So, now that Ordnance are worthwhile, the question becomes what ships are best for them?

By joyrock, in X-Wing

Generic Jumpmaster ~26 points?

Deadeye 1

Recon Specialist 3

R4 Agromech 2

Extra Munitions 2

Preferred Torpedoes (plasma 3)

Guidance Chips 0

Total ~37

In the spread image for the Punishing One, all pilots including the generic have an EPT. Always Focus. If you have a ship in arc, spend focus to activate torpedo. Acquire free target lock. You then have a 4 dice attack with focus, target lock, and an automatic conversion. If they have shields left, plasma Torpedoes deal an extra damage. And you can spend that second focus to acquire another target lock for later, in addition to or even if you didn't have to change change any focus results.

That's an awesome use of the Jumpmaster. Even after he's fired his torpedoes that's still an annoying ship to deal with especially at Range 1 when he's rolling 3 TL+F dice at you. Under 40pts is a pretty good bargain too, and if it winds up being 37-38pts you can fit in 2x TLT+R4 thugs and a Banana. Not a bad list.

I see a big spike in homing missile use once vets gets here.

Between the inquistor and x7 defenders it'll get nasty

I am looking at Kavil as a potential odd ball for ordinance. He doesn't have anything special with ordinance other than PS 7. I think proton torp chimps Kavil with VI/expert handling/crackshot could be an interesting sauad piece. Add unhinged and an auto blaster and he could be a fun single use ordinance ship that cause some interesting grief.

Generic Jumpmaster ~26 points?

Deadeye 1

Recon Specialist 3

R4 Agromech 2

Extra Munitions 2

Preferred Torpedoes (plasma 3)

Guidance Chips 0

Total ~37

In the spread image for the Punishing One, all pilots including the generic have an EPT. Always Focus. If you have a ship in arc, spend focus to activate torpedo. Acquire free target lock. You then have a 4 dice attack with focus, target lock, and an automatic conversion. If they have shields left, plasma Torpedoes deal an extra damage. And you can spend that second focus to acquire another target lock for later, in addition to or even if you didn't have to change change any focus results.

I am so trying this out when we finally get our hands on the Jumpmaster!

This might be a spitball, but what about Krassix Trellex? (sp?) He's a solid ship, and can benefit from torps or missiles, so you get an extra reroll alongside the guarenteed hit. It makes cluster, concussion, and other missiles more attractive and torpedoes just get ugly with him at the helm. While lacking the ept flexibility throwing cannons at him is also always there.

This might be a spitball, but what about Krassix Trellex? (sp?) He's a solid ship, and can benefit from torps or missiles, so you get an extra reroll alongside the guarenteed hit. It makes cluster, concussion, and other missiles more attractive and torpedoes just get ugly with him at the helm. While lacking the ept flexibility throwing cannons at him is also always there.

Because for 1 point more than Extra Munitions plus a 4 point Missile, you can give him a Heavy Laser Cannon.

Or for 2 more points, Mangler Cannon and Engine Upgrade.

And Redline is 9 points cheaper than Krassis, has a small base, native boost, can reroll all Ordnance dice instead of just 1, has a pilot skill 2 points better, a lot more slots for munitions, the system upgrade...

losing the rear firing arc, 1 shield and 1 defense die, a slightly worse dial.

Well, they're completely different, but still, 9 points cheaper is 9 points of upgrades.

Redline and Tomax Bren with Crack Shot are the great missile/torpedo boats if you want a named blaster.

Now Tomax has some good bomb potential too, we still haven't seen the final bomber pilot. Just having Ace pilots isn't really enough, I've had Deathrain carry a game, but most of his damage comes from his primary attack because bombs are still sub-par.

Imperials just need one little upgrade to make bombs worth it, we need our Sabine.

Edited by Vulf

Imperial Kath with Cluster Missiles and Guidance Chips is genius. Two crits from two attacks -- wanna cancel them and get Stressed, or take a crit? Sure it's only one turn, but double-stressing anything at any point in the game is valuable.

Guidance Chimps is once per round, unfortunately.

Imperial Kath with Cluster Missiles and Guidance Chips is genius. Two crits from two attacks -- wanna cancel them and get Stressed, or take a crit? Sure it's only one turn, but double-stressing anything at any point in the game is valuable.

Guidance Chimps is once per round, unfortunately.

How about like this?

Defender and Firespray (100)

Rexler Brath (50) - TIE Defender

Veteran Instincts (1), Assault Missiles (5), Ion Cannon (3), TIE/D (0), Shield Upgrade (4)

Kath Scarlett (50) - Firespray-31

Predator (3), Cluster Missiles (4), Rebel Captive (3), Slave I (0), Guidance Chips (0), Extra Munitions (2)

Imperial Kath with Cluster Missiles and Guidance Chips is genius. Two crits from two attacks -- wanna cancel them and get Stressed, or take a crit? Sure it's only one turn, but double-stressing anything at any point in the game is valuable.

