Brainstorm Topic: How to Help Munition-based Ships

By Starsoul-klr, in X-Wing

OK so I know the whole issue with most Torpedo and Missile weapons is that you have to discard them when used and if they fizzle out and don't go boom you end up finding them a waste of points. So my first thought is make a title or upgrade that lets you restock or reload the used weapon back on the same ship by an action:

Title

Salvo Fighter

0-2 point/s (Still not sure how to cost it)

Action : Attach a discarded (Torpedo) or (Missile) that was attached to this ship.

While it requires a bit more maintenance then say a cannon this would let you reload your used up weapon or force forbid you lose it from a critical hit. This would also combo with Fail Safe as if it doesn't hit you don't have to reload right away or even Experimental Interface preforming a Target Lock then using it to reload. I didn't put Secondary Weapon as I don't want it to help out cannons, turrets or Hot-Shots.

By it being a generic title it would be applied to all ships that could use it.

Anyone else have anything that might help out these weapons? Personally I don' think an range extention beyond three is a good idea as you would complicate the game a bit more

I have a similar idea:

Missile Pod

Missile Upgrade

"Your upgrade bar gains the (Missile) icon."

"When you are instructed to discard a (Missile) upgrade attached to this card, you may spend one Ammo token instead."

Ammo value: 3 (possibly more)

X points (not sure what it should be.)

There would be one for Torpedoes as well. So you're basically equipping an ordnance attachment into your ordnance slot, and then attaching the ordnance to that attachment. This way you're not using up a Modification or Title upgrade slot, but it only applies to the individual upgrade card that's attached to it.

Ammo Tokens and Attachment rules would be explained on a separate rules card, and would work similarly to Shields or Energy.

The rule we use at our store is simple:

All ordnance required to spend a token when fired may use this discarded token once in their attack.

Fixed!

Edited by eagletsi111

In another forum a while back, someone suggested an upgrades sideboard that you'd use to swap out upgrades to be able to tailor your list to your opponent.

I've lately been thinking about that as an ordnance specific addition, an ordnance sideboard. Trigger it after each player has deployed their ships but before starting the game proper, each player can remove any ordnance (missiles, torpedoes and maybe bombs) from their ships. Then they can replace the removed ordnance from their sideboard as long as the total cost of the new ordnance is less than or equal to the total cost of the removed ordnance. While it doesn't add any extra power to any of the existing missiles or torps, it does allow a certain flexibility to ordnance equipped lists.

Downside is it can't really be done as an upgrade card, it'd have to be a rules addition of some kind :/

Otherwise, I'm generally in favour of some kind of reload mechanic and prefer that yours is a token less one. Also making it an action would limit torp and missile firing to every other turn in most cases keeping them distinct when compared to turrets and cannons. It'd also encourage mixed load outs on TIE bombers, B-wings and Y-wings. Though as I think about it A-wings Greenies with proton rockets and PTL would be terrifying as they'd be able reload and focus in the same turn. Maybe add a condition that missiles and torpedoes cannot be fired in the turn they're reloaded.

The rule we use at our store is simple:

All ordnance required to spend a token when fired may use this discarded token once in their attack.

Fixed!

which upgrade slot does it fit in ?

How much does it cost?

Edited by Funkleton

The rule we use at our store is simple:

All ordnance required to spend a token when fired may use this discarded token once in their attack.

Fixed!

which upgrade slot does it fit in ?

How much does it cost?

I think he's saying that if the missile or torpedo requires you to spend a Target Lock or Focus token to make your attack, you can use that token to modify the dice before you remove it.

Since Y-Wings and TIE Bombers are the main munitions carriers (B-Wings aside), I would be interested in an upgrade that helped them out especially.

Extended Torpedo Bay

Upgrade Slot: Torpedo

Pts: 3

Action: You may re-attach a discarded upgrade card with the Torpedo symbol.

