they all blanked out on me -_-)

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    • Damage that kills him is a crit. Turns out to be Major Explosion. Rolls hit. Major Explosion. Rolls another hit, gets a damage card that doesn't hurt Neel. 

      Neel's bad luck unintentionally fuels his simultaneous fire attack :D

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    • DragoonKainKatarn wrote: Damage that kills him is a crit. Turns out to be Major Explosion. Rolls hit. Major Explosion. Rolls another hit, gets a damage card that doesn't hurt Neel. 

      Neel's bad luck unintentionally fuels his simultaneous fire attack :D

      It's not broken because it's such a difficult edge case, but it is very, very funny just imagining a TIE fighter, mid-explosion, everything's on fire, the x-wing pilot that shot them has let their guard down, then out of the flames, the TIE goes for one last hurrah, shooting the x-wing to pieces

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    • I can imagine one ridiculous case where it's wise to keep shooting him.  If he's already got a terrifying hit lined up (and the target is doomed), but you want to bank on the chance of him drawing Blinded Pilot (especially if you used Kylo's ability to reserve it), you might just keep attacking him trying to get crits.  But that's a crazy edge case response to a crazy edge case; most of the time the only opponent who keeps attacking him is in a casual game, purely because he thinks it's hilarious.  ^_^

      And that'd be just my luck.  He gets Norra 9'd with amazing damage, would have the coolest death shot ever, but draws Blinded Pilot.  Story of my X-Wing life.  :D

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    • Wazat wrote: I can imagine one ridiculous case where it's wise to keep shooting him.  If he's already got a terrifying hit lined up (and the target is doomed), but you want to bank on the chance of him drawing Blinded Pilot (especially if you used Kylo's ability to reserve it), you might just keep attacking him trying to get crits.  But that's a crazy edge case response to a crazy edge case; most of the time the only opponent who keeps attacking him is in a casual game, purely because he thinks it's hilarious.  ^_^

      And that'd be just my luck.  He gets Norra 9'd with amazing damage, would have the coolest death shot ever, but draws Blinded Pilot.  Story of my X-Wing life.  :D

      Same here, wazat, same here, i cannot count the times that simultaneous fire would have helped me win a match, only to have the ship i need pull blinded pilot, the damage deck hates me, so im scared to get huge ships because they'd have even less forgiving damage decks

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    • Pah, Blinded Pilot. In my case (especially at Regionals), I just continuously roll blanks. 

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    • Just be sure, if you are flying neel, to not use the old damage deck, nothing would be more infuriating than setting up for a glorious huge attack at something, only to pull injured pilot

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    • Alright, i put the other two back up, and Ada's ability i changed a bit to make it slightly less powerful (and i just put secondary weapon because the only other secondary weapon she has access to is snap shot which locks out her ability anyways) and her ability now is a bit more like what happened in the short where she fired a bunch of missiles at a couple x-wings and y-wings trying to cut her off in an asteroid field

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    • A new pilot for the Ywing rebel:

      Keyan Farlander (vp9, Elite Talent Pilot, 26 points)

      When attacking, you may remove 1 stress token to change all your eye results to hit results.

      He is the only surviving ywing from the Death Star assault, so he is vp9 in a ywing. Also his abilities would be great with R3A2, TLT and title

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    • I'm all for adding Keyan to a Y-Wing and X-Wing and adding Maarek to every other TIE (Maarek's ability in a Proton Torpedo Bomber?), but I think that any main characters from the X-Wing/TIE Fighter simulators should remain PS 7, just like Keyan and both iterations of Maarek already are. Besides, Luke also survived the Death Star, and he's just an 8.

      While we're discussing Death Star survivors, Evaan Verlaine is the canonical Y-Wing survivor now, so it'd be kinda nice to get her in the game. I guess if we get that supposed Naboo Strafighter expansion, she'll likely be the highest pilot skill of the bunch.

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    • I'd like to see Tycho in a B-Wing or X-Wing, but I don't know how overpowered that might be.  A Tycho B-Wing with Hera crew would never worry about stress again.  :)

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    • Sooo.... Is Evaan or Keyan the surviving Y-Wing pilot? I'm getting a feeling of some contradictions

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    • In the old EU, it was Keyan. In the Disneyverse, Keyan is no longer a thing and the surviving Y-Wing pilot is Evaan. 

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    • Rip Keyan. Your stress removal skills will be missed

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    • Maybe Keyan will return? On the one hand, Disney seem to be bringing stuff back, on the other hand, I'm not sure how important the avatar of a 90s flight simulator is.

      IMHO, Maarek Stele has a greater chance of making a return.

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    • If he does, my brother will be so excited. He's been a huge fan of Stele and TIE Defenders since... forever. When he first got the TIE Defender expansion, he flew Rexler Brath for days purely because he was "The best Defender pilot released." Then when Imperial Veterans was announced, he went nuts. His favorite ship getting fixed AND getting his favorite pilot added to the ship he's always belongewd in? Since then, he flies Maarek in his TIE/D whenever he has the chance. And if he is in danger of getting killed, he just flees the battlefield, saying that Maarek lives to fight another day

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    • Mart Mattin YT-2400, PS 6, EPT, Unique

      If your maneover template overlaps an enemy ship, you may drop a bomb on them (instead of when the bomb would normally be dropped)

      Sato's Hammer YT-2400 only. Unique

      Replace the torpedo slot with two bomb slots

      Based on rebels episode iron squadron. All feedback welcome (I haven't got the hang of squad point values)

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    • Sato's hammer is a title, right?  Sounds reasonable.  Could even be a zero-cost title.