Guidance Chimps is once per round, unfortunately.

True, but I'd imagine the dice will give you a Crit in at least one roll to begin with. So he's not that off. It will make for a solid Imperial Stresshog equivalent. Much more expensive, but equivalent in effect.

You could always add Tactician as well, for a potential four stress in one round of shooting...

Imperial Kath with Cluster Missiles and Guidance Chips is genius. Two crits from two attacks -- wanna cancel them and get Stressed, or take a crit? Sure it's only one turn, but double-stressing anything at any point in the game is valuable.

Guidance Chimps is once per round, unfortunately.

True, but I'd imagine the dice will give you a Crit in at least one roll to begin with. So he's not that off. It will make for a solid Imperial Stresshog equivalent. Much more expensive, but equivalent in effect.
You could always add Tactician as well, for a potential four stress in one round of shooting...
Edited by Lingula

How about like this?

Defender and Firespray (100)

Rexler Brath (50) - TIE Defender

Veteran Instincts (1), Assault Missiles (5), Ion Cannon (3), TIE/D (0), Shield Upgrade (4)

Kath Scarlett (50) - Firespray-31

Predator (3), Cluster Missiles (4), Rebel Captive (3), Slave I (0), Guidance Chips (0), Extra Munitions (2)

Probably too expensive for what it accomplishes on the table. Maybe something like this, instead? Trim the upgrades, and squeeze in another fighter. (Of course, it diverges pretty he silly from the thread topic at that point.)

Rexler Brath (37)

Adaptability (+1) (0)

TIE/x7 (-2)

Kath Scarlet (38)

Veteran Instincts (1)

"Mangler" Cannon (4)

Rebel Captive (3)

Engine Upgrade (4)

"Wampa" (14)

Total: 99

View in Yet Another Squad Builder

Edited by Vorpal Sword

Lots of nasty ideas out there. I think we will definitely see ordinance of all types in use - not on every ship. But if you want to us it. It can be viable.

How about Ten Numb with VI, chips, Plasma Torpedoe and Extra munitions. Two auto damage each shot. Good for softening up shield heavy aces like Poe or Corran to get ahead of regen. Scary. Obviously less useful against Empire though. Could use ion Torp also.

How is it 2 auto damage each shot? I'm assuming you mean Proton Torps to get the crit? Still, Ten Numb only lets 1 crit go through undefended. Your Plasma Torp idea has merit, though, as 1 crit will be allowed through, unless you still want to have a better chance of having a 2nd crit that they still need to defend against.

I foresee the following:

Bandits rise, flying with Blount and Tracers (while each wield Concussions and Chimps)

Prototypes rise, flying with Prockets and Chimps

Scimitars rise, flying with Clusters, Chimps, and Jonus (with some points to spare)

TAP rise, as the Title works off of Tracers to give everyone else in your fleet TLs and evade tokens.

Pirates rise, flying with Mux.

I can see people trying Jonus....and then dumping him. He's really not worth the points when you can just give everyone Homing Missiles instead. I've been down that road and seen it.

Imperial Kath with Cluster Missiles and Guidance Chips is genius. Two crits from two attacks -- wanna cancel them and get Stressed, or take a crit? Sure it's only one turn, but double-stressing anything at any point in the game is valuable.

Guidance Chimps is once per round, unfortunately.

True, but I'd imagine the dice will give you a Crit in at least one roll to begin with. So he's not that off. It will make for a solid Imperial Stresshog equivalent. Much more expensive, but equivalent in effect.

Agreed. Hopefully one of your rolls is not needing to be modified at all. Sure, it might happen, but chances aren't bad. You might not get a crit, but at least 2-3 hits?

Lots of nasty ideas out there. I think we will definitely see ordinance of all types in use - not on every ship. But if you want to us it. It can be viable.

How about Ten Numb with VI, chips, Plasma Torpedoe and Extra munitions. Two auto damage each shot. Good for softening up shield heavy aces like Poe or Corran to get ahead of regen. Scary. Obviously less useful against Empire though. Could use ion Torp also.

How is it 2 auto damage each shot? I'm assuming you mean Proton Torps to get the crit? Still, Ten Numb only lets 1 crit go through undefended. Your Plasma Torp idea has merit, though, as 1 crit will be allowed through, unless you still want to have a better chance of having a 2nd crit that they still need to defend against.

The plasma Torp will auto crit wuth chips which cannot be blocked when using Ten Numb. The 2nd damage is the plasma effect of stripping another shield. Hence at least 2 auto damage.

OK, then.

I wouldn't say it was auto damage, though. The rest of the dice have to hit, first. If it's someone with enough defense, they might be able to avoid the attack with one less red die in it. Also, not all ships have shields, or will have shields left over when you do your damage.

