I know, I know .. there seems to be a thousand posts about fixing ordnance.
I have considered the issues with ordnance and read many good ideas. I considered the issues at hand and came up with a possibly feasible solution .. at least for house rules anyway.
Do you recall the X-Wing series of both games and novels? Ordnance was fired at greater ranges than the lasers. With this in mind I developed the following cards. Additionally, I wanted to enhance certain ships and allow them to play a more unique role in the game. For example, the TIE Bomber is rarely seen as anything but a cheapish TIE. It lacks its one defining unique characterisitc .. its ability to throw out a tonne of ordnance.
Also, if you recall from Stackpole's X-Wing novels, pilots could obtain Target Locks and pass target data to one another.

This fix gives Bombers, Y's etc a little more 'character', encourages players to utilise larger ships in a more supportive manner and gives a more 'real feel' to ordnance ranges.
Another factor I like about this is it mixes up playstyles and list building a little. Does your opponent attack the bomber or the escort first? Keeps us all on our toes.
I have yet to try it and need to iron out some little wrinkles: Points, limiting modifications to certain ships, should Long Range Sensors be a crew card, etc. Any input is appreciated (apart from the obligatory "Oh gee .. another ordnance fix post!") Will this work? Is it clearly flawed? Does X need to be tweaked? What are your thoughts?
-- REVISED CARDS ON PAGE 4 --
Edited by Conandoodle