      Mart Mattin may be kinda crazy.  The whole deal with bombs is they bypass defense rolls, but have to be positioned carefully... but maybe templae overlaps from a large ship aren't OP at all... thoughts anyone?  (BTW I like the idea)

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    • ps 7 no ept (he was a beginner)

      if the maneuver template overlaps, or if the ship collide

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    • OK, so first off, I do really like the idea. 

      Just as a note for Sato's Hammer, the YT-2400 actually has a missile slot and not a torpedo slot, which makes a huge difference. I worry it may be like the Andrasta title, where it's never taken because the bombs are kinda inefficient pointswise.

      On Wazat's point, I do find it rather powerful that you can automatically hit a ship with all three cluster mine tokens, but on the other hand, beyond those two bombs, the damage output of the ship is a two dice primary weapon turret since it won't be using the Outrider title, so it does counterbalance something, but I'm not sure if it is even. It's also going to be more powerful on lower PS pilots. The YT does have a very good dial with the 4 straight, and hard 3 turns. 

      Theme wise, I kinda feel like PS6 is a tad high for Mart, we already have a PS5 in Leebo, but PS4 would feel just right.

      Lastly, I do like the idea of giving Eaden Vrill Soto's Hammer so he can carry Thermal Detonators, even though his low PS makes it hard to use them.

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    • I feel like the ship bumping is a bit much. Bear in mind, there's still the option for your maneuver template to overlap and for you to bump.

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    • With all the talk of ships getting improvements like the Scyk I thought I'd churn out something everyone would appreciate...

      Xwingtitle

      "I've got one on my tail! Cover me!"

      Edit: But wait there's more!

      Ewingtitle

      Corran's still more expensive than Wedge, but only by 1 point now.

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    • probably both a little underpriced, I like the x-wing one.

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    • On it's own Rogue Squadron Pilot gives the T-65 the same shields as the T-70, the T-70 still has maneuvers, boost, and a tech slot on the T-65 so it definately seems fair to give them 1 shield for free, if the second affect worked on its own I would say it would be fair to raise the price up to a 1 or 2 point title but the fact that you would need to deploy a minimum of two T-65s to get half of the card's benefit is enough of a counterbalance that i think a 0 point cost is certainly fair.

      I honestly probably could've pulled a Chardaan Refit and the only benefit of the E-wing title be a reduced cost but that seemed like a waste of a title slot and I wanted to give it a little something beside reducing it's price down to roughly the same cost as a PS9 pilot.

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    • Han is PS9 at 46 points, and E-wing is probably more than one point better than a T-65 x-wing.

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    • Han is also a large ship with a 360 degree 3 dice attack and enough hull and shields for 3 E-wings.

      Wedge is also the most expensive T-65. Biggs (who is currently by far the most popular T-65 pilot) would still cost 5 points less than Corran, the most expensive E-wing pilot and unlike Wedge and Biggs the value of Corran's ability has dimished some, he is no longer the only pilot who can get two shots in one turn, the Ghost/Phantom can attack twice, Dengar can return fire, Chewie can attack whenever someone gets blown up and both the Y-wing and Tie Defender have cards that let them get off two of their weapons not to mention none of them suffer from Corran's inability to attack the following round.

      We could also argue that with a 0-point x-wing only modification that lets you ignore one damage card and with 3 hull the X-wing is tougher than the e-wing.

      I'm not bashing Corran's ability or the E-wing in general, time just hasn't been good to it and it needs a pretty serious adjustment to bring it back to being something reasonable to field.

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    • I thought it would be interesting if there was a title card that any ship could be equipped with, so I made one, or rather two as they're designed to be played together.
      Squadcard
      Squadwing

      Hopefully the fact that the squadron leader is a unique title will clue people into knowing they can't change every wingmate into a leader the moment the first leader dies.

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    • I think the E-Wing and Corran Horn can arguably be said to be doing better than the T-65 at the moment frankly.

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    • Biggs is the only T-65 player I tend to see others playing, because his role is so powerful.  I use him a lot in my own fleets, but the other T-65s see a lot less action from anyone.  Wedge, Wes, and others are very fun, but the ship's manever dial and actions still feel behind the curve.  My worry is Biggs will have to take a nerf before T-65s get a buff.


      Speaking of... I wonder if the nerf to Palpatine may be laying the groundwork for a Lambda buff?  Palp seems to be the only reason most people would field a lambda, despite it having some neat abilities.  Its maneuver dial just kills it.  Maybe it'll get a reverse thrusters system slot that only it can equip, allowing it to flip it over to perform a red 2 reverse straight/bank.  Then it can spend an action on a future turn to flip the card back to the front.

      *Heavy Reverse Thrusters (front):  Lambda-only title or system...?  Not sure on cost. When you reveal a Stationary maneuver, you may instead perform a red 2 reverse straight or red 2 reverse bank maneuver.  If you do, flip this card over.

      *Heavy Reverse Thrusters (back): Action: Flip this card over.

      edit: might need to roll an attack die when you reverse, and take damage on a hit (possibly making the maneuver white in return?). Name the card "Heavy Reverse Thrusters" to hit home the fact that this really jars the ship with the sudden reversal.

      Likely needs a hell of a lot of balancing.  Feedback?

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    • DragoonKainKatarn wrote:
      I think the E-Wing and Corran Horn can arguably be said to be doing better than the T-65 at the moment frankly.

      The E-wing might be doing better than the T-65 but a good ship needs to have some sort of syenergy and the E-wing's expense absolutely kills that, your fielding a small interceptor for the price of a large ship. Corran's ability is good but with pilots like Dengar and ships like the Ghost and Phantom there are definately better bangs for your buck out there.

