A bomb that does not exist yet, but should

By Wilhelm Screamer, in X-Wing

Well, as long as we're talking even crazier ...

This bomb uses a theoretical new token called "Disabled Upgrade."

EMP Mine

6 points

Blah Blah...deploy mine...

This token detonates...blah blah...overlaps...

When this bomb token detonates, the ship that moved through or overlapped this token rolls 3 attack dice. For each "Hit" rolled up to the number of equipped upgrade cards the ship has, the ship must place a "Disabled Upgrade" token on one of its equipped upgrade cards. Then discard this token.

Rules for "Disabled Upgrade" Token: When an upgrade card has a "Disabled Upgrade" token assigned to it, all players must ignore any abilities or effects granted by that card. As an action, the ship with a "Disabled Upgrade" may roll one defense die. On an evade result, discard 1 "Disabled Upgrade" token.

Totally devastating to Fat ships and aces, useless against generic swarms. I thought about wording it so it only affected mods, astros and systems, but it is already wordy. The fluff can be that the EPT doesn't work because the pilot is too busy trying to get systems back up to concentrate, Crew doesn't work because they are fighting fires, repairing systems, etc.

Edited by pickirk01

Flechette Bomb - 2 points

Drop it like a normal bomb

When it detonates, all ships in range 1 receive a stress token.

Elegant. Simple. Powerful.

A good compliment for an ion equipped y-wing

Mara jade will work even better. You can use that multiple times. But you can't have both work.

But Mara Jade is imperial only.

She probably will end up being in multiple factions like Bubba Fett.

As long as we're talking crazy,

Temporal Flux bomb: (Yeah, I know. Wrong franchise.)

Drop as a normal bomb.

This bomb detonates at the end of the activation phase. All ships within Range 1 of the bomb undo the maneuver they just did.

In universe I could see a bunch of enemy pilots and a bomber stuck in a loop of repeating actions forever because they were to close too the bomb.

She probably will end up being in multiple factions like Bubba Fett.

Fett's abilities across the factions function in radically different ways. A hypothetical Rebel/Scum Jade would not be a range 1 bubble of "**** off".

Fett's abilities across the factions function in radically different ways. A hypothetical Rebel/Scum Jade would not be a range 1 bubble of "**** off".

Basically this. I do kind of expect her ability to be stress-related in general, ex:

https://d.maxfile.ro/nkunsjlmyw.png

(speaking of which I ought to do more work on the Skipray thread)

The Crazy Strikes Back

Ticking Time Bomb er, Mine

Action: drop this mine token, yada yada. When a ship's base or maneuver template touches this mine, assign a Ticking Time Bomb Token to the ship. Remove the mine token from the field, yada yada.

At the end of the Activation Phase, a ship with a Ticking Time Bomb Token rolls an attack die. On a [hit] result, every ship within Range 1 rolls 3 attack dice and suffers all damage rolled. The ship with the bomb is destroyed and removed from play.

Another bomb which I think could be interesting would be one that becomes a permanent asteroid.

Transparisteel Sheet from the book Star Wars - Slave Ship. Boba Fett ran into one which N'Dru Suhlak placed and almost died, it was one of the better parts of that book.

Flechette Bomb - 2 points

Drop it like a normal bomb

When it detonates, all ships in range 1 receive a stress token.

Elegant. Simple. Powerful.

A good compliment for an ion equipped y-wing

Mara jade will work even better. You can use that multiple times. But you can't have both work.

But Mara Jade is imperial only.

True, but if you take a look at the conner net it pretty much does what a flechette bomb would do by preventing actions.

Still after Wave 7 I have yet to see bombs being used that much. Now of course this is coming from someone who ate a Conner Net sandwich because I forgot that I had Tactician on my YV-666 when I made a range 2 attack on a TIE Punisher and could have forced him to green maneuver into a collision so yeah, take what I say with a grain of salt that is from the tears of perpetual defeat :unsure:

Another bomb which I think could be interesting would be one that becomes a permanent asteroid.

A debris field would be more thematic.

Something like dropping a chaff cannister.

What about the transparisteel sheet? Although I also agree a chaff/debris canister would be good also.

I'd like to see a form of deployable turret as a mine, and it'd have it's own hull points (only 1 or 2 points) that could be destroyed (and or ionized to shut it down), but otherwise it makes turretted attacks (2 dice) on turn Zero, at ranges 1-2.

That and a tractor mine that could be dropped in an asteroid field and draw in the asteroids towards it. Say, all asteroids upto range 3, move inwards by range one towards the tractor mine.

Absolute Zero bomb

Use proximity mine token. Bomb detonates in the following round Everything within range one is frozen in place for remainder of game. Every other round after detonation effects spread one range till table is covered. Frozen ships can not be attacked.

Absolute Zero bomb

Isn't deep space already, like, 5 degrees away from absolute zero?

Flash bomb.

3 points.

dropped like proton bomb, seismic charge, etc

detonation: Flash bomb causes all ships within range 1 to skip the ability to shoot in the combat phase this round.

Flash bomb.

3 points.

dropped like proton bomb, seismic charge, etc

detonation: Flash bomb causes all ships within range 1 to skip the ability to shoot in the combat phase this round.

That is brutal.

Flash bomb.

3 points.

dropped like proton bomb, seismic charge, etc

detonation: Flash bomb causes all ships within range 1 to skip the ability to shoot in the combat phase this round.

That is brutal.

Did I undercost it?

I'm not sure. It is an easily dodged one shot, but it seems even more punishing than a proton bomb potentially.

I would also love to see Mine Type A as a bomb in this game.

A stationary object with 1 attack, 1 hull and no mobility that attacks the nearest enemy ship each round.

The crazy ideas keep coming...

"Deceiver" Mine

5 or maybe 6 points

Action: If you are at Range 1 of an obstacle token, you may discard this card to place one "Deceiver" Mine token on that obstacle.

When a ship's base or maneuver template overlaps the obstacle that this token is on, this token detonates.

Deceiver Mine Token: When this token detonates, the ship that moved through or overlapped the obstacle is dealt 2 faceup Damage cards. All other ships at Range 1 of the obstacle suffer 1 damage. Then discard the Deceiver Mine token AND the obstacle token that this mine was on.

You would have to be crazy to fly through an asteroid that you just mined a turn or two ago. Unless, a swarm is hot on your tail and you have a few hull points to spare.