Mag pulse missiles and heavy ion cannons?

By Jaden Ckast, in X-Wing

So I was delving into some Star Wars lore and came across mag pulse missiles. I had forgotten about these from xwing alliance. I did a search on the forum and nothing came up so thought I would post it. Basically if your not familiar with them they disable a ships weapon system to prevent them from firing. So just curious who here would like to see another missile introduced? Maybe a 3 attack which would have a similar text as ion cannons and turrets where if there is at least 1 un canceled result the defender takes no damage or 1 damage and cannot attack on it's next turn. Possibly even the current round say the ship hit by the mag pulse is a PS 1 and hasn't attacked yet it would then be prevented from attacking that round.

Next I came across the heavy ion cannon. Not sure what to do with this but maybe instead of taking 1 damage you take 2 damage and recieve an ion token or another option is rolling 4 dice similar to heavy laser cannons and if there is at least 1 un canceled result the defender suffers whatever the un canceled result is (hit or crit) and recieves an ion token.

Anyways what do you guys think of something like this?

It could have a 1 turn effect of making the main weapon -1 or -2 (minimum of 0) and it'd still be worth it under the right price.

It could have a 1 turn effect of making the main weapon -1 or -2 (minimum of 0) and it'd still be worth it under the right price.

I think minus 2 would fit good with its ability in the lore. It completely shut down weapon systems. However with this game that may be a little to much to entirely take out a ship firing for one round so maybe a -2 would be better.

-2 to a minimum of one. i think lets ties still do something without being neutered totally.

since in lore ion ignores shields i dont think following lore would be ideal on everything

A heavy ion cannon could simply e like the current ion cannon (still only 1 hull) but it can do full damage to shields.

I like the idea of a missile/ torp that foes splash, but instead of doing damage it gives stress. (I thought about ion, and I think that would be too powerful)

Edited by Hrathen

I like the idea of a missile/ torp that foes splash, but instead of doing damage it gives stress. (I thought about ion, and I think that would be too powerful)

That's basically the Flechette Torpedo though, guaranteed stress and possible damage. I'd rather a mag pulse that took one defense die and one attack die from you until the completion of the next round. Done.

I like the idea of a missile/ torp that foes splash, but instead of doing damage it gives stress. (I thought about ion, and I think that would be too powerful)

That's basically the Flechette Torpedo though, guaranteed stress and possible damage. I'd rather a mag pulse that took one defense die and one attack die from you until the completion of the next round. Done.

I meant a splash stress effect. Like if the missile/torp hits then every ship (friend or foe) within range 1 of the target ship takes a stress token.

It would be a powerful weapon, and it would have to const accordingly.

I like the idea of a missile/ torp that foes splash, but instead of doing damage it gives stress. (I thought about ion, and I think that would be too powerful)

That's basically the Flechette Torpedo though, guaranteed stress and possible damage. I'd rather a mag pulse that took one defense die and one attack die from you until the completion of the next round. Done.

I meant a splash stress effect. Like if the missile/torp hits then every ship (friend or foe) within range 1 of the target ship takes a stress token.

It would be a powerful weapon, and it would have to const accordingly.

We already have a stress missile, the mag pulse would be to deprive your enemy of taking a shot. We've got one that restricts movement aka ion and a stressed based missile so the mag pulse would be the 3rd type in that trio. Imagine taking an ion pulse missile to the face and then another ship fires a mag pulse your essentially out for a whole round. Would be pretty sweet.

Heavy Ion cannon or you could even call it a Medium Ion Cannon could do the same thing as the regular, but instead of a suffering a normal damage, the target suffers a critical damage. That way the cannon can have a chance to do two damage. Make it 5 points.

Edited by Jo Jo

Everyone's talking about the Heavy Ion Cannon as though it does more damage to the ship - why wouldn't it just do two ion tokens instead of one?

Or an ion token and a stress token.

I like the ion + stress or 2 ion. The Heavy Ion probably shouldn't be able to do more than 1 damage. The idea behind the ion weaponry (in X wing as a game) is to have to choose between control or direct damage. It might be too strong to have both at once.

Everyone's talking about the Heavy Ion Cannon as though it does more damage to the ship - why wouldn't it just do two ion tokens instead of one?