      And with the current way the meta is about getting as many red dice as you can having more Hull than Agility is definately favorable, and with the integrated astromech a T-65 can last doubly as long as a E-wing with their paperthin hull.

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    • I think it needs a better fix than reducing the cost. The problem with the E-Wing is there's nothing that makes it special, with the exception of being a Corran Horn ride. The evade action with more versatile greens means it can survive much longer than the T-65 in my opinion. Reducing the E-Wing by 5 points means I don't think any T-65 other than Biggs will get any playtime.

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    • Hmm... does anyone thing fixing B-Wings is as simple as a price drop?  They're delightful and distinct ships, but right now they're a bit hard to field for their price, as they're not very mobile, and 1-agility ships tend to pop fast in the current meta.  A title that drops the cost and/or comes with some positive or negative feature (reduce shield value by 1?) might be enough.  Maybe give it a bomb slot.

      Dragoon: You fielded Ten Numb recently.  How overpriced does a ship like that feel?  Or does the B-Wing need something other than a price drop to compete?  Do you think there are pilots that would make a B-Wing buff problematic (like Biggs does for X-Wings)?  I know Nera still sees some decent action, as do the generics... but she doesn't strike me as crazy OP if she's a few points cheaper.

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    • The pilots I would see as an issue for giving a points decrese are the Blue Squadron pilots. Being able to field 5 of them would be a bit much.

      The real problem with the B-Wings is that they're incredibly fragile and can be taken out in a turn or two with today's offense, while not providing enough punch before they're off the board.

      I've actually flown 2 Blue Squadron Pilots, a Dagger Squadron Pilot, Keyan, and Ten Numb recently. The problem for all of them is all the same, they're just too fragile. Blue Squadron pilots get ripped apart, Dagger Squadron actually lived, but that's because he wasn't targeted too healily, Keyan in the two matches I've used him was ripped apart in one match, did fine in the other, Ten Numb lasted quite a while since he wasn't the prime target, but once two Defenders started working on him he really had difficulty staying alive (and the only reason I was able to save him was Jake and Snap getting killing blows on the Defenders before they could fire). I also had to keep Ten as absolutely cheap as possible with a free EPT (that synergized with his ability) and nothing else but FCS and a Tractor Beam, but even then he was definitely the weak part of my squadron.

      Dagger Squadron is lacking though, not much reason to pay 2 points for a PS increase, an EPT would really help.

      Nera's possibly the most playable B-Wing, with the possible exception of the Blue Squadron Pilots, but a point decrease I'd see as beneficial to her, she may add a lot of variety to squads frankly. Nera's one of the pilots that manages to pack more punch, but it's also short lived punch so it's not quite so bad when she goes down early. I think what the B-Wings need is just something that can increase their survivability.

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    • I feel like I may just slowly be feeling more down on point decreases as fixes lately because a few ships are getting them and as the game grows in complexity, a lot of the ships that people claim to need fixes partially suffer from lack of a role or something to set them apart.

      The B-Wing, particularly with the release of the ARC-170 and to a lesser extent, U-Wing, just feels as if it's lost some of its identity, and I'd prefer a fix to revitalize that. That's part of what makes Nera great is she's pretty unique. 

      X-Wing has a lot of pilots that make it special, but even then the ship is so generic (mechanic wise) and inexpert at everything that it doesn't make up for it, E-Wings have nothing special about them apart from being a Corran carrier, Punisher is just another Bomber, Kihraxz and G1-As have nothing particularly distinctive about them.

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    • I agree with your assessment -- very good points.  B-Wings need more punch and/or more survivability, not a points decrease.  Giving them more distinct identity is better than just reducing cost.

      I've been itching to play Ten Numb and Keyan again.  They're a lot of fun and I've missed them, but I know they'll get toasted fast, so it'll have to be very casual.

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    • I rather enjoyed my Advanced Sensors-PTL-Hera Keyan, so long as he's paired with something that has Inspiring Recruit nearby for what that's worth. In my case the Inspiring Recruit was on Eaden Vrill with a Gray Squadron stresshog

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    • I agree with fixes being something to make the ship unique: eg, the TIE Defender titles (esp TIE/D), or something like infinite bombs (scurrg) or reverse manoeuvers (Quadrijet).  Along these lines, I saw (imo) a really good idea for an E-wing fix, based on its role in Armarda: 'You may treat the range of your primary weapon as 1-4'  I think fixes like this, that make ships unique, rather than equal, are a better idea than just point decreases.

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    • That would be a tad difficult to implement in X-Wing due to practicality, but cool if they manage. 

      Another way to implement that would be to just negate any range 3 bonuses and that would not require adding extra range rulers to the box, albeit not as special as a range 4 attack to trigger Fire Control System.

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    • Working from an Edge of the Empire campaign, where my players are Imperial, they have a number of the ships to use, and since we use the mini's for space combat, I wanted to make sure they all have something new to them, since the Advanced has the x1, Intercetpers have the Royal Guard, I think the only TIEs without a title are the Phantom and Punisher. We have two bombers in out group, one using the TIE Bomber/Shuttle for land missions, and the Punisher is our big guns, which I have a title for. While probably not practical in X-Wing Miniatures, I just like the name and idea of what it does.

      TIE Sadist (Unknown Point Cost Change, most likely +2-4, possibly Unique)

      TIE Punisher

      While equipping, choose Bomb, Torpedo, or Missile. All slots, except for the System slot, become the chosen munitions type. You may equip not equip Extra Muntions, or other cards that increase the number of Muntions you gain.

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    • I've had an idea for a title for the regular X-Wing that I think would make it more usable:


      T-65 X-Wing

      X-Wing only. Title.

