I’ve always been impressed with FFGs ability to keep inventing new pilot abilities and upgrade cards that create fresh synergies and new interesting gameplay. There are few areas of the gameplay that hasn’t been touched upon with updates; movement, actions, combat, damage, you name it, etc. Just think of all the things recent waves have done for certain ordnance (Lt. Blount, Deadeye, Failsafe, and so on).
But I’ve also noticed that there are no update cards or pilot abilities that affect bombs and mines (unless I blatantly missed one) and I love mines/bombs and they are almost always to be found on my lists. However, they don’t seem to get much attention in general and I’ve never seen anyone else bring them to local tournaments. No doubt it’s a dirty little hope of mine that Imperial Aces II – if there will be a such - will update the TIE Advanced and the TIE Bomber.
With that in mind I thought it interesting to play around with the inventive process and to brainstorm on potential pilot abilities or upgrade cards that would improve the use of bombs/mines. Being a brainstorm I’ve included any and all ideas regardless of their degree of silliness and I’ve not suggested point costs, or whether some of these abilities should cost stress, nor defined whether the individual abilities should be on a pilot card or a specific upgrade type (nor have I given them names though I have ideas for some of them); I wanted to focus on the raw ideas themselves.
The division below is purely descriptive.
Deployment, method:
- When dropping bombs or mines you may use the 2 maneuver template instead of the movement 1 template.
- When dropping bombs or mines use the bank 1 maneuver template instead of the movement 1 template.
Deployment, timing:
- You may deploy Proximity Mines as a free action before revealing your dial.
- You may deploy Bombs as an acion (rather than doing it before moving).
Deployment, restrictions:
- You may perform a deploy Proximity Mine action even if you are stressed, on an obstacle or if you overlapped another ship this round.
- You may deploy a bomb even if ionized.
Detonation, effects:
- Anyone hit the explosion from a bomb you deployed is stressed.
- Anyone hit the explosion from a bomb you deployed is ionized.
- Anyone detonating a mine you deployed is stressed.
- Anyone detonating a mine you deployed is ionized.
- When a proximity mine you deployed is detonated, you may change [X] number of Eyes to Hits.
- When a proximity mine you deployed is detonated, you may change [X] number of Eyes to Criticals.
- When a proximity mine you deployed is detonated, roll 4 attack dice instead 3.
- You may use Focus to adjust the result of a proximity mine you deployed.
- If a bomb you dropped is within range one of an asteroid/obstacle, that asteroid is removed from the game and every ship within range 1 of the asteroid [takes 1 damage, must roll one attack die as if having landed on an asteroid, or takes 1 stress].
Frequency:
- A proximity mine you deployed stays on the board and is only removed after detonating a second time.
- Discard this card to acquire a Seismic Charge.
- Discard this card to acquire a Proton Bomb.
- Discard this card to acquire a Proximity Charge.
- Retrieve your bomb token and the associated upgrade card if no target was within range when it would have detonated.
Bonus buffs:
- You may perform a free [barrel roll][boost][evade] or [focus] action after deploying a proximity mine.
- You may perform a free [barrel roll][boost][evade] or [focus] action after dropping a bomb.
- You gain a Focus token when you drop a bomb or deploy a mine.
- You gain a Evade token when you drop a bomb or deploy a mine.
- You may discard a stress token immediately after you drop a bomb or deploy a mine.
New ordnance:
- Ion bombs
- Flechette bombs
Counter-measures:
- You may roll defense dice against proximity mines.
- You may ignore the damage from bombs.
Let me know what you think and ideas of your own below.