Still, it is not a bad idea.

OK, then.

I wouldn't say it was auto damage, though. The rest of the dice have to hit, first. If it's someone with enough defense, they might be able to avoid the attack with one less red die in it. Also, not all ships have shields, or will have shields left over when you do your damage.

Still, it is not a bad idea.

They may avoid additional damage from the 3 remaining red dice but the crit goes through regardless and IF they have shields it does another damage automatically. So Inquisitor and Vader are scared. Soontir only gets an autocrit

after testing redline and homing missile scimitars, I've found mostly that the combination of re-rolls + chips results in 3-4 hits. This is by no means a relevant sample size nor a mathematical analysis, only a vague certainty (the best kind of certainty) that you don't need much in the way of further modifiers to output very relevant damage

Therefore, I feel in order to make ordnance worth it, you'll at least need homing missile re-rolls + chips (or long range scanner to allow you to focus after setting up a long range target-lock)

Extra munitions really improves the value of ordnance for rather obvious reasons, so apart from Z spam (not a fan of Zs in general, though; too stiff for me) I wouldn't bother with ordnance.

Finally, I don't feel the jump from 3 to 4 dice is worth it on its own if you're only getting a limited number of shots. The extra crit mod from GC isn't nearly worth the price increase from most 2-dice ships to 3-dice ships.

the most obvious worthwhile ordnance boat, imo, is the chadwick Bomber (Scimitar-Homing missiles, seismics; extras) which hits hard, is reasonably durable (won't fall to freak greens) and has bombs, which are severely underappreciated options to have especially against superior jousters. It clocks in as an expensive generic, but hits harder than any HLC you can get anywhere near the same price range.

Redline clocking in at 38 (fcs, plasmas, clusters, chips) is no soontir, but he outputs crazy damage. He's not someone who will ever be popular, due to the changes you need to make to your playstyle (running blockers, setting up TLs on higher PS enemies; playing with an expensive glass cannon in general). Absolutely ruinous for low agility to face (pops TLTs like they were bubblewrap), and is one of the few things in the game capable of reliably damaging aces at range 3 (especially if they have shields. go plasma!)

Though it only gets two shots, the jumpmaster is the ultimate ordnance boat. With a combination of deadeye + r4 + chips, you get plenty of dice modifications without the need to screw around with target-locks. Best of all, it's got room for scum-only crew (like 4-lom) which should prove to be disgusting. Should clock in at 35 points total, assuming 26 point base

these are the big 3, imo. Rebels might have some select utility in the ghost's special arc, nera, and miranda (5 dice homing missiles + long range scanners :o) but they're crazy expensive. I'm immediately weary of anything more expensive than redline, as ordnance boats don't tend to have a lot of staying power (kind of the trade-off with burst weaponry)

Edited by ficklegreendice

after testing redline and homing missile scimitars, I've found mostly that the combination of re-rolls + chips results in 3-4 hits. This is by no means a relevant sample size nor a mathematical analysis, only a vague certainty (the best kind of certainty) that you don't need much in the way of further modifiers to output very relevant damage

Therefore, I feel in order to make ordnance worth it, you'll at least need homing missile re-rolls + chips (or long range scanner to allow you to focus after setting up a long range target-lock)

Extra munitions really improves the value of ordnance for rather obvious reasons, so apart from Z spam (not a fan of Zs in general, though; too stiff for me) I wouldn't bother with ordnance.

...

the most obvious worthwhile ordnance boat, imo, is the chadwick Bomber (Scimitar-Homing missiles, seismics; extras) which hits hard, is reasonably durable (won't fall to freak greens) and has bombs, which are severely underappreciated options to have especially against superior jousters. It clocks in as an expensive generic, but hits harder than any HLC you can get anywhere near the same price range.

I do think once Guidance Chips hit that ordnance beyond Homing Missiles will be worth it. For one, I think Proton Torpedoes will be good. The average roll with them will be 2 hits, an eyeball, and a blank. The average will be able to convert them all to hits (well, 1 crit). I think the averages are pretty decent when it comes to Proton Torps working. There are also some good Y-wing pilots that can use them (Horton and Drea) even better.

Concussion Missiles are not bad, either. I've played with Vader and a Concussion Missile in the past as a flanker. He can grab the TL and a Focus that round and make sure he does lots of damage. Yes, Homing Missiles are better, but sometimes you need to skim a point and that's not bad. Other ships can use Concussion Missiles, too. Cheap missile boats are not a bad thing. You dismiss the Z-95, but that's more personal preference than it not being a bad idea.

Overall, I think Guidance Chips moves ordnance into something that is a bit more reliable for other ships.

Thanks for the comments on my Bomber build. I want to call the list Flying Scimitars or something. Well, once LRS comes out, I'll be adding them.