      You may equip a Torpedoes upgrade card to this ship for free. You cannot equip this card if you have the Tech upgrade icon in your upgrade bar.

      0 pts.


      This title would make the X-Wing a little more cost-effective as you can get both the X-Wing and a torpedo for the cost of the X-Wing, and it also gives the X-Wing its own distinct role to an extent, because you can equip ANY torpedo for free. It also has the bonus of being very thematic, with the whole blowing up the Death Star with proton torpedoes thing. I've also found a way to keep it off of the T-70 X-Wing by adding in the "You cannot equip this card if you have the Tech upgrade icon" clause. Thoughts?

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    • There's another part of the title that I have debated weather or not would be too overpowered to add or not. Perhaps adding "When attacking with a Torpedoes Secondary Weapon, you may change one of your focus results to a hit result." would make it better? I want to know if you guys think that's too much or not.

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    • Being able to equip any torpedo for free is pretty powerful as that is anywhere from 2 to 6 points opened up by not having to buy the torpedo itself.

      If you wanted to add the "can change one focus result to a hit result" effect I would recommend balancing the existing effect by including something like "you may equip any torpedo that cost 'X' points or less for free."

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    • I might say "reduce the cost of any equipped torpedo by 3".

      It would allow for Plasmas, and Protons would cost a single point, which seems relatively balanced.

      You could have the cost reduction be 4 points though if you want Protons for free for theme, but free Advanced Proton Torpedoes for all your T-65s seems excessive.

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    • Yea, if you plan to field 3 munitions T-65s, then a 3-point torp cost reduction amounts to 9 free points in the fleet; 4 points savings grants a total of 12.  If it's an epic-sized fleet, that savings can really add up.  Not sure if that's fine, or trouble.

      For some context, Rookie Pilots with Targeting Astromech and Integrated Astromech and a 2-point Advanced Proton Torpedo cost 25 points (some would have standard proton torps and ion torps for range and control, obviously).  That's up to 8 or 12 in a 200 or 300 point epic game... which could be pretty frick'n epic.  Though normally Rookie Pilots can pack Plasma Torpedoes and R2 Astromech for 25, so this may not be entirely out of balance?


      If you need some balancing, you could combine it with some downside, e.g. the torp is from an old stockpile (which has degraded over decades), and thus cancels one focus result immediately after rolling attack dice.  Or changes all crits to hits, like HLC.  Or simply, "you cannot modify this attack" or "you cannot modify blanks", though many ships don't modify their munitions attacks anyway unless they have Guidance Chips (I suppose this just means the x-wings will have IA instead).  You could also release one unique title, or 2-3 identical unique titles, so it cannot be proliferated beyond that.  Just some ideas, mind you... not all are great.


      Even if this isn't appropriately balanced for standard or epic play, this "old stockpile" idea could mesh nicely into the a campaign, e.g. the rebel players find an old and unmaintained munitions outpost on an asteroid, filled with very old torps that can only be fitted to x-wings (they lack the interchangeable control-connector chips and fittings that are used by all ships today).  The rebels' x-wings can have nearly any torpedo they want for free, up to 4 points (or refactor them into higher-powered ones like Adv. Protons for relatively cheap), but those torps degraded from years of neglect and solar exposure, and lost some of their "umph".  After a few battles, the munitions outpost is destroyed by a TIE Phantom and the players lose access to the cheap torpedoes.

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    • The T-65 X-Wing is typically seen as behind the power curve however, so the point reduction would be making up for that in part.

      Bear in mind also that T-65 action economy isn't great, so getting a target lock and focus will be difficult, and Integrated Astromech is competing with two ordnance fixes, notably Guidance Chips and Munition Failsafe, gimping either offense or defense. 

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    • Yea, as I think of it, that's ringing true.  And proton torpedoes in particular are kinda quintessentially iconic for the X-Wing, so they'd be a really good fit.

      The other route you could go is making the proton torpedo more powerful in an x-wing's hands.  For example, the title lets you equip it for 1 to 2 points cheaper, and changes a blank to a focus.  Or allow firing the proton torp without spending the lock.  Or grant free rerolls, etc.

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    • All of these are very valid points, and after consideration, I would agree that equipping ANY torpedo for free is too overpowered. Although I had considered just making the Proton Torpedo more powerful for the X-Wing. Maybe:


      T-65 X-Wing

      X-Wing only. Title.

      You may equip a Proton Torpedoes upgrade card to this ship for free. When attacking with Proton Torpedoes, you may change one of your focus results to a hit result. You cannot equip this card if you have the Tech upgrade icon.

      0 pts.


      Either that or maybe reduce the cost of the Proton Torp. by 2 or something like Wazat said.

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    • The T-65 is so prolific and iconic that I think FFG should release a special standalone x-wing that just comes with a collection of titles and nothing else (perhaps a special paint scheme on the x-wing too, or an alternate color) I have a few ideas for some titles.


      T-65A3

      X-Wing only. Title.

      Increase your shield value by 1. When attacking with your primary weapon you may treat defenders at range 3 as if they were at range 2. You cannot not equip this title if you have a [Tech] upgrade slot.

      4 pts.


      T65BR Recon-X

      X-Wing only. Limited.

      Your ship gains the [System] and [Tech] upgrade slot. You cannot equip this upgrade if you already have a [Tech] upgrade slot.

      3 pts. [Torpedo Upgrade]


      T-65AC4

      X-Wing only. Title.

      You may treat all [Straight] maneuvers as green maneuvers. When you reveal a [4 Straight] maenuver you may treat it as a [5 Straight] maneuver. You cannot equip this title if you have a [Tech] upgrade slot.

