Dumping ideas for (mainly) Y, TIE-Bomber and HWK

By Pirx, in X-Wing

Compared to most other ships the designated torpedo bombers and the HWK currently seem to be used relatively little and/or have a very narrow range of viable uses (Y-Wing+ion).

Note that at some point I've seen basically the same ideas thrown around somewhere already, so I'm not claiming originality here, just fleshing out and fishing for comments. Commence rant:

1st: Torpedo-Loader (torpedo slot)

When instructed to discard a torpedo card, deactivate it instead. With 1 action reactivate it.

Cost: ~2pts (?)

Comments: would help the tie bomber, Y-Wing and B-Wing bc you need two torpedo slots. The B-Wing would be helped to a lesser extent due to having a 3 dice primary and access to a marginarily more expensive hlc without needing an action (two actually, counting target locks) to reuse, which isn't too bad, as it's already a powerful fighter. The first two should be helped greatly - getting 4 dice instead of 2 every second round should be worth a slightly weakened (due to no tl or focus) primary on the other round. Bombers might get ptl to fire torpedoes every round and rebels have enough synergies to make the same happen aswell. Of course thematically it fits the Y and bomber like a glove.

2nd: Fixed turret (modification)

Replace your turret slot with a cannon slot.

Cost: ~ 1-2pts (?)

Comments: helps the Y-Wing and the HWK. Thematically appropriate mainly because the Y-Wing in canon would often have the turret fixed forwards in the one-man version. Of course the secondary pilot missing opens up extra space which justifies being able to fit a bigger gun. Gameplay-wise I like the added options (because currently both HWK and Y-Wing pretty much come with a turret by default). I think anything that makes outmaneuvering even more important is interesting and heavy forward-hitters (hlc in turret slot) with relatively crappy dials do that. My only concern at first was making the Y too similar to the B, but I believe the systems vs droids, the upcoming crew slot for the B and the B's barrel roll keep them distinct enough.

So, any thoughts? Would be interested to see if I missed any glaring balance issues, especially as I'm considering introducing them into my games as houserules once I've got the time for it again. And hey, FFG might take notice, right? ;)

I also thought of a fixed turret upgrade card. My version is

Fixed Turret (Turret Upgrade): Increase your primary attack value by 1.

Or

Fixed Turret (Turret Upgrade): Increase your primary attack value to 3.

Not sure what the pricing would be, maybe 3-5 points.

I like the idea of introducing a Fixed Turret (turret upgrade) that increases your primary firing arc Firepower by 1. With the dial that the Y and HWK have it wouldn't need to be an expensive upgrade. It'd be hard enough getting them in your firing arc.

I was thinking for the HWK something to increase it's mobility -

Geordi LaForge - Crew

Once per turn, when you receive a stress token, you may remove it and perform a free boost action.

The idea here is that it helps the awful dial of the HWK, and is additionally really nice on Jan Ors. The problem is that it would end up giving any ship with a crew slot a white K-Turn. So you'd have to make it cost something crazy like 8 points.

Bad idea. I'm still posting this though...

LaForge is Star Trek...

2 things I think we are going to see in the future...

1. An astromech that hopefully isnt unique that grants the system slot. This opens up new interesting possibilities to the x and y wing keeping them fresh and viable and can be used by the e wing to be even more expensive!

2. A new turret. Idk know exactly what kind it will be but I'm sure we will either see a turret that can reach to range 3. Or we will see a 2 attack dice turrer that can attack twice.

I doubt this will happen but I was thinking like a drone that counts as a bomb. It gets deployed normally like a bomb but is basically a stationary 360 arc turret with a 1 or 2 attack dice that shoots at ps 0.

LaForge is Star Trek...

Are you sure? I'm pretty sure she isn't.

Whenever I'm just trying to come up with an upgrade I'm usually just thinking about game mechanics, not every noun in the Star Wars universe to which it should apply.

Are you sure? I'm pretty sure she isn't.

He is the engineer on the Enterprise in Star Trek: The Next Generation

Are you sure? I'm pretty sure she isn't.

He is the engineer on the Enterprise in Star Trek: The Next Generation

I'm pretty sure he's just being a troll :lol:

bsg-quote_zps3ad106bc.jpg

I'm not a fan of the torpedo mod, one of my big issues with ordnance is the action inefficiency they enforce for little results, adding in another action to the mix just makes that worse. I think a mod that gives you some action economy but only functions for secondaries would be better. Something like generating a focus when you spend a target lock while attacking with a secondary. I'm sure wiser folks then I can run with the idea better, but I think the only real way to fix ordnance is new ordnance or making it take less actions to make shots count with the older ones.