Upgrade Ideas for Tie bomber

By Marinealver, in X-Wing

Here are an idea for 2 different Tie Bomber only, Limited Upgrade cards. Mostly to make a fully loaded Tie bomber feared in the Battlefield.

Torpedo Loadout.

Slot Missile. Cost 1.

When ever you make an attack with a [torpedo] secondary weapon that requires you to discard it, you may discard this card instead.

Missile Loadout.

Slot Torpedo Cost 2.

When ever you make an attack with a [missile] secondary weapon that requires you to discard it you may discard this card instead.

So what does it do. Well it essentially copies a missile or torpedo for less points. So instead of doubling down on flechette torpedoes you can triple up for only 5 points. It also makes taking 2 different torpedo or missile weapons more viable As you will get an extra weapon of your choice making it very flexible. So you could go torpedo loadout with Proton and APT so you have all range bands covered. And your first torpedo won't blow away a range band. It is almost like having 2 APT or 2 protons which is why the limited header was necessary. Having the ability to copy cluster missles or homing missiles twice seems a bit too much.

Edited by Marinealver

How about an additional bomb slot for 0 points, using torp or missile slots?

I'd like to see something which makes bombs a more viable choice on low PS pilots

perhaps offering a wider choice of templates that may be used to place the bomb - and / or a greater choice of when the bomb may be dropped

so basically the same or similar upgrades that are currently scum only :)

(Unique) Experimental Thrusters

Modification, Tie Bomber only

0 points

"Increase your agility value by 1. You cannot equip this card if your pilot skill is "4" or lower."

(Unique) Experimental Cannon Interface

Tie Bomber only

Bomb Upgrade

1 point

"Your upgrade bar gains a cannon upgrade slot. You cannot equip this card if your pilot skill is "4" or lower."

Bomb Release Computer

Modification, TIE Bomber only

When you elect to drop a bomb, you may place it at any point under the maneuver template.

Not sure on what the price would be for this, but it should allow bombers to be a bit more aggressive with their bomb runs.

How about an additional bomb slot for 0 points, using torp or missile slots?

I was looking at way to make torpedoes and missiles less expensive. We already got a 3 bomb Firespray so simply adding more bombs doesn't sound like a good fix neither does copy pasting the Y-wing upgrade doesn't sound like a good idea IMHO. There is enough bomb love in the game. Maybe a modification that adds a bomb slot but that modifications will be competing with Engine Upgrade and Hull Upgrade.

Revolving magazine. Tie Bomber only. Modification

When a missile or torpedo would be discarded flip it face down. Any round after the round it is flipped face down you may perform an action to flip it face up.

Edited by All Shields Forward

Bomb Release Computer

Modification, TIE Bomber only

When you elect to drop a bomb, you may place it at any point under the maneuver template.

Not sure on what the price would be for this, but it should allow bombers to be a bit more aggressive with their bomb runs.

I would change it to this:

When you reveal a maneuver, instead of moving you may place a bomb at the end of the maneuver template. Then suffer 1 damage and gain 1 stress.

So you stop and take a damage, but launch a bomb where you were going to be.

Someone suggested the opposite of munitions fail safe for 2 points. You only discard the missile/torp if you miss. Called it extended magazine.

How about something like "bulk discount". When you take two torpedoes/missiles of the same type (min 4 points each, so no using fletchettes or proton rockets), you may reduce the total cost by 2 points.

OK

here is another idea to fix the Tie Bomber line:

Endless Ressources

Modification, Tie Bomber only

0 points

"Every upgrade card on your ship cost 1 squad point less, to a minimum of 1 squad point."

Yes, this would include Bombs and Elite Trainings as well.

So Jonus could use Swarm Tactics or Squad Leader for only 1 point.

Rhymer with PTL and 2 x APT would be 38 points, not 41.

But the best of all would be seismics for only 1 point - Or mines for only 2 points.

You are going to have your bomb slots filled.

Imagine:

Gamma 18

Proton Torpedos 3

Proton Torpedos 3

Seismic Charge 1

= 25 points

You could have 4 of them.

Or 3 and Jonus:

Jonus 22

Predator 2

Seismic Charge 1

Gamma 18

Proton Torpedos 3

Proton Torpedos 3

Seismic Charge 1

Gamma 18

Proton Torpedos 3

Proton Torpedos 3

Seismic Charge 1

Gamma 18

Proton Torpedos 3

Proton Torpedos 3

Seismic Charge 1

Edited by TheRealStarkiller

why not just reduce the points cost of ALL munitions by one...personally i think they ARE over costed..

why not just reduce the points cost of ALL munitions by one...personally i think they ARE over costed..

Do you want to have all the cards reprinted or should this take place?

The Bombers were made to carry ordnance - just have a look at it - 5 slots for ordnance!

The other ships have different means to fight. Even the Y-Wings now get so much stuff - and they are not focussed to ordnance. The Tie Bomber is the only ship focussed to use ordnance. So the ordnance should be cheaper for them.