7 pts?

Edited by Jaden Ckast

if there is at least 1 un canceled result the defender takes no damage or 1 damage and cannot attack on it's next turn. Possibly even the current round say the ship hit by the mag pulse is a PS 1 and hasn't attacked yet it would then be prevented from attacking that round.

instead of taking 1 damage you take 2 damage and recieve an ion token or another option is rolling 4 dice similar to heavy laser cannons and if there is at least 1 un canceled result the defender suffers whatever the un canceled result is (hit or crit) and recieves an ion token.

Trouble with this concept is how it affects gameplay. By negating a ship's attack, the overall affect is that it slows the game down because less damage is being done during the span of a round. This is increasingly so because if the text says "negate all dice and deal one damage", then you are also dealing less damage, and so causing ships to leave the table at a slower rate.

I am weary of more ion weapons entering the game unless they can help to accelerate destruction of ships. When you reduce the damage potential of an attack to 1 damage, that means that you're going to be removing ships from the table at a slower rate than someone rolling 3, 4, or 5 dice and metting out more than 1 damage. This is especially going to be the case now that tiebreakers are determined by Margin of Victory and not Strenght of Schedule; more than ever, you need to be removing ships from the table.

I think that the Heavy Ion Cannon can have text that helps contribute to that end. Perhaps we can have it deal 2 ion tokens, and deal its dice damage to shields. If there are no shields, it deals the next Ship damage card from your damage deck faceup (reflecting the damage a heavy ion cannon can do to your systems).

if there is at least 1 un canceled result the defender takes no damage or 1 damage and cannot attack on it's next turn. Possibly even the current round say the ship hit by the mag pulse is a PS 1 and hasn't attacked yet it would then be prevented from attacking that round.

instead of taking 1 damage you take 2 damage and recieve an ion token or another option is rolling 4 dice similar to heavy laser cannons and if there is at least 1 un canceled result the defender suffers whatever the un canceled result is (hit or crit) and recieves an ion token.

Trouble with this concept is how it affects gameplay. By negating a ship's attack, the overall affect is that it slows the game down because less damage is being done during the span of a round. This is increasingly so because if the text says "negate all dice and deal one damage", then you are also dealing less damage, and so causing ships to leave the table at a slower rate.

I am weary of more ion weapons entering the game unless they can help to accelerate destruction of ships. When you reduce the damage potential of an attack to 1 damage, that means that you're going to be removing ships from the table at a slower rate than someone rolling 3, 4, or 5 dice and metting out more than 1 damage. This is especially going to be the case now that tiebreakers are determined by Margin of Victory and not Strenght of Schedule; more than ever, you need to be removing ships from the table.

I think that the Heavy Ion Cannon can have text that helps contribute to that end. Perhaps we can have it deal 2 ion tokens, and deal its dice damage to shields. If there are no shields, it deals the next Ship damage card from your damage deck faceup (reflecting the damage a heavy ion cannon can do to your systems).

All very true. The way I saw it was you would fire the mag pulse at the heaviest hitter so your ships can concentrate fire on it without taking damage from it. You would put it on an awing or tie bombers who wouldn't do much damage in the first place because of their base 2 attack. This would allow your bwings and defenders or whoever your heavy hitters are to get in super close to deal max damage without worrying about getting shot at. This would be a perfect counter to ships with turrets. Fly all your ships as close as possible to a falcon and then fire off your mag pulse this opens up a huge window to allow your other ships to swarm the turreted ship for one round.

If it knocked out your guns maybe just do no damage?

if there is at least 1 un canceled result the defender takes no damage or 1 damage and cannot attack on it's next turn. Possibly even the current round say the ship hit by the mag pulse is a PS 1 and hasn't attacked yet it would then be prevented from attacking that round.

instead of taking 1 damage you take 2 damage and recieve an ion token or another option is rolling 4 dice similar to heavy laser cannons and if there is at least 1 un canceled result the defender suffers whatever the un canceled result is (hit or crit) and recieves an ion token.

Trouble with this concept is how it affects gameplay. By negating a ship's attack, the overall affect is that it slows the game down because less damage is being done during the span of a round. This is increasingly so because if the text says "negate all dice and deal one damage", then you are also dealing less damage, and so causing ships to leave the table at a slower rate.

