Mag Pulse Torpedo

By That One Guy, in X-Wing

I think I'd like to see them do this:

Mag Pulse Token: The combat round after this token is assigned to your ship, and for every combat round in which your ship has a Mag Pulse Token assigned to it, treat your primary weapon value as 0. Remove 1 Mag Pulse Token during the end phase.

Mag Pulse Torpedo

range: 2-3

attack: 3

attack [target lock]

If this attack hits, the defender suffers 1 damage and receives 1 Mag Pulse Token. Then cancel all dice results.

Advanced Mag Pulse Torpedo

range: 1-3

attack: 3

Attack [target lock]

If this attack hits, the defender suffers 1 damage and receives 2 Mag Pulse Tokens. Then cancel all dice results.

Ughf, I want to see at least ONE Ordinance card in this game that behaves properly with its TIE Fighter flight sim counterpart, where they all originated.

Advanced Proton Torpedoes in the sims were just like normal protons but punched harder. On the Table they've become some super close-range splatter ordinance.

Proton Rockets were torpedoes in the sims that could take out a CR-90 with two impacts that couldn't track well. On the table they're some strange missile that is dependent upon agility and from Y-Wings pose no threat to CR-90s. A-Wings, FWIW, never fired Rockets in the sim . About the only thing this does is replicate dropping Protons at close range for maximum destruction. But they were used plenty of times from a distance to knock out installations and capital ships. Boo!

Mag Pulses are really the last distinguishing ordinance to come from the flight simulators (besides Beam weapons like Tractors and Jammers) yet to be depicted on the table top. For the sake of all that the flight simulators gave us I really hope these weapons at least pretend to have an effect simulating how they worked in the flight sim. That is, upon impact drain the energy out of the cannons and force them to recharge.

An entire turn without being able to fire a primary weapon and/or cannons and turrets would be fantastic ordinance. Something to shut down YTs and B-Wings on the first pass.

That's right, I forgot in the Tie Defender Expansion pack for Tie Fighter Defenders had Tractor Beams.

Ughf, I want to see at least ONE Ordinance card in this game that behaves properly with its TIE Fighter flight sim counterpart, where they all originated.

Advanced Proton Torpedoes in the sims were just like normal protons but punched harder. On the Table they've become some super close-range splatter ordinance.

Proton Rockets were torpedoes in the sims that could take out a CR-90 with two impacts that couldn't track well. On the table they're some strange missile that is dependent upon agility and from Y-Wings pose no threat to CR-90s. A-Wings, FWIW, never fired Rockets in the sim . About the only thing this does is replicate dropping Protons at close range for maximum destruction. But they were used plenty of times from a distance to knock out installations and capital ships. Boo!

Mag Pulses are really the last distinguishing ordinance to come from the flight simulators (besides Beam weapons like Tractors and Jammers) yet to be depicted on the table top. For the sake of all that the flight simulators gave us I really hope these weapons at least pretend to have an effect simulating how they worked in the flight sim. That is, upon impact drain the energy out of the cannons and force them to recharge.

An entire turn without being able to fire a primary weapon and/or cannons and turrets would be fantastic ordinance. Something to shut down YTs and B-Wings on the first pass.

Hmm, from your description I'm thinking a more worthwhile rule would have been to give Proton Rockets a hideously high attack value, but to then multiply the defender's agility by the range the rocket is fired at. Sure, you can fire the rockets at an A-Wing at range 3, but they will get 9 dice to defend with ;)

Oh well, too late to worry about it now.

Ughf, I want to see at least ONE Ordinance card in this game that behaves properly with its TIE Fighter flight sim counterpart, where they all originated.

Advanced Proton Torpedoes in the sims were just like normal protons but punched harder. On the Table they've become some super close-range splatter ordinance.

Proton Rockets were torpedoes in the sims that could take out a CR-90 with two impacts that couldn't track well. On the table they're some strange missile that is dependent upon agility and from Y-Wings pose no threat to CR-90s. A-Wings, FWIW, never fired Rockets in the sim . About the only thing this does is replicate dropping Protons at close range for maximum destruction. But they were used plenty of times from a distance to knock out installations and capital ships. Boo!

Mag Pulses are really the last distinguishing ordinance to come from the flight simulators (besides Beam weapons like Tractors and Jammers) yet to be depicted on the table top. For the sake of all that the flight simulators gave us I really hope these weapons at least pretend to have an effect simulating how they worked in the flight sim. That is, upon impact drain the energy out of the cannons and force them to recharge.

An entire turn without being able to fire a primary weapon and/or cannons and turrets would be fantastic ordinance. Something to shut down YTs and B-Wings on the first pass.

Then would you say my description here is a fairly accurate translation of that effect?

I for one think it not only is a perfect translation of the effect, but would also add a unique and non-breaking spin to the game. I mean, how many times would you love to be able to shut down Wedge's ability to fire for a turn or two? Or take out Corran's ability? Heck, X-wings, B-wings, and E-wings would HATE this missile. And because it's a missile and not a cannon, it won't be OP because it will be exhausted after one use.

Y'know, I might just make my own version of this and use it, provided I can figure out how many points it should cost (I'm thinking 4-5?).

It needs something, though. The regular torp would only be effective against lower PS pilots, or equal PS with initiative. Han or Roarked ships would fire before taking the hit, and would clear the token before they shoot again.

Though now that I think about it, I'd have to rewrite the effect ability a bit. Worded as it is now it doesn't work right. If a high PS ship hits someone with it, they'd still fire and then at the end of the round their weapons would magically go poot. But if it takes effect immediately and then the token goes away in the end phase, a low PS ship firing at a high PS ship would receive no benefit whatsoever. So maybe something like:

Immediately after being assigned a Mag Pulse token, treat the attack value of your primary weapon, as well as the attack values of all [cannon upgrade] weapons as 0. Immediately before revealing your maneuver dial, discard the Mag Pulse token.

And yes, that does leave you really screwed if you get Ionised…

Interestingly enough this would also have an excellent counterplay ramification, since it leaves ordnance unaffected.

PhantomFO, on 28 Jun 2014 - 11:33 AM, said:
It needs something, though. The regular torp would only be effective against lower PS pilots, or equal PS with initiative. Han or Roarked ships would fire before taking the hit, and would clear the token before they shoot again.

*EDIT*

Yes I noticed that. You ninja'd me before I could reply...

Edited by That One Guy

derp

Edited by That One Guy

Wouldn't that still have the same problem? A high PS target would have already fired before receiving the token, and removing the token suring the activation phase would mean that the token is gone before the would next fire.

Here's my attempt:

When a ship has any Mag Pulse tokens, it counts its primary weapon value as 0. During the combat phase, when a ship finishes its turn to attack it removes 1 Mag Pulse token.

Wouldn't that still have the same problem? A high PS target would have already fired before receiving the token, and removing the token suring the activation phase would mean that the token is gone before the would next fire.

Here's my attempt:

When a ship has any Mag Pulse tokens, it counts its primary weapon value as 0. During the combat phase, when a ship finishes its turn to attack it removes 1 Mag Pulse token.

Yes, but in keeping with the lexicon with the rules I'd say something like "after the ship has resolved its turn as the active ship" or something.