Extended Missile Bay

Upgrade Slot: Missile

Pts: 3

Action: You may re-attach a discarded upgrade card with the Missile symbol.

These cards would benefit ships with multiple munitions slots carrying the same symbol (either Torpedoes or Missiles). Can also combine well with Munitions Failsafe so the ship does not have to spend an action immediately to get back a missile on a failed shot.

The idea of ammunition counters is interesting, but I feel that it unnecessarily complicates the game (especially when you already have another half-dozen tokens to track).

How about a modification?

Ammunition Pod (1)

Modification

You may discard this card instead of discarding a secondary weapon as a result of an attack.

How about a modification?

Ammunition Pod (1)

Modification

You may discard this card instead of discarding a secondary weapon as a result of an attack.

The problem that I see with a modification like this is that it competes with Munitions Failsafe. For this particular example, there is very little reason why anyone would want to take Munitions Failsafe over this.

For Munitions Failsafe to be strictly more useful than this upgrade, the ship would have to fail at least 2 attacks. I would say that most ships carrying munitions will be long dead before getting a third chance to attack.

Errata every ordinance card and increase there red Doce by 1. Boom fixed.

I think trying to tackle the problem by requiring you to get more upgrades just complicates the issue. I would propose giving every ordnance upgrade two uses. On the first use, tap the card; on the second, discard it.

Alternatively, ordnance could just be given unlimited uses, but be tapped after each use. In order to be brought back into play, a reload action would have to be taken. This would require most ordnance to take 2 turns, under normal circumstances, to be used again as it would have to be reloaded and a target lock would have to be gained.

Extended Magazine. Ship Modification.

When instructed to discard a [Torpedo] or [Missile] card, you may discard this card instead.

Cost: 1.

Gives two shots with an ordinance card for the cost of 1 more squad point.

*Edit* Ah, Shadowjester came up with the same thing. Great minds think alike?

RM series astromech. .

When attacking with a [Torpedo] or [Missile] secondary weapon, assign one focus token to your ship.

Cost: 2.

RM-E7. Unique Astromech.

When attacking with a [Torpedo] or [Missile] secondary weapon, you may change one blank result to a focus result.

Cost: 3.

RM astromechs address the issue of having to discard a target lock to fire, by giving the shooter a focus instead.

RM-E7 stacks with the existing proton torpedo text.

RO series astromech.

After you perform an attack, you may aquire a target lock on the defender.

Cost: 2.

Simply a way to give X's and Y's a real FCS option. :D

Edited by Koing907

Extended Magazine. Ship Modification.

When instructed to discard a [Torpedo] or [Missile] card, you may discard this card instead.

Cost: 1.

Gives two shots with an ordinance card for the cost of 1 more squad point.

*Edit* Ah, Shadowjester came up with the same thing. Great minds think alike?

RM series astromech. .

When attacking with a [Torpedo] or [Missile] secondary weapon, assign one focus token to your ship.

Cost: 2.

RM-E7. Unique Astromech.

When attacking with a [Torpedo] or [Missile] secondary weapon, you may change one blank result to a focus result.

Cost: 3.

RM astromechs address the issue of having to discard a target lock to fire, by giving the shooter a focus instead.

RM-E7 stacks with the existing proton torpedo text.

RO series astromech.

After you perform an attack, you may aquire a target lock on the defender.

Cost: 2.

Simply a way to give X's and Y's a real FCS option. :D

Not bad. Now you're gonna give my Tie Bomber an astromech too, right?

Ordnance requiring spending of Target lock or Focus auto hits for full Red Dice attack value, defender may use Agility/Evade/etc to reduce damage as per normal.
Does mean no crits will be allocated via Ordnance, but I think that's a fair trade.

Should all hits be negated via agility etc, munitions failsafe kicks in (if equipped)

I find that the main problem with ordnance is the poor action and movement economy required to get the shot off in the first place.