      1 pt.


      StealthX

      X-Wing only. Title.

      Your action bar gains the [Cloak] action. You cannot equip this title if you have a [Tech] upgrade slot.

      2 pts.


      Tandem X-Wing

      X-Wing only. Title.

      Your ship gains the [Crew] upgrade slot. Treat all [Bank] maneuvers as white maneuvers. You cannot equip this title if you have a [Tech] upgrade slot.

      1 pt.

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    • I like A3 and AC4.

      Treating range 3 as 2 is a fun idea.  Not as powerful as The Inquisitor, but it cuts out the range combat bonus and autothrusters, which could allow the T-65 to cut through some evasive ships.  This could also be done as a pilot ability, though I like it as a title.

      I would hesitate to give an X-Wing stealth or crew though.  Thematically it could be a tough fit.  You might do it through the Astromech slot if you're more loose on theme, so they have to use their astromech to gain stealth or add an additional crew seat.  Still seems off though.

      Not sure how I feel about adding system + tech slots either... that feels too much like the E-Wing and T-70's turf.

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    • I pulled from the EU versions of the X-wing for all those titles. The StealthX I think wouldn't be too powerful, with one less attack dice and only 1 more hull than the Phantom a StealthX wouldn't be as outright powerful, it would also lack the ability to evade and barrel roll at will like a phantom can so I think it ultimately balances out, though perhaps StealthX could be limited to reflect it's SpecOps nature. The X-wing would just be trading the Tie's crew slot for their astromech slot as well.

      The tandem X-wing I debating on sacrificing the astromech slot but ultimately decided to give it a more minor drawback so it could pull some of the tricks a ARC-170 can, minus the rear firing arc and health, it does encroach a little on the ARC's territory but not enough that I think it would cause any major overlapping problems in terms of role.

      The T-65's torepedo slot is often the go to topic of discussion when talking about bringing the x-wing back up to snuff with the other ships but you can only do so much with a single warhead slot that isn't letting it get a free torp or giving it extra/unlimited uses of whatever torp it has equipped so I thought it might be fun to just replace it and make a sort of super-support x-wing, plus think about Biggs flying a Recon X-wing with Sensor Jammer and Sensor Cluster .

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    • Biggest issue I see with stealth X is biggs being stapled to it

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    • Yea, any upgrade for x-wings has to take Biggs into account, especially defensive boosts.  People speculate that he is the primary reason T-65 X-Wings still haven't gotten a direct power boost in a while, though I don't know how overblown that statement is.  But if you listed X-Wing pilots horizontally and plotted their usage frequency, there'd be a massive spike in the B section.  :D

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    • Wazat wrote: Yea, any upgrade for x-wings has to take Biggs into account, especially defensive boosts.  People speculate that he is the primary reason T-65 X-Wings still haven't gotten a direct power boost in a while, though I don't know how overblown that statement is.  But if you listed X-Wing pilots horizontally and plotted their usage frequency, there'd be a massive spike in the B section.  :D

      Quite possibly the only spike for x-wing usage

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    • X-wing fixes and Biggs...

      Cheaper Torpedoes is an idea that regularly comes up. It would not particularly benefit Biggs, perhaps you wouldn't even equip a 1p-Proton Torpedo to him (Target Lock is perhaps not the action you want to take).

      Another idea I have is to make cards (preferably Titles) only for Red Squadron Pilot. As it is now it costs 2p for 2 skill, no elite slot. I can imagine Titles for Red Squadron Pilot:

      1p: +1 Shield, +1 Elite, +1 PS

      1p: Gain Boost, +1 Elite, +1PS

      1p: Gain Cloak, +1 Elite, +1PS

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    • Mechanics-touch

      Another of the mini X-Wing titles. Wasn't sure if it should be -1 or -2, but the idea is that it's minus cost counts against the cost of the extra upgrade. I made it unique because I just feel like I should be at unique title (although since I used the picture of rose from Fan Fest 2017 I should have called it roses touch, mechanics touch seems to generic).

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    • I think Mechanics Touch is quite goood. Since it is unique it does not allow a squad of 5 generic X-wings (which I guess is both a good thing and a bad thing). Also, an additional modification makes sense since Integrated Astromech is almost a mandatory upgrade.

      Would anyone bother to use Engine Upgrade? You are better off with a T70 anyway, right? I can mostly think of Vectored Thrusters and Guidance Chips. And Experimental Interface, of course.

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    • Engine Upgrade and Integrated Astromech on any of Wes Janson, Wedge Antilles, or Luke Skywalker would be greatly appreciated.

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    • It would also allow Engine Upgrade + Autothrusters, though IA may still be a better value.

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    • my thought for the T65 was a cheaper Hall upgrade,Shield upgrade,or,vectored thrusters,alongside integrated Astromech.

      for the T70 Ps9 Poe Dameron + PTL + R2-D2 or R5-P9vectored thrusters + autothrusters.

      I wanted it to be for both because Black One is kind of situational.

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    • I must say, that is pretty good. It's nice that it includes the T-70 as well, as there are really very few thematic reasons why anything that would work for a 65 wouldn't work with a 70, like x-foils for example. Helps out the T-65 a good bit with more options, which were lacking otherwise. The T-70 I think has actually been seeing some more playtime as of late, so this can do nothing but help.

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    • For the X-wing (and it is technically a torpedo):

      Overdrive: Torpedo, Dual Card. X-wing only.
      Side A: Overdrive Compressor): 4p
      Side B: Overdrive Pack): 1p (discard after use)
      Both sides: Perform a free Boost Action. Then receive one Focus token and one Stress token.

