What munition should they make next?

By Sir13scott, in X-Wing

With the fixes they have given to munitions I can't help but want more options for munitions to take. We all have a million proton torpedoes and homing missles, but what else would you like to see?

Personally here are a few options I'd want:

Long range missles and/or torpedoes. The new long range scanners and even the shuttle title would make a range +3 range torpedo/missle really cool.

Buzz droid missles. Would give a ship a buzz droid token, if they have a buzz droid token, during the combat phase you roll a die and on a "hit or crit" result suffer one damage. Action to discard token.

Cargo drop (bomb). Before moving you can drop a special cargo token that would act like an asteroid/obstacle for the rest of the game.

Modification which allows you to drop two bombs per round, one before revealing dial, one through an action.

Modification: Primed munitions. If you are destroyed with an unused torpedo, missle, or bomb, deal one damage to each ship at range 1.

What do you guys think?

Tractor bombs and tractor missiles. On a hit each other ship in range 1 gets a tractor token.

(Also, is anyone else bugged by the fact that Thermal Detonators were not called Flechette Bombs? There was *almost* a naming convention that secondary weapons that cause stress are Flechette *thing*...)

I quite like the idea of something that lets you get some use out of your unfired munitions, but it would have to not be a Modification, because of the fact that Guidance Chips and LRS both take that slot. A Missile or Bomb slot would be good for it I think.

Mag pulse - clearly referenced in Force Awakens when they board the Tie SF

Mag Pulse Missiles (weapons disabled) and "gravity mines" (tractors) and flechette mines (stress) all would show off the tokens we have. A higher powered Ion would be appreciated too. Buzz droids too!

I'd like to see double drops (one of each kind: mines and bombs), drifting mines, and bigger radius too.

Making ordnance into dual upgrades where each side has its strengths.

I would love a dual faced missle that either has small damage + swarm potential, or big damage single ship

The naked bomb, strips you of one upgrade Card or pilot ability

Buzz droid missles. Would give a ship a buzz droid token, if they have a buzz droid token, during the combat phase you roll a die and on a "hit or crit" result suffer one damage. Action to discard token.

....

What do you guys think?

At a personal level .. buzz droids were one of the low points of the prequels. Why use droids like that when a simple missile would have been more effective? Why didn't Obi Wan and Anakin just use the force to remove them? That whole scene just seemed so gimicky.

I like your idea but would rather see the cause of the damage to be listed as EM Scrambler Rockets .. or something like that.

I would like a torpedo with the Attack: Focus header or one that doesn't require spending the target lock.

I also think that a dual type munition card could be really cool. But what would happen when it was used? Get to shoot the other side of the card?

I like most of the ideas I'm seeing here; I'd also like to see a cluster or pod missile that can attack more than one target in your arc in the same attack phase, granted at a low attack value.

Buzz droid missles. Would give a ship a buzz droid token, if they have a buzz droid token, during the combat phase you roll a die and on a "hit or crit" result suffer one damage. Action to discard token.

....

What do you guys think?

At a personal level .. buzz droids were one of the low points of the prequels. Why use droids like that when a simple missile would have been more effective? Why didn't Obi Wan and Anakin just use the force to remove them? That whole scene just seemed so gimicky.

I like your idea but would rather see the cause of the damage to be listed as EM Scrambler Rockets .. or something like that.

#1. Terror weapons.

#2. They were busy focusing on flying and dodging. A non-Jedi hit with buzz droids would probably have fared even worse.

I would like a torpedo with the Attack: Focus header or one that doesn't require spending the target lock.

I also think that a dual type munition card could be really cool. But what would happen when it was used? Get to shoot the other side of the card?

It would get "discarded" just like any other card when used assuming of course that is what it say.

In advance of the dual upgrade card the tournament rules now have you put "discarded" cards under the ship card instead of turning them face-down.

Super Advanced Proton Torpedo R1-3, 6 dice turn all results to crits, defender cannot modify dice. 0 point upgrade. Available only for ships played by BlodVargarna. Seems reasonable.

Not quite a munition, but I kinda want to see a Disruptor illicit secondary. Would be one-shot, short-ranged, in-arc only, and either ATK2/ignores defense dice or ATK3/deals facedown damage cards.

