Board Thread:Homebrew/@comment-31223609-20170206065522/@comment-31223609-20170207034517

Here are some system upgrades I thought up. They are specifically angled to the TIE/ew and TIE/fc titles in the Pilots and Titles section but in reality would work for almost any ship.

Shared Targeting System (0-3): At the start of the game, designate up to 3 other ships. Give yourself and each designated ship a Link Token. Ships that have Link Tokens pool all their Focus, Evade, and Target Blue Lock Tokens. Tokens from this pool may be spent by each ship as if they were their own.

Electronic Warefare Suite (0-3): Each round designate upt to 3 other ships at range 2, your maximum being chosen by how many points your pay. Each one rolls 1 fewer attack dice and loses all Blue Target Lock Tokens.

Jamming Field (4): All effects from friendly ships that negatively impact attack dice or positively impact evade dice can be used an additional time per turn when the affected ship is at range 1-3

Targeting Scanner (3): During the Activation Phase, select one ship. You gain 1 focus token, usable for attack only.

Scanning Relay (1): The dice of friendly ships at range 1-2 cannot be negatively affected by your opponents.

Fire Control Net (5): The Target Locks made by friendly ships are shared among all your ships that have the Target Lock action.

Comm Jammer (7): Action: all ships at range 1 of you roll an extra evade die.

Shield Projector (6): Enemies attacking ships within range 1 of you must attack you instead as long as you have shields.

This one's just for fun.

Turbocharged Ion Weapons (4): Whenever you assign one or more ion tokens to a ship, you must roll one attack die. If your roll a hit or critical hit, the target ship does not choose a manuver, take actions, or attack. It is treated as though it had 1 Weapons Disabled, 2 Ion, and 1 Stress Tokens, with these effects dissapearing at the start of next turn. Any effect that would remove one of these tokens also removes the corrosponding effect.