      I would like this for the Z-95 also (as i Title, Missile or Modification).

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    • Unsung Hero

      X-Wing Only. Title.

      Once per round when you are within range 1 of another friendly ship you may modify one dice result  of the friendly ship to any other result.

      You may not equip this title to unique pilots.

      3 pts.

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    • I like the idea of a dual-side card that's got a cheap single-use side, and a expensive & durable side.  Though the combined boost + focus may need balancing?

      Unsung hero is a 3 point, range 1 palpatine (pre-nerf palpatine).  Or a guidance chip that works on an ally for any attack/defense/bomb roll.  Very OP imo, definitely needs limits.

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    • I think it's reasonable when you break it down.

      Palpatine: Works at any range on any ship including his own. /// Unsung Hero: Limited to range 1 and only on other ships.

      Palpatine: Fits on the Lambda, Upsilon, Decimator, Raider, and Gonzati as well as any future imperial ships with 2 crew slots. /// Unsung Hero: Fits on the T-65 and T-70, much less likely we'll get a third ship with "x-wing" in the name.

      Palpatine: Can fly with any pilot for any of the valid ships allowing for a full ace team. /// Unsung Hero: Requires a generic pilot, none of which are fairly cheap and only 1 of which has an EPT, forcing you to include a generic if you want to field the upgrade.

      Palpatine: You have to declare you want to palp before results are shown. /// Unsung Hero: Can use after results are rolled.

      In three of the four comparisons above Palpatine is still better and more versatile while Unsung Hero is more restricted both in equipping and using it as well as being able to field it at all. Seems fair that Palp is still 5 points more.

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    • Wazat wrote:
      I like the idea of a dual-side card that's got a cheap single-use side, and a expensive & durable side.  Though the combined boost + focus may need balancing?

      4p was just a guess and it may need balancing. I am thinking

      Arguments for high(er) cost:
      1) Engine Upgrade + Push the Limit (or Experimental Interface) is 7p
      2) Its a 2-in-one upgrade using one "worthless" slot instead of two "precious"
      2a) Only 4/10 named X-wing pilots have Elite (can get Push the Limit), and no generics can
      2b) Engine Upgrade competes with other Modifications (Integrated Astromech)
      3) "Overdrive" is just one action and could be used together with Push the Limit (to get 3 actions)
      4) "Overdrive" is not a Focus action so if you somehow acquire a Focus action you can get two focus tokens the same round
      5) "Overdrive" should not be the only sensible thing for the Torpedo slot
      6) The price should be high enough to not be an auto-include.

      Arguments for low(er) cost:
      1) The T-70 gets Engine Upgrade (+ other things) for just 3p.
      2) You can't Boost without getting stressed
      3) You can't "push the limit" and get a Target Lock (or any other action that happens to be available)
      4) Its a fix: it is supposed to make X-wing a little better than it is

      Are you thinking about other ways to balance than setting the price to lower or higher than 4p?

      Are you more worried about balance with the 4p version or the 1p version?

      I like the "story" behind this "torpedo". It is something that feeds something extra to the engines causing power bursts. The pilot is required to Focus to control this extra speed but it also causes some overheat (stress). This something occupies the space usually used for torpedo tech. The 1-off-pack can be some pressurised tank. The compressor is more expensive, but can be used repeated time.

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    • Green Squadron wrote: Unsung Hero

      X-Wing Only. Title.

      Once per round when you are within range 1 of another friendly ship you may modify one dice result  of the friendly ship to any other result.

      You may not equip this title to unique pilots.

      3 pts.

      I like the idea of an unknown pilot helping his friends without getting much credit for it. I have little experience with Palp so I can not from my own experience evaluate the balance.

      However, Palp was nerfed to not make his ability so "reactive". I think a Palp-like upgrade should not repeat that mistake of being reactive.

      How about: Once per round when you are within range 1 of another friendly ship, that ship may add one HIT or EVADE result before rolling its dice.?

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    • So I made an astromech to fix the lack of tech for ships before the concept was created with the rebels but I think it's only fair to do something to help out the empire.

      the title "First Order Retro fit"- your action bar gains a tech upgrade (and a shield if you think its not enough). 0 to three points would be a good amount if you ask me since it's a title. Never cared for spending squad points on titles.

      Love to hear your guy's thoughts :). (also the name is the best I can think of. Got a better idea that's cool too)

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    • For me the fluff is most important, meaning that i would not like to have a titel that brings the T-65 to the level of the T-70 (as a retrofit would do) but to keep the 65 in its own battle which is the Civil War. I also dont need to have some technically advanced sub-types as a t-65 prototype or a t-65-abc-0815-scout-advanced-whatever. I just want the standart T-65 X-Wing to get an enhancement that makes it competetive again. 

      I think that such a title should be really strong to keep the (imho) coolest fighter in town in the air and competetive for a long time and dangerous for the many waves to come.

      My thought of title card is:

      Space Superiority Fighter (T-65 only). When attacking or defending you may add a focus result to your dice.

      Cost: dunno 0-2 or something.

      Yes it is very strong but just look at the current meta (Fenn Rau, Defenders,...)

      Or you make it a dual card. One side attacking, the other defending.

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    • 93.202.190.129 wrote:
      For me the fluff is most important, ...

      I would give Space Superiority Fighter to Luke any day! I completely agree with your first two paragraphs, but I am not sure about the fix. Many fixes, including your extra focus, would help Biggs, and that disturbes the balance.

      You just want the standard T-65 X-Wing to get an enhancement that makes it competetive again. I find it elegant to simply give it a cheap (or free) Torpedo. Just lowering the price (Chardaan-refit-style) would also make it competetive, but I understand we may never see a fix that allows 5 X-wings to be fielded.