And this would be easy to handle by an upgrade card for Bombers.

Bomb Release Computer

Modification, TIE Bomber only

When you elect to drop a bomb, you may place it at any point under the maneuver template.

Not sure on what the price would be for this, but it should allow bombers to be a bit more aggressive with their bomb runs.

I would change it to this:

When you reveal a maneuver, instead of moving you may place a bomb at the end of the maneuver template. Then suffer 1 damage and gain 1 stress.

So you stop and take a damage, but launch a bomb where you were going to be.

Imagine if someone were to fly like 4 Bombers with a Shuttle.

(Unique) Experimental Thrusters

Modification, Tie Bomber only

0 points

"Increase your agility value by 1. You cannot equip this card if your pilot skill is "4" or lower."

(Unique) Experimental Cannon Interface

Tie Bomber only

Bomb Upgrade

1 point

"Your upgrade bar gains a cannon upgrade slot. You cannot equip this card if your pilot skill is "4" or lower."

If you are going to put a PS limit on those, it seems like it might make sense to drop the PS needed to '2 or higher' to avoid squeezing out the Gamma Squad.

The OP's idea is the most elegant so far. It effectively lowers the cost of ordnance for Bombers only without needing to reprint any cards.

One more idea to complement it: a bomber Title with the same text as Deadeye to make it easier for low PS bombers to launch ordnance in the first shooting volley because they won't be dependent on range for target locks.

The OP's idea is the most elegant so far. It effectively lowers the cost of ordnance for Bombers only without needing to reprint any cards.

One more idea to complement it: a bomber Title with the same text as Deadeye to make it easier for low PS bombers to launch ordnance in the first shooting volley because they won't be dependent on range for target locks.

I think it's a good idea. Something similar gets suggested in most threads about fixing the Bomber or Ordnance. It makes ordnance cheaper for the Bomber, B-Wing, and Y-Wing without affecting the other ships.

I like the OP's suggestion the most, although I'd make them like-for-like instead: the torpedo cloner goes in the torpedo slot and vice versa for the missile. That way it also helps the Y- and B-wings.

A really rad stereo system and chrome exhaust ports!

Edited by devotedknight

There are several upgrades that I would suggest.

1) New Tie Bomber Pilots

example a)

Pilot Skill Value 8 (Named)

Ability, target of opportunity, this pilot may fire anytime during the activation phase.

example b)

Pilot Skill Value 5 or 6 (un-named)

The Primary Weapons value, Agility value, Hull value, and Shield Value Remain the same.

up grade bar

Elite Pilot, Bomb slot, Torpedo slot, Torpedo slot, Missile Slot, Missile Slot.

(This is my Dream Bomber!!!

Pilot Skill Value 6 (un_Named)

The Primary Weapons value (with the exception a firing arc front and rear), Agility value, Hull value, and Shield Value Remain the same.

up grade bar

Elite Pilot, Bomb slot, Bomb slot, Crew slot, Missile Slot, Missile Slot. )

2) I would love different version of the bomber

Version A removes two torpedo slots and replaces them with second bomb slot and a crew slot. ( I would keep the missile slot just because of the variety of the ordinance.)

Version B removes two torpedo slots and replaces one with a cannon slot, and the other with a tail gunner, (In effect, having the same firing arcs as a Fire Spray, Forward and Aft)

(At least a tail gunner.)

Version C become and EW (Electronic Warfare) Version. Remove two torpedo slots and the bomb slot. Add two System upgrade slot and a crew slot. (With the ability to pass Target Locks! Because that is what EW Vessels do!)

3) Up grade cards that change out the upgrades bar,

Convert one Torpedo/Missile/Bomb upgrade for a different Torpedo/Missile/Bomb upgrade. Cost 0 points

Convert one Torpedo/Missile/Bomb upgrade of a Crew Upgrade/System Upgrade/Extra Modification Cost 0 points.

why not just reduce the points cost of ALL munitions by one...personally i think they ARE over costed..

Do you want to have all the cards reprinted or should this take place?

The Bombers were made to carry ordnance - just have a look at it - 5 slots for ordnance!

The other ships have different means to fight. Even the Y-Wings now get so much stuff - and they are not focussed to ordnance. The Tie Bomber is the only ship focussed to use ordnance. So the ordnance should be cheaper for them.

And this would be easy to handle by an upgrade card for Bombers.

What if it was a Bomber Only mod that just said all secondary weapons are worth 1 point less.

I was just thinking along the lines of torpedoes and missiles for other ships as i think most of them are over costed for a one use weapon. if everything was reduced by one point then perhaps we would see more use of munitions in the game. And the fact that the bomber CAN carry so many munitions it would help it as well...

Bomb Release Computer

Modification, TIE Bomber only

When you elect to drop a bomb, you may place it at any point under the maneuver template.

Not sure on what the price would be for this, but it should allow bombers to be a bit more aggressive with their bomb runs.

Hell, with this idea I would use bombs, I think bombs are waste of points against all but a swarm.

your idea would make a big difference