I am weary of more ion weapons entering the game unless they can help to accelerate destruction of ships. When you reduce the damage potential of an attack to 1 damage, that means that you're going to be removing ships from the table at a slower rate than someone rolling 3, 4, or 5 dice and metting out more than 1 damage. This is especially going to be the case now that tiebreakers are determined by Margin of Victory and not Strenght of Schedule; more than ever, you need to be removing ships from the table.

I think that the Heavy Ion Cannon can have text that helps contribute to that end. Perhaps we can have it deal 2 ion tokens, and deal its dice damage to shields. If there are no shields, it deals the next Ship damage card from your damage deck faceup (reflecting the damage a heavy ion cannon can do to your systems).

All very true. The way I saw it was you would fire the mag pulse at the heaviest hitter so your ships can concentrate fire on it without taking damage from it. You would put it on an awing or tie bombers who wouldn't do much damage in the first place because of their base 2 attack. This would allow your bwings and defenders or whoever your heavy hitters are to get in super close to deal max damage without worrying about getting shot at. This would be a perfect counter to ships with turrets. Fly all your ships as close as possible to a falcon and then fire off your mag pulse this opens up a huge window to allow your other ships to swarm the turreted ship for one round.

Ah good points. I can see this being useful in that context and in other contexts.

I just tend to shudder when I see people equipping Ion Cannons on B-Wings. Why you would throw away your 3-4 dice attack with your power hitter to do 1 damage...

i say heavy ion cannon sounds cool 5 points it is no turret so imperials can use it aswell 4 attack dices 1 uncancelled hit equals one normal damage like the normal ion cannon but u gain 2 ion tokens so it helps u to ionize bigger ships easier

the mag pulse i like the idea of shutting down enemy fire ability in the combat phase it happens 3 attack if one is uncancelled take normal damage even if it was a crit otherwise that would be to powerfull requires missile slot should cost 3 points like the ion pulse missiles ^^.

well i hope that fantasy flight games do read this thread of urs and maybe add in these weapons in the near future with maybe my suggestion or the ones who posted earlier ;P

i say heavy ion cannon sounds cool 5 points it is no turret so imperials can use it aswell 4 attack dices 1 uncancelled hit equals one normal damage like the normal ion cannon but u gain 2 ion tokens so it helps u to ionize bigger ships easier

the mag pulse i like the idea of shutting down enemy fire ability in the combat phase it happens 3 attack if one is uncancelled take normal damage even if it was a crit otherwise that would be to powerfull requires missile slot should cost 3 points like the ion pulse missiles ^^.

well i hope that fantasy flight games do read this thread of urs and maybe add in these weapons in the near future with maybe my suggestion or the ones who posted earlier ;P

Ya I would love for them to include the mag pulse, it can open up windows for focused attacks. There seems to be a few people not liking turrets so the mag pulse might make them happy to allow them to get their ships in range and focus fire. It would still be a gamble tho cuz you could roll only a single hit and then the defender rolls an evade and now you've got your ships in range 1 to take a hurting. The heavy ion cannon too, 4 dice attack resolve like normal. This would allow another cannon card to be used instead of just HLC or ion cannon. Out of the 2 tho I'm partial to the missiles we need something that shuts weapons down. Off hand the only way you lose your weapons is by taking a crit that says reduce your primary by 1 and I think that's it right? Can anyone else think of anything that shuts an attackers weapons down?

i say heavy ion cannon sounds cool 5 points it is no turret so imperials can use it aswell 4 attack dices 1 uncancelled hit equals one normal damage like the normal ion cannon but u gain 2 ion tokens so it helps u to ionize bigger ships easier

the mag pulse i like the idea of shutting down enemy fire ability in the combat phase it happens 3 attack if one is uncancelled take normal damage even if it was a crit otherwise that would be to powerfull requires missile slot should cost 3 points like the ion pulse missiles ^^.

well i hope that fantasy flight games do read this thread of urs and maybe add in these weapons in the near future with maybe my suggestion or the ones who posted earlier ;P