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    • I made a few more, these ones from a Star Wars thing a friend and I are doing

      Syrena Liston: unique, YT-1300*, ps 6, elite Ability: after executing a 1- or 2- speed maneuver, if you are not stressed or overlapping a ship, you may preform a 1-speed maneuver on your dial

      Cost: 42

      • modified statline: 3,1,6,6

      Not entirely sure on her ability, should I have it be like SLAM where she is assigned a weapons disabled token, because that allows for some tight maneuverability, also, a different statline, curious how it will work

      Darth usnaad: unique, TIE Phantom, ps 5, elite

      Ability: you may perform attacks while cloaked, if you do, you must immediately decloak or discard your cloak token, and you may not cloak after attacking while cloaked

      Cost: 33

      His last sentence is made to prevent ACD shenanigans

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    • Syrena has a stress-free Daredevil that follows 1- and 2-speed maneuvers at no cost (and doesn't require the boost icon).  She can turn 180 degrees almost as though it were a white Tallon Roll (though the end positioning is much farther forward).  And she can equip Millennium Falcon (HOR) to flip at speed 3 when that's more convenient.  That's some amazing maneuverability.  I'd recommend either a weapon disabled token as you said, and/or perhaps giving her two ion tokens and making her skip her action phase.

      Her modified stat line is interesting.  Trade 2 hull for 1 shield, so more crit protection for overall -1 health.  The YT-1300 is the only ship currently with a modified stat line pilot (the maddening Outer Rim Smuggler) so adding another might not be too wild.


      Usnaad is interesting.  If he's ace hunting then the cloak ordering suits him well, as he can stay cloaked and see what happens without missing his shot.  And he can get his decloak maneuver in to possibly arc-dodge lower-ps foes.  Either give him Stygium Particle Accelerator or Lightweight Frame, but whatever you do he'll still be pretty vulnerable to lucky hits and/or focus fire for his cost.  Could be really interesting.  I'd say this is probably pretty balanced with the other phantom pilots?

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    • Wazat wrote: Syrena has a stress-free Daredevil that follows 1- and 2-speed maneuvers at no cost (and doesn't require the boost icon).  She can turn 180 degrees almost as though it were a white Tallon Roll (though the end positioning is much farther forward).  And she can equip Millennium Falcon (HOR) to flip at speed 3 when that's more convenient.  That's some amazing maneuverability.  I'd recommend either a weapon disabled token as you said, and/or perhaps giving her two ion tokens and making her skip her action phase.

      One interesting thing I just realized is if she does two hard ones consecutive in the same direction, she just did a very weird barrel roll while covering more distance

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    • Introducing the 'Forgotten Aces' pack, including a pilot for all those ships we know and love but only have 2 named pilots that never get brought up.

      Telsij
      Lieutenant Telsij, a pilot in grey squadron during the battle of Endor who's claim to fame is the line "Theres... too many of them!". He has almost no lore even in the old EU though it is known he did survive the battle. Telsij would bring an elite slot to rebel Y-wings as well as the ability to treat any ship he attacks with his turret as if they were in his primary firing arc and (if it's beneficial for some reason) to treat his attackers as if they were in his arc as well.


      Tyberzann
      Next is Tyber Zann, not quite as forgotten as the other two members of this pack Tyber still doesn't have much lore outside the one game he appeared in. He enters the battle flying a StarViper which his consortium was known for employing in numbers. While Zann can't pilot the Virago himself (he and Xizor aren't on the best terms) he does come with a inherent ilicit slot and his ability to refresh all those 1 use upgrades the scum love to keep. More than ample compensation for losing the Virago's system slot.


      Kasanmoor
      A female Imperial pilot, Kasan appears only in the original Rogue Squadron video game where she defects to the famous group and even gives them her Tie Interceptor, but because the last thing we need is another interceptor pilot here she appears as a Phantom pilot designed to lay in wait for the right moment to strike, her ability to park her ship while cloaked for as long as she needs too makes her a powerful ambusher, she can also potentially use it to hit the breaks and let pursuers fly past though she'll still be forced to boost or barrel roll if she decides to break cloak and attack.
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    • KASAN MOOR

      KASAN ******* MOOR

      YES YES YES

      That said...PS 10 after VI with Advanced Cloaking Device may be a bit far. Her ability doesn't really synergize with ACD however, which may be good, since her opportunity to decloak will happen before revealing her dial. That said, PS 10... I may be tempted to rarely use her ability. It's also going to be a fortressing menace.

      A cute thing you may want to do with Tyber Zahn is make him PS3 or lower, that way he can't equip the Virago title anyways.

      For Telsij, you'd have to stipulate ranges. A ship at range 1-3 can be treated as in your firing arc at its current range from your ship (that wording doesn't yet feel right).

      One big thing is it'd eliminate turret blindspots and any Autothruster Aces will start to prefer range 3 of a TLT attack rather than the range 1 donut depending on the modifiers. It may also exacerbate the difference in quality of turrents, because the TLT then gains range 1 attacks in arc whereas the range 1/1-2 cannons gain range 3 attacks in arc. The other big thing is he would gain a Nera Dantels-esque ability with Torpedoes.

      I'm not sure how many applications it would have, but I'd also be tempted to remove the " When attacking or defending" part just to enable R7-T1 more :p

      If they do release more Y-Wing pilots though, there's two pilots higher up the pecking order IMO: Princess Leia flew a BTL-A4 with an Ion Cannon in the original Marvel comics and Evaan Varlaine is the new cannon's sole Y-Wing survivor of the original Death Star.

