Flash Weapons

By EbongHawk, in X-Wing

Name is changeable but with Ion bombs doing no damage I wondered if this opens the door for other non damage inflicting weapons to be used in the game. Notably I thought about something that one could deploy that would reduce agility. I think like a flash missile comparable to: Flash Missile 2pts 3reds Range 2-3 "If this attack hits cancel all dice results. The defender does not roll agility dice the next time he is attacked." The same could be applied to other affects like maybe a flare torpedo that could disrupt target locks. Couple of fun ideas. Until Ion bombs I wrote off a no damage attack entirely but it sets an interesting precedent. Tell me ordinance is broken in 3...2...1...

Hmm... The first thing that comes to mind, lore-wise, are the Jamming beams and magpulse missiles from the X-wing computer games. Magpulse missiles did no damage but disabled your weapons, while Jamming beams allowed you to stop a ship from firing at you while they were active (Useful in preventing your ordnance from being shot down during a close range attack run.

Why non damaging weapons do seem to have a certain appeal, these weapons are not that. The Ion effect doesn't really have complete control and giving an additional token will only effect large based ships. They can still do actions and attack after the ion effect. Because of that the one thing Ion was good for was guaranteed 1 damage, especially with Lt. Blount and ion pulse missiles. Now 1 damage really isn't much but if you pick away at a ship it can go down before it reaches the board edge.

Having a no damage control effect would be viable if it provided control, ion doesn't. You need to pair it with stress or that conner net effect. I think the ion bombs will not be seeing much play in competitive matches.

I re reading the X-Wing books again (about 20 years latter) .... and in Wraith Squadron they are attacked by EMP bombs. In the game it could work as "2 shield only damage + ION marker, and the pilot must roll a red dice if they get a * then add one stress token"

That is a bomb I would like to see in the game

I wouldn't be surprised if there's a bomb or missile that works with the new weapons disabled token.

Why non damaging weapons do seem to have a certain appeal, these weapons are not that. The Ion effect doesn't really have complete control and giving an additional token will only effect large based ships. They can still do actions and attack after the ion effect. Because of that the one thing Ion was good for was guaranteed 1 damage, especially with Lt. Blount and ion pulse missiles. Now 1 damage really isn't much but if you pick away at a ship it can go down before it reaches the board edge.

Having a no damage control effect would be viable if it provided control, ion doesn't. You need to pair it with stress or that conner net effect. I think the ion bombs will not be seeing much play in competitive matches.

Ion does provide control, though - you control their movement. With well-placed ion damage, you can force ships to hit or even land on asteroids (which robs them of at least an action and can prevent them from attacking and do some free damage), force them to hit each other, which robs them of an action and can often be used to limit who they can fire at, and force them to fly completely off the map (especially large ships - all you have to do is point them in the right direction and get them close enough so there's no escape). If you combo them with bombs, you can also greatly increase the effectiveness of bombs and mines by putting your enemy's ships exactly where they don't want to go.

Why non damaging weapons do seem to have a certain appeal, these weapons are not that. The Ion effect doesn't really have complete control and giving an additional token will only effect large based ships. They can still do actions and attack after the ion effect. Because of that the one thing Ion was good for was guaranteed 1 damage, especially with Lt. Blount and ion pulse missiles. Now 1 damage really isn't much but if you pick away at a ship it can go down before it reaches the board edge.

Having a no damage control effect would be viable if it provided control, ion doesn't. You need to pair it with stress or that conner net effect. I think the ion bombs will not be seeing much play in competitive matches.

Ion does provide control, though - you control their movement. With well-placed ion damage, you can force ships to hit or even land on asteroids (which robs them of at least an action and can prevent them from attacking and do some free damage), force them to hit each other, which robs them of an action and can often be used to limit who they can fire at, and force them to fly completely off the map (especially large ships - all you have to do is point them in the right direction and get them close enough so there's no escape). If you combo them with bombs, you can also greatly increase the effectiveness of bombs and mines by putting your enemy's ships exactly where they don't want to go.

The movement is not fully controlled. With barrel roll and boost (and depending on how they rule out slam) there is still plenty of movement. IF you want to control their movement you need to put stress with ion so that they cannot perform actions. At least the conner net takes away actions.

Ion provides some control but it's more of a partial control. It is not the full control such as locking down a unit or forcing it to go in a direction you choose.

I wouldn't be surprised if there's a bomb or missile that works with the new weapons disabled token.

Definitely. The Magnetic Pulse Missile should totally do that.

How about Flesh Weapons?

How about Flesh Weapons?

Flesh Torpedoes.

EMP bomb sounds interesting.

Homing Flesh Missile less so.

How about Flesh Weapons?

Flesh Torpedoes.

Flesh Torpedos: Unleash a barrage of severed enemy heads on the ship, instilling fear. For the round on the ship hit, your opponenet must choose his pilot ability or one crew upgrade to ignore and then receive one stress token

Edited by Scojo