Ya I would love for them to include the mag pulse, it can open up windows for focused attacks. There seems to be a few people not liking turrets so the mag pulse might make them happy to allow them to get their ships in range and focus fire. It would still be a gamble tho cuz you could roll only a single hit and then the defender rolls an evade and now you've got your ships in range 1 to take a hurting. The heavy ion cannon too, 4 dice attack resolve like normal. This would allow another cannon card to be used instead of just HLC or ion cannon. Out of the 2 tho I'm partial to the missiles we need something that shuts weapons down. Off hand the only way you lose your weapons is by taking a crit that says reduce your primary by 1 and I think that's it right? Can anyone else think of anything that shuts an attackers weapons down?

hmm so u say one uncanceled critical hit should trigger the u lose 1 primary attack ? sounds like one of the critacal damage cards to me. nah i think it should be one normal dmg and weapon is shot down for the round where it happens not to overpowered these are missiles anyway. u pay 3 points to shut down 1 enemy ship u think could harm u pretty badly + i do not like the idea of getting free crits in my face cause of a missile that has its own debuffing ability + the one combined i recieve from the dmg deck aswell ;P. for me as a no shield flieng imperial pilot a big nuhuuuuuu

Edited by SoulCrusherEx

Making an other item to shut down lists with fewer ships is not needed yet...

I like the Idea of making someone Pilot skill 1 in the combat phase. Lt Blount would like this. Of course it is only good on higher pilot skill because if a Bandit squadron pilot uses it well it wont be of any use. Also it will not be of any use against say Han Solo unless you can get to pilot skill 10 or more. So maybe it would be more of a red hearing in some situations.

I like the Idea of making someone Pilot skill 1 in the combat phase. Lt Blount would like this. Of course it is only good on higher pilot skill because if a Bandit squadron pilot uses it well it wont be of any use. Also it will not be of any use against say Han Solo unless you can get to pilot skill 10 or more. So maybe it would be more of a red hearing in some situations.

well a bandit could be ps 12 with roark in the rear who is buffing him up to shut han solo down ;P EEEEK WHAT ´HAVE I DONE A REBEL COMBINATION AS AN IMPERIAL PLAYER AAAAAARGH NOOOOOOOOOO

Vader: ure lack of discipline disturbs me *force choke*

ARGH ... NO !! AAARGHS IAM..... *drops dead*

Edited by SoulCrusherEx

i say heavy ion cannon sounds cool 5 points it is no turret so imperials can use it aswell 4 attack dices 1 uncancelled hit equals one normal damage like the normal ion cannon but u gain 2 ion tokens so it helps u to ionize bigger ships easier

the mag pulse i like the idea of shutting down enemy fire ability in the combat phase it happens 3 attack if one is uncancelled take normal damage even if it was a crit otherwise that would be to powerfull requires missile slot should cost 3 points like the ion pulse missiles ^^.

well i hope that fantasy flight games do read this thread of urs and maybe add in these weapons in the near future with maybe my suggestion or the ones who posted earlier ;P

Ya I would love for them to include the mag pulse, it can open up windows for focused attacks. There seems to be a few people not liking turrets so the mag pulse might make them happy to allow them to get their ships in range and focus fire. It would still be a gamble tho cuz you could roll only a single hit and then the defender rolls an evade and now you've got your ships in range 1 to take a hurting. The heavy ion cannon too, 4 dice attack resolve like normal. This would allow another cannon card to be used instead of just HLC or ion cannon. Out of the 2 tho I'm partial to the missiles we need something that shuts weapons down. Off hand the only way you lose your weapons is by taking a crit that says reduce your primary by 1 and I think that's it right? Can anyone else think of anything that shuts an attackers weapons down?

hmm so u say one uncanceled critical hit should trigger the u lose 1 primary attack ? sounds like one of the critacal damage cards to me. nah i think it should be one normal dmg and weapon is shot down for the round where it happens not to overpowered these are missiles anyway. u pay 3 points to shut down 1 enemy ship u think could harm u pretty badly + i do not like the idea of getting free crits in my face cause of a missile that has its own debuffing ability + the one combined i recieve from the dmg deck aswell ;P. for me as a no shield flieng imperial pilot a big nuhuuuuuu

I can see what you are saying but the crit one your referring to is an ongoing effect and you have to spend an action to remove it. The mag pulse is only for 1 turn and then you get your primary back.