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    • I agree that Telsij could probably have the "when attacking or defending" removed from his pilot ability to make things like R7 more viable, I was mostly thinking of how it could be combined with things like R3-A2 to make a 360 degree stress hog, or Outmaneuver to cut through some of the defence of those 3 agility autothruster aces. I kind of assumed it was a given that whatever target you were attacking outside your firing arc would be considered in your firing arc at the same range to avoid somehow creating a loophole to get a range 1 TLT attack or a range 3 ion turret attack. And the ability was never meant to extend to the torpedoes as you have to initiate the attack with something that can already attack outside the Y-wing primary arc.

      Zann's inability to equip titles specifically came from two sources. 1: The Virago has a point cost, granted it is only 1 point but that still means its not an auto-equip. The StarViper like several other ships suffers from having pilots that aren't worth their cost for the ship they fly in. Zann and Xizor have the same point cost but Zann gets a inherent illicit slot in addition to his incredibly useful ability for 1 point less than Xizor because he doesn't need the Virago title, this also would allow you to fly 2 Starvipers, Zann and another pilot with Virago equipped. Zann's inability to gain a system slot was for balance reasons since the illicit slot contains a lot of "use and discard" upgrades Zann could have anything from a unlimited 360 attack with "Hot Shot" Blaster to repeated 0 speed stops with Inertial Dampeners to spamming Glitterstim. 2: All 3 of the pilots are at PS levels that those ships currently do not have. There is no PS 7 Y-wing, PS 6 StarViper, or PS 8 Phantom.

      Kasan's ability is intended to make her a fat evasion tank at the cost of making her unable to attack and make her fairly predictable. Only 2 maneuvers on her dial are capable of keeping her in place so if the opportunity to attack does arise she'll be forced to decloak using one of those moves (unless she had already planned to decloak that round). ACD only increases her predictablity since most times if she cloaked after attacking it would be because she most likely intended to stay in her current spot to try and attack again, the enemy player could plan accordingly to fly out of her arc (or to get behind her for their own attack). Stygium Particle Accelerator would be more useful to her allowing her to get that extra evade to make her even fatter. The rediculous evasion I feel is a fair trade off for no attacking and having that fragile 4 total health.

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    • Title

      Highly modified

      you may equip a second modification costing 3 or less. 

      At the end of combat phase role one attack die, on a [critical] result, discard one modification and this card

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    • Ender's Turn
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    • Neat idea but... Oh man, the last thing the Jumpmaster needs right now is a buff.  :)

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    • Hahaha, agree, but this card will require from players more concentration, and there's a chance they forget which side is the title and fly away from the board ;)

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    • The nerf version: take all green maneuvers away from Jumpmaster, leave only 1 straight and 2 straight, and this title makes either all left or all right 1- and 2- turns and banks green (and corresponding sloop white). So you can have either Punishing One or the green dial, not both. *mwahahaha*

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    • where do I propose existing pilots fixes? Just thought no one flies IG-88A, cuz if there's a 2-ship roster against you, it's basically a single Shield Upgrade (and that's only if you're lucky), so the B/C duet totally overwhelms the A's ability, so I thought of something like this:

      Each time an enemy ship at Range 1–3 is destroyed, you may recover 1 shield (up to your shield value).

      The reason for this is that brobots actually have much more possibilities to destroy enemy ships than merely attack them directly:

      1) bombs;

      2) Arc Caster cannon extra target;

      3) Tractor Beam cannon throwing the enemy ship onto an asteroid or into a position where it cannot stay within the play area by any maneuver;

      4) Anti-Pursuit Lasers;

      5) Feedback Array, which is "instead of any attacks", so it's not an attack itself;

      6) Black Market Slicer Tools;

      7) IG-88D (Crew) + anything (Assault Missiles as an example).

      And in this way each brobot can restore 1 shield on destroying the same enemy. Probably the wise player will anyway concentrate fire on a single brobot, so the other one won't make any profit of it, but this suddenly makes IG-88A comparable to other Aggressor options in tournaments, especially as a counter against swarms.

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    • TIE Fighters need protection while flying in a swarm.  Maybe they should get a title like this:

      Evasive TIE  (title, cost 0)

      TIE Only.

      "You cannot equip this card if your shield value is 2 or greater.

      Whenever you would receive damage while not being attacked, you may roll a damage die.  On a blank or focus, you do not take that damage."


      I'm not fully satisfied with this title... I think it should come with both a cost and a separate ability.  It's made to address a very specific problem (damage from bombs and splash attacks, etc trivializing the TIE's defenses), but TIE Fighters are also terrible at landing damage too.  So they probably need something extra like:

      "When attacking with your primary weapon, if your primary attack value is 2 or less, you may receive a weapons disabled token to cancel one of the defender's evade results.  If you do, you cannot discard the weapons disabled token this round." (or maybe an ion token instead of weapons disabled)

      (and increase point cost by ~1 or 2)

      But that might be overpowered.  Not sure; needs feedback.  I do like that it turns TIEs into Hit&Run craft and lets them recklessly punch damage through, but this may not be the right solution in the end.  Also having TIEs trivialize bombs kind of defeats the purpose of deploying bombs against them, which doesn't feel good to me either.


      TIE Swarms are so iconic to the movies and it hurts to not see them in the game, expecially with Harpoon missiles and bombs being such a great bang for your buck.  I wonder if FFG will do anything to allow them back in.  Anything more than the standard 2, 3, sometimes 4 ships in a fleet is a dicey proposition these days, and formation flying is probably going to be a thing of the past.

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    • A FANDOM user
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