Yet Another Ordnance Fix

By voidstate, in X-Wing

Auto-Lock
Modification, 1pt 0pt

When attacking with a secondary weapon that requires a Target Lock to fire, you may discard this card to immediately acquire a Target Lock on your target.

Or a droid version...

R8 Astromech
Astromech droid, 1pt

When attacking with a secondary weapon that requires a Target Lock to fire, you may immediately acquire a Target Lock on your target.

Thoughts?

Edited by voidstate

I think its cool! But 1pt or 0pts?

or what about for less OP easy fire: When attacking with a secondary weapon that requires a Target Lock to fire, you may discard this card to instead to fulfill that attack condition.

I like the simplicity and the effectiveness.

Usually I dislike one-time-use upgrades. But you're going to do an alpha strike once only, anyways.

And thinking about Scimitars ... it should be a modification OF COURSE :P

Edited by TheRealStarkiller

I think its cool! But 1pt or 0pts?

You're right. The modification version, if worth 0 points, would still be balanced, I reckon. You still have the opportunity cost of not being able to take a different modification in that slot. I'll edit the original post.

or what about for less OP easy fire: When attacking with a secondary weapon that requires a Target Lock to fire, you may discard this card to instead to fulfill that attack condition.

This would be more powerful, because you might still have a target lock to modify the dice... although whether it;s overpowered, I don't know.

For 0 points a Z Alpha Strike List would be pretty much pain in the ass:

6 x Bandit + Concussion + Auto-Lock: 96 points

An astromech wouldn't do anything to help Imperial or Scum ordnance. If we're going to make ordnance more viable, it needs to be so for all factions.

Not bad, but too cheap and not helping everyone.

Maybe something like this:

Ordnance Targeting Computer

Modification

2 pts

When you play an Ordnance card (Missiles or Torps) that requires you "Attack - Target Lock", you immediately gain a lock-on to a target, which allows you to use that card.

This allows you to gain the ability to fire the ordnance if you need to, but you must do it the same turn as the attack.

Edited by eagletsi111

The problem with fixing ordnance via another upgrade, is the lost opportunity to use the slot in a different way.

Since it's still one time use only (with Extra munitions it's 2, but still) that has to be really helpful.

So, using a secondary weapon ugrade slot, but granting another might be a good idea.

Ot, just throw in better ordnance with the new waves. That will not help the old ordnance, but it might be better than to try and fix it with different modifications.

Every ordnance fix via a modification prevents you from taking Munitions Failsafe, for instance.

The problem with fixing ordnance via another upgrade, is the lost opportunity to use the slot in a different way.

Since it's still one time use only (with Extra munitions it's 2, but still) that has to be really helpful.

So, using a secondary weapon ugrade slot, but granting another might be a good idea.

Ot, just throw in better ordnance with the new waves. That will not help the old ordnance, but it might be better than to try and fix it with different modifications.

Every ordnance fix via a modification prevents you from taking Munitions Failsafe, for instance.

Very true about Munitions failsafe, but that will be the risk you take. If you take my idea, you get to fire, but you could still miss. If you want to be sure you take munitions failsafe, and have to get the lock-on some other way. This makes both cards usable, but require a choice.

Edited by eagletsi111