How often do you find that once you have finally managed to get a TL for your PS2 Scimitar or Bandit, you are outside the range band required to fire the torp or missile - so you need to make a second pass in order to shoot ....... by which time you're dead.

The problem is exacerbated by the fact that the high PS pilots who aren't going to struggle to gain target locks are usually powerful enough that you don't want to put a missile or torp on anyway.

perhaps 1 way to approach it would be a generic title card for low-mid PS pilots which turns them into dedicated missile/torpedo boats at the cost of their primary weapon - a little like Outrider does with cannons.

Title: Missile-Torpedo Boat - 1 point (maybe 2)

When you have an Upgrade card with the missile or Torpedo header equipped, you cannot perform primary weapon attacks. Instead you may treat all attacks with the Attack: Target Lock header as Attack. You are not longer required to discard your secondary weapon upgrades after use. You may not spend target locks during attacks.

You may not equip this card if your Pilot Skill is 6 or greater.

It's a little long winded but I think the point is clear - at the cost of a range band or two, your primary weapon, and your ability to benefit from target locks, your low PS mooks can make unlimited ordnance shots

Extended Magazine. Ship Modification.

When instructed to discard a [Torpedo] or [Missile] card, you may discard this card instead.

Cost: 1.

Gives two shots with an ordinance card for the cost of 1 more squad point.

*Edit* Ah, Shadowjester came up with the same thing. Great minds think alike?

RM series astromech. .

When attacking with a [Torpedo] or [Missile] secondary weapon, assign one focus token to your ship.

Cost: 2.

RM-E7. Unique Astromech.

When attacking with a [Torpedo] or [Missile] secondary weapon, you may change one blank result to a focus result.

Cost: 3.

RM astromechs address the issue of having to discard a target lock to fire, by giving the shooter a focus instead.

RM-E7 stacks with the existing proton torpedo text.

RO series astromech.

After you perform an attack, you may aquire a target lock on the defender.

Cost: 2.

Simply a way to give X's and Y's a real FCS option. :D

Not bad. Now you're gonna give my Tie Bomber an astromech too, right?

You can put one in the bomb bay. :D

I admit my list is astromech heavy. It's the ideas about improving X-Wings along with ordinance at the same time.

Perhaps some of the mechanics could also be put into EPT's, or as bomber specific titles.

Edited by Koing907

A series of dual typed upgrades that customize the weapon would be neat. Something that customizes them with special abilities while not interfering with balance is hard though. :/

High-Yield Warhead, Missile/Torpedo, 0pts

Your upgrade bar gains a Upgrade slot of the type used to equip this Upgrade.

When attacking you may change one focus result to TWO [hit] results.

Tracking Warhead, Missile/Torpedo, 0pts

Your upgrade bar gains a Upgrade slot of the type used to equip this Upgrade.

When attacking with a Torpedo or Missile, reduce the targets Agility by 1.

Standard Warhead, Missile/Torpedo, -1pts

Your upgrade bar gains a Upgrade slot of the type used to equip this Upgrade.

This upgrade has a negative Squad Point cost.

I'll admit it's power creepy as heck though. Alternatively I like the Exhaust and then discard route already mentioned.

1 of the biggest problems with ordnance is the price you pay for what you get. Why pay 4 points for proton torps on an x wing for 1 extra die and a shot that isn't really better than a normal shot with focus or TL.

But I'd start to think about it if they were 4 points and gave you 5 dice. I'd definitely pay 6 points for a 6 dice attack. I honestly believe increasing there red dice by 1 for no cost, just errata it (I know ffg won't do this they don't like errataing), and now you're gonna start giving it some more consideration.

A revision (based on the idea of a reload action):

Munitions Pod (3):

Your action bar gets the [Reload] action.

Reload action:

Place one reload token on the active ship. During the End Phase, spend the token to flip a discarded [Torpedo] or [Missile] card face-up attached to the active ship. Unspent reload tokens are removed from all ships at the end of the End Phase.