What munition should they make next?

By Sir13scott, in X-Wing

What about a bomb token version of chaff or Countermeasures.

Deploy it before or after you move like a bomb, it obstructs attacks and attacks made through it cannot be modified. It would be a rather large cone

It would be a mod slot, but give you one additional mod slot. It'd be limited and like 2 points.

Would it last the rest of the game or be discarded at the end of the round? Basically this is an obstacle that is placed after setup. I would not allow it to give an additional mod slot. It would have to be placed when the ship's dial is revealed but there's no detonation like a bomb. One point.

Here is my version of the Mag Pulse Warhead - Attack dice 3 - Range 1-2 - Attack (Target Lock) Spend your target lock to perform this attack, If this attack hits, place the defenders remaining shield tokens on this card. Return the shield tokens on the card at the end of your next combat phase and discard this card. Cost 4 - Torpedo.

What about a bomb token version of chaff or Countermeasures.

Deploy it before or after you move like a bomb, it obstructs attacks and attacks made through it cannot be modified. It would be a rather large cone

It would be a mod slot, but give you one additional mod slot. It'd be limited and like 2 points.

Would it last the rest of the game or be discarded at the end of the round? Basically this is an obstacle that is placed after setup. I would not allow it to give an additional mod slot. It would have to be placed when the ship's dial is revealed but there's no detonation like a bomb. One point.

I think your suggestions are improvements.

Have it last all game, why not?

MIRV-type missiles perhaps?

Something along the lines of they only have 2-3 dice, but each undodged hit multiplies by 2-3 (not sure if 2 would be weak or 3 would be op lol).

Greater odds to dodge it but if you dont, its gonna hurt. Would be epic at dealing with not-so-nimble ships with only 1 agility or worse.

Homing Beacon

Attack: [Target Lock] R1-3, A:3 Cost: 6

Discard this card to perform this attack.

If this attack hits, for the remainder of the round, decrease the Agility of the Defender by 2.

Then cancel all dice results.

-or-

If this attack hits, for the remainder of the round, the Defender cannot modify Defense Dice.
Then cancel all dice results.

---

Not sure if it should be a Torpedo or Missile. Feeling Torpedo since Missiles tend to have a lot of options already.

One with cumulative damage, you need to have TL on the defender, each turn that you dont fire the damage increases 1die

I know, it´s not a missile, but...

Improved ejection seats

Modification. Scum only.

Action: Discard one crew card. Then, choose one enemy inside your firing arc at range 1-2 and roll the number of attack dice equal to the point cost of the discarded crew card. The target suffers all rolled hits and critical hits.

Tracking Missile (0pts)

Attack 4

It this attack hits place one Tracking Token on target ship. Then cancel all dice results.

Finally, a use for all those dang tracking tokens!

I know, it´s not a missile, but...

Improved ejection seats

Modification. Scum only.

Action: Discard one crew card. Then, choose one enemy inside your firing arc at range 1-2 and roll the number of attack dice equal to the point cost of the discarded crew card. The target suffers all rolled hits and critical hits.

So you are launching your crew on explosive ejection seats into enemy fighters... ?

You´re just launching your crew onto an enemy :)

Speaking of countermeasures, I would see them working more like this:

Flares

Missile, cost: 1

When defending against an attack, you may discard this card to add 2 defense dice to your roll.

Simple and easy.

A missile / torpedo that had 1-3 effects that could trigger based on a dice roll would be interesting. Take the hit, damage then roll a d6 and decide what extra effect triggers.

A weapons disabled type torpedo/missile would be pretty sweet.

3 dice, spend TL. On hit, the target suffers a weapons disabled token. On the next opportunity to attack discard the weapons disabled token.

This could encourage more use of cards like swarm tactics and low cost munitions carriers would be seen more often

Edited by rag1n

Mag Pulse Warheads!

4 dice, R2-3, when this attack hits, the defender suffers one critical damage and receives one EMP Token.

When a ship with at least one EMP Token is attacking, it rolls one fewer attack dice for each token assigned to it. After the ship performs an attack, remove one EMP token. At the end of the End Phase, remove one EMP Token.

Too good? Probably. Likely? I actually think they'll be in the game because TIE/sf fighters carry them, but no idea how they'll work.

EM-Pulse mine. Drop, at the end of the activation phase, all ships within range 2 lose all blue target lock, focus, and evade tokens.

I really want the Havoc to be in this game, and think it will make an appearance because it is already in Armada. It was famous for its bombing capabilities, and I think that would make a really good addition to the game. I'm thinking a Gonk-style double action mechanic.

Energy Bombs - Bomb Slot - 4 points

Action: Energy Bomb - Add one energy bomb token to this card.

Action: Drop Energy Bomb - Remove an energy bomb token from this card and deploy it following the rules for mines. All ships touching the bomb template take 1 damage.

The template could be around the size of a prox mine and I think it would be worth the points.

Edited by Gersun

Mass driver cannons! :P

EM-Pulse mine. Drop, at the end of the activation phase, all ships within range 2 lose all blue target lock, focus, and evade tokens.

Surely all target lock tokens would be more thematic. It might help balance a powerful effect too.

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its a new projectile weapon i made a couple of months ago mounted on a ship with ion primary weapon:

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I once dreamed up a Missile that gave you a benefit if you have both a target lock and a focus. Something like this

Drumfire Missiles- 4 points.

4 Attack

range 2-3

Attack (Target Lock): Spend your target lock and discard this card to perform this attack. If you have both a blue target lock token and a focus token when declaring this attack, you may ignore the requirement to spend your target lock to perform this attack.

Also, something like this could be fun

Drumfire Torpedoes- 6 points

4 Attack

range 1-3

Attack (Target Lock): Spend your target lock and discard this card to perform this attack. Roll one additional attack die if this attack is performed at range 1.