So, we have the Ion Cannon.
The following effects occur to a ship with Ion token(s),
at the beginning of the turn after it receives the Ion damage.
Planning Phase
- The ship is not assigned a movement dial.
Activation Phase
- The ship is moved 'Forward 1' (white).
All Ion tokens are then removed. The ship may perform Actions, as per normal rules. The ship now functions as normal.
Now, what if they decided to come out with the equivalent of the ion cannon... for weapons? For arguments sake, and because I don't want to type "Weapon-Disabling-Weapon" a thousand times, we'll just call it a Plasma cannon.
Obviously they would have to tweak it a bit, so one team didn't have a list purely of Plasma cannons, thus disabling the entire other team, and being super overpowered.
maybe something along the lines of:
- When attacking with Plasma cannon, if any uncanceled dice count as a Plasma token. All dice results are discarded. No physical damage affects the targeted ship. (basically, the Plasma cannon does no real damage. Only affects the weapons)
- Ships with Plasma tokens cannot use primary or secondary weapons during the Attack Phase. (bombs/mines are not affected)
- During the Action Phase, ships with a Plasma token may use their action to remove the token.
Maybe even having this "weapon" be in the form of a unique crew member. So that both sides could have a maximum of one. Or maybe in "Bomb form" where you have to drop the token and it explodes, dealing "Plasma damage" or something...
Thoughts? Ideas? I may incorporate this into an RPG format that I've been working on.
*Note*
If you have a reason you think it is a bad idea feel free to explain why.
If you have an idea to make it better, also feel free to explain that as well..
If you are simply going to comment on this saying something ignorant such as "This is a stupid idea because it is." please feel free to pass.