[Speculation] Adv. homing missiles and Plasma torpedoes

By That Blasted Samophlange, in X-Wing

Just thought I'd post some of my speculation on these items:

Plasma torpedoes are, in legends, designed for stripping shields. I suspect these will require the target lock to be spent and work like an ion cannon: if the attack hits, cancel all hits remove ALL shield tokens.

Adv. homing missiles are less damage dice, range and cost. I suspect that they will continue to require the target lock but not remove it, as well as the target not using evade tokens. However, for the trade off and range, I would expect an additional effect on top of this:

Spend the target lock to convert all misses to hits

Target may not reroll defender dice or spend focus tokens

Target reduces defence dice by one to a minimum of zero.

Plasma:

Attack: 4

Hits affect shields only. Critical hits damage hull like normal hits.

cost: 2

AHM:

Target cannot spend any tokens for defense.

AHM: Every Imperial player will now be tempted to put Major Rhymer in a list as a hard counter to high agility ships. Assuming it's even harder to dodge than regular homing missiles, having him fire it at 1-3 could be interesting.

Edited by Comradebot

I have a strong suspicion, Adv Homing will be able to be fired outside of firing arc.

Plasma Torpedoes affecting shields only is interesting, tho I would hope it confers a bonus vs shield rather than completely ineffectual against hull (I don't think it would be good otherwise). Regardless, a range 1-3 projectile would be nice.

Thinking Plasma, may work something like this along the lines of Boosk new rules

Each Hit counts as 2 hits to shields. Turn 1 Blank result to a hit

This way still works even on no shield bearing craft.

Edited by eagletsi111

I have a strong suspicion, Adv Homing will be able to be fired outside of firing arc.

Rhymer would be so happy

AHM: Every Imperial player will now be tempted to put Major Rhymer in a list as a hard counter to high agility ships. Assuming it's even harder to dodge than regular homing missiles, having him fire it at 1-3 could be interesting.

The problem with Major Rhymer is that, after accounting roughly for his pilot skill, he pays 4-5 points for his ability. There aren't any missiles or torpedoes yet that are good enough to justify that tax, although I guess Advanced Homing Missiles could be the first.

I have a strong suspicion, Adv Homing will be able to be fired outside of firing arc.

Why?

Edited by Vorpal Sword

I have a strong suspicion, Adv Homing will be able to be fired outside of firing arc.

Why?

Because when I think of advanced homing, I think about how it wouldn't matter which way you fired it. Also, you need a powerful ability to justify a single range band and I think this fits the bill.

I have a suspicion that Plasma Torpedoes and Advanced Homing Missiles will be worth taking in single-slot fighters as a good utility damage weapon. By suspicion, I mean hope.

I have a suspicion that Plasma Torpedoes and Advanced Homing Missiles will be worth taking in single-slot fighters as a good utility damage weapon. By suspicion, I mean hope.

The candle of hope burns eternal around these parts! FFG seem pretty intent on fixing ordnance, and they can be pretty inventive when they need to be.

I have a suspicion that Plasma Torpedoes and Advanced Homing Missiles will be worth taking in single-slot fighters as a good utility damage weapon. By suspicion, I mean hope.

I'm hoping plasma torpedo is as insane as op mentioned and just completely removes shields so I can laugh at b wings forever now.

AHM: Every Imperial player will now be tempted to put Major Rhymer in a list as a hard counter to high agility ships. Assuming it's even harder to dodge than regular homing missiles, having him fire it at 1-3 could be interesting.

Yes, but Rebel players will probably benefit way more from that because Soontir without tokens for defense would be in huge trouble.

While Plasma torps if they really strip shields would affect Rebels, especially B-Wings hugely.

I think that you are pretty close to reality with your assumptions of what they might do. This would counter 2 of the best ships in the meta which seems quite logical to me. It buffs bombers while it nerfs super agility and shield tanks...

Plasma torps could do double damage up to shield value. Maybe large ship only?

OR

Normal damage and remove all regeneration abilities for some time period. Maybe just the next one?

Would it be too much to ask for either of the new torps/missiles that should they hit, to destroy a modification on the target ship or kill a crew/system/other new upgrade not covered by crits in the damage deck?

Might help deal with a certain EU or C-3OP/R2-D2/Vader/Yassane/Gunner on certain large base ships

Advanced Homing missile

3 dice

Cancel 3 of the opponent's evade results. (including evade tokens)

I'm hoping AHM are the Autoblasters of the missile world, canceling evade results completely. At 2 or 3 dice and requiring a target lock they would give As, Heavy Scyks, Zs, and everything else a real purpose without being totally overpowered. Do we know anything about their cost? 5 or 6 points seems likely/reasonable.

EDIT: Hell, limited to R2 might make 3-4 doable, considering an Autoblaster (with 3 dice, every turn) and it's turret version (which can shoot any direction) are 2-5. I understand R2 is a little easier to manage, but on the flipside it takes a target lock.

Edited by DerFrownmacher

If I recall, AHM are 3 points, and range 2 only. I can't imagine they'll completely ignore dice, as that would basically turn Rhymer into an almost instant win button against Soontir Fel.

Maybe Plasma Torps even ignore shields?

AHM: Every Imperial player will now be tempted to put Major Rhymer in a list as a hard counter to high agility ships. Assuming it's even harder to dodge than regular homing missiles, having him fire it at 1-3 could be interesting.

Well it depends on what Advance homing missiles bring to the table. now it is true Major Rhymer's ability is most effective because he gives 2 range bands to that upgrade. However Bombers are not all that great. I had tried them out first as hull tanks and with only 2 agility they don't last longer than a TIE fighter (even with focus ever round). I also tried them with 2x flechete torpedoes (which would be similar to having the extra munition cards) and found that it is still easy to avoid firing arcs. Major rhymer having a higher pilot skill could help but if you are facing whipser and don't take VI you are not getting that phantom in arc. Sure you can put 4 of them on for 8 points but will Major Rhymer last long enough to get 8 shots? Between my 2 bombers they only lasted long enough to get 1 shot for both of them.

Edited by Marinealver

I would assume Adv Homing Missiles allow you to fire outside of your arc? I mean...c'mon, they're homing missiles. I never got a good look at the card, but if everyone is saying they are Range 2 only, that makes sense. Range 1 isn't enough space for the missile to maneuver/track the target, and Range 3 is too far and the missile is easily avoided/shot down via basic countermeasures.

But I'm just guessing.

Fingers crossed that AHM on Vader will be as good as it sounds in my head.

Would it be too much to ask for either of the new torps/missiles that should they hit, to destroy a modification on the target ship or kill a crew/system/other new upgrade not covered by crits in the damage deck?

Might help deal with a certain EU or C-3OP/R2-D2/Vader/Yassane/Gunner on certain large base ships

I've been hoping for something like this for a while. I really wanted Scums to be able to capture/assassinate crew cards so we could start seeing an abatement in crew abuse. But with the introduction of an 8 point crew card, I no longer think this will ever happen.

IIRC, Advanced Homing Missiles cancelled all dice results after doing whatever they do.

Also, Plasma torpedoes require you to spend the target lock, whereas Advanced Homings do not require to spend it.

IIRC, Advanced Homing Missiles cancelled all dice results after doing whatever they do.

Also, Plasma torpedoes require you to spend the target lock, whereas Advanced Homings do not require to spend it.

6d, do not spend target lock, if you hit, cancel all results and do (Crit) (Crit)

And Soontier + Emperor STILL dodges it.

Edited by Rakaydos

Plasma: Each hit deals 2 damage. Target draws no damage cards.

Strip those shields and finish them off with ATC ;-)