Dual-sided ordnance, one side that's ready to fire, one side reloading. Fire once and flip the card over to the "Reloading" side, next turn at the start of the combat phase, flip it back to the Ready side.

Also another vote for mag-pulse missiles. Target suffers 1 damage and Weapons Disabled for next attack (either this round if not fired yet, or next round if they already have).

Agreed on the Mag Pulse warhead with the weapon disabled token. Just need to errata WD tokens instead of going away at the end of the turn, they go away after you have an opportunity to attack, like the blinded pilot(?) damage card does.

Buzz Droids mechanically would work a lot better as a bomb- drops a token that if a ship flies through, roll a red dice. On a hit, it takes a face down damage, on a crit, a face up damage card.

I 7th the mag pulse. I may be wrong but there is nothing besides a crit that can allow you to decrease your opponents weapon value. Might be op but could allow it to completely disable weapon systems.

Mag pulse torpedo

5 pts

Range 2-3

3 attack value

If this attack hits, cancel all dice, the next time the defender attacks, do not roll any attack dice.

Version B (most likely version)

Mag pulse torpedo

3 pts

Range 2-3

3 attack value

If this attack hits, deal 1 damage and cancel all dice results. The next time the defender attacks, roll 1 fewer attack dice to a minimum of 0.

Even tho version B would be the most likely scenario I really like version A better. Yes it's costly but the ability to completely shut down a ship for 1 round is awesome and it's fluffy too (not that that has a place in xwing but it would be pretty sweet).

Also not sure if it's in xwing lore or not but a cloaking torpedo would be cool. Something along the lines of:

Phased torpedo

Range 2-3

5-6attack

Takes up 2 torpedo slots

4-6 pts

When attacking, the defender rolls no defense dice, crits change to hits.

Edited by Jaden Ckast

I think there needs to be some sort of controlled-bomb. Drop a token, either by action or like a mine. The token stays there. Then later (same round or any number of rounds later), action: detonate bomb. It can be like a proxy mine or a seismic charge.

I would like more torpedoes that have stat based effects like Flechette torpedoes. But with TLT-wings now in the meta 5 hull is now becoming a common trait.

I'd like to see some kind of torpedo or missile that lets you reroll some of the defenders dice, make it easier to hit high agility targets

I'd like to see a decent three point missile, similar to the plasma torpedo. Maybe simply four dice, range 1-3, spend your lock?

Buzz droid missles. Would give a ship a buzz droid token, if they have a buzz droid token, during the combat phase you roll a die and on a "hit or crit" result suffer one damage. Action to discard token.

....

What do you guys think?

At a personal level .. buzz droids were one of the low points of the prequels. Why use droids like that when a simple missile would have been more effective? Why didn't Obi Wan and Anakin just use the force to remove them? That whole scene just seemed so gimicky.

I like your idea but would rather see the cause of the damage to be listed as EM Scrambler Rockets .. or something like that.

#1. Terror weapons.

#2. They were busy focusing on flying and dodging. A non-Jedi hit with buzz droids would probably have fared even worse.

It's a fair assumption that Jedi use the force when they are flying.

Anyway, I'd like to see the buzz droids, 'on a personal level' (if anyone cares, lol). We already got the seismic charges, so it's not as if there is any shyness towards prequel ordnance.

And the game has a lot of opportunities for buzz droids. They could cause criticals, discard mechanical upgrades, etc. The gaming possibilities are really good.

I think there needs to be some sort of controlled-bomb. Drop a token, either by action or like a mine. The token stays there. Then later (same round or any number of rounds later), action: detonate bomb. It can be like a proxy mine or a seismic charge.

Maybe a bomb that comes with countdown tokens you place on it and you remove one at the beginning of each combat phase. When the tokens are gone, it goes off. Add a mechanic where you determine the number of tokens you place (one stress per token?).

I think something that allows you to drop bombs to the sides of your ship could be interesting too.

As above the thermal detonator should have been named "flechette bomb".

And the thermal detonator should have been a remote controlled explosive, spend an action to detonate it.

A thermal detonator mine.

And maybe a thermal detonator missile or torp which attaches itself onto the targdt when hit. No damage until triggered by remote. Ship with astros or agros might get a cgance to remove it on a difficult die roll.

Long range rockets, You must obtain TL at range 1-3... but you can fire at targets ANYWHERE on the play area.