Hello everyone, I know this has been discussed to death but I'd like to get some help working on some fun house rules. First I'm going to outline the core rules, then I'll address each ordnance card individually.
Missiles:
May be fired instead of attacking during any combat phase. Place a missile marker (use a small ship base) in front of the ship that fired the missile using the 1 straight template, and place the appropriate number of fuel markers on the missile's card (see card for number.)
All missiles move at PS 12 using any of the following templates: 5 straight, 4 straight, 3 bank, or 2 bank. If the firing ship has a target lock, the missile may use the 3 turn or 2 turn as well. After moving, remove a fuel marker. If there are no fuel markers to remove, the missile is removed from play.
After removing the fuel marker, a missile may use the boost action.
Torpedoes:
Function identically to Missiles, but may not boost, never have access ot the 3 turn or 2 turn, and only have access to the 3 bank or 2 bank if the firing ship has a target lock.
Detonation:
If the maneuver template or marker overlaps a ship at any time, the ordnance detonates. The defender does not roll defense dice.
Specific Missiles:
Homing Missile - 2 Attack dice w/ rerolls, may always use the turn templates - 4 points - 3 fuel
Assault Missile - 1 Attack die against all ships within range 1 of the marker - 4 points - 3 fuel
Concussion Missile - 2 Attack dice w/ focus token - 3 points - 3 fuel
Cluster Missile - 2 Attack dice, place two missile tokens when firing - 3 points - 2 fuel
Ion Pulse Missile - 1 Attack die, a hit also adds two ion tokens - 2 points - 3 fuel
Proton Rockets - 3 Attack die - 2 points - 1 fuel
Specific Torpedoes:
Advanced Proton Torpedoes - 6 Attack dice w/ focus token - 4 points - 1 fuel
Ion Torpedoes - 2 Attack die against all ships within range 1, a hit also adds an ion token - 4 points - 3 fuel
Proton Torpedoes - 3 Attack dice, focus results count as criticals - 3 points - 3 fuel
Flechette Torpedoes - 2 Attack dice, every hit/crit also adds a stress token - 2 points - 3 fuel
Pilot/Upgrade Changes:
Nera Dantels - Torpedoes may use any edge of this ship to launch from
Lt Blount - Missiles fired from this ship always have access to the 1, 2, and 3 turns
Major Rhymer - Missiles and Torpedoes have 1 extra fuel, and access to the 3 straight and 2 straight
Munitions Failsafe - Missiles and Torpedoes may reroll attack dice
Deadeye - Missiles and Torpedoes all have a focus token
Edited by rabid1903