What munition should they make next?

By Sir13scott, in X-Wing

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?

Firstly, terror weapon. Secondly, sabotage droids can target specific systems and probably have specific uses for capturing ships or disabling larger vessels, and if you have a munitions shortage but a lot of sabotage droids you'll use them where you can. Thirdly, their deployment method is via cloud rather than direct impact, meaning you don't have to hit the ship. Given an X-wing can fly through an exploding TIE fighter and come out mostly unscathed a simple shrapnel cloud isn't going to hurt a starfighter much.

Why didn't Obi Wan and Anakin just use the force to remove them? That whole scene just seemed so gimicky.

Same reason you don't pull out ticks.

Love the Mag Pulse ideas.

Also, I wound not mind a bomb that attaches itself to your hull and adds mass to your ship hampering movement. Something roughly like this:

Limpet Mine

Bomb, ?? Points

Action: Discard this card to drop 1 Limpet Mine Token

When a ship's base or maneuver template overlaps this token, this token detonates

Limpet Mine Token: When this bomb token detonates, the ship that overlapped this token is assigned one Limpet token.

Limpet token: Ships with the Limpet Token assigned to them may only perform speed one or two straight and bank maneuvers printed on their dial.

Action: Roll one attack die and on a Hit result you may discard one Limpet Token.

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.

This is a great idea, basically using the template and pricing of Cluster Missiles seems like it would work. Attack (focus discard focus to fire) three, range 2-3, make this attack simultaneously against up to two targets. Has to be attack: focus or you have to include weird language about having a lock on only one target.

Sensor Jammer boyes:

Consist of 2 boyes (dropped like bombs).

"Every time a ship passes the line connecting the two boyes (boyes must be inside range 3), reduces ships ability by 1 until end of turn"

why not? ;)

something like "Attack Value 6 minus agility of target" would be nice. Make it a torpedo (so that torp are the heavy hitters again). Not very attractive against small fighters but devastating against large or huge targets

something like "Attack Value 6 minus agility of target" would be nice. Make it a torpedo (so that torp are the heavy hitters again). Not very attractive against small fighters but devastating against large or huge targets

Range 2-3, attack 3.

Attack (target lock): remove your target lock token to perform this attack. After rolling, immediately change all [eye] results to [hit] results.

When resolving damage, for every uncanceled [hit] or [crit] result, deal one faceup damage card.

8pts.

So, tell me: do decimators or CR90s fear this thing the most? ;)

Edited by Reiver

I'd like to see a few utility ones, like a bomb that stays until the end phase which attracts all enemy target locks from the round it's deployed. Your opponent can still pick up target locks, if they want, but they'll be on the buoy rather than the targeted ship. It'd essentially be a Biggs for Target Locks, with a longer range. It gives some limited defence (or delay, at least) to large ships against ordnance, and nullifies FCS/ATC for a turn (and some TL related abilities like Vessery and the TAPs title).
I've had that idea floating around for a while, but with all the hullaballoo about alpha strikes lately, it seems even more relevant now. It's may not prevent an attack (prockets or Deadeye can still fire off), but it might weaken or delay it.

I'd also like something along the lines of a remote warhead. A mine that attaches to a ship and assigns a token to that ship which the opponent can spend at any time to detonate it, causing one damage to that ship, and everything inside R1. It's a mechanic I'd love to see. It's a way of breaking up formations, and a great way of controlling support on large ships, where that blast area would be a lot bigger. Part of me thinks this mechanic would actually work better as a missile or torpedo, though. A remote detonated warhead, of some sort (which is thematic for torpedoes in general), but I imagine it'd fit better as a mine in the game (and also potentially give you the opportunity to tag multiple ships with it).

I like the idea of these bombs that don't do damage but hinder opponents are cool. What about this?

Cargo drop

4 points

Large ship only

Before moving drop one cargo drop token like a bomb

When ever a ship or their maneuver template overlaps the cargo drop token, they immediately recover one stress. If a ship lands on a cargo drop token they roll one stack die and suffer any crit rolled

Cargo drop token can obstruct attacks

So basically it's like dropping a debris cloud

I would also like to see some sort of Scum card that allows you to dump a torpedo or missile "out the window" so it goes off like a bomb. For example. If I have a Binayre Pirate with a concussion missile, I would drop if like a seismic charge when I reveal my dial, and it goes off at the end of the activation phase on anyone who is touching it (4 red dice plus 1 blank rolls to a hit). Seems like a good scummy thing to do.

cloaked mines!!! :P

Munitions ideas? Now this is a thread I can get behind!

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How about a bomb upgrade, 5 points? With 4 "Charges" on it.

One action drops a token, which there is 4 of.

The other action explodes all tokens presently on the board.

So you can then go around and sprinkle the table with tokens and make a real mess for your opponent to fly into and be worried about getting near. They'd only do 1 damage, but it could add up!

Next up, I like Balindamood's idea of a Scummy bomb, Scum has cool bomb carriers and could use new bombs to carry, so what about:

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A Tow bomb! 3pts. You pop it out before a manoeuvre and drag it along with you. If an enemy ship overlaps it on it's move, it takes a crit. If you manoeuvre over an enemy ship with it out, you and the enemy ship take a crit.

Here's the kicker, if you don't overlap an enemy ship, at the end of the activation phase you roll a dice. On a hit, you take a crit, on a focus or miss, you keep the bomb out. It's scummy, it's dangerous, and it's completely hilarious!

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finally, an EMP missile, 2 pts and 3 dice: 1-3

If you have shields, it negates 2 shields. If you don't have shields, it removes 1 attack dice from your ship until the end of the round.

Edited by CheapCreep

A bomb that blows up and affects all ships within range 2 or 3!

An action triggered bomb.

I'd like to see something like the mines in the x wing alliance games. Basically a small stationary turret that can fire independently (at ps0) probably a 2 dice attack against a single ship at range 1 and if collision accursed it detonates like a proximity mine. It can also be attacked like a ship and detonated early 0 agility, 2 health

Edited by Seraphimtoaster375

EMP

action: Deploy this bomb

when emp is deployed, remove all target lock tokens within range 3 of it, target lock tokens may not be placed within range 3 of it.

remove emp at the start of the end step.

The wording is obviously not precise, but hopefully conveys the intended function adequately enough.

not sure on where to cost it though.

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 understand their use on say a larger ship or installation. But against a fighter .. a simple missile would be infinitely more damaging against a regular pilot, drone, jedi, Big bird .. anyone. The argument that the Jedi were focused on flying and dodging holds no merit as what did they do to remove them .. flew into each other!? Surely you couldn't perform that complex and highly dangerous move if you're too busy to not use the force on some chud little droids.

Again, I'm happy for the effect of buzz droids to be represented .. I just don't want to see them in the game in though.

EMP

action: Deploy this bomb

when emp is deployed, remove all target lock tokens within range 3 of it, target lock tokens may not be placed within range 3 of it.

remove emp at the start of the end step.

The wording is obviously not precise, but hopefully conveys the intended function adequately enough.

not sure on where to cost it though.

This could be cool.

It actually makes me think of something bigger - a biggs bomb, essentially. A bomb which has hit points and a little agility, which you drop and it lasts until it dies, but all attacks, not just yours, which target a ship within x of it take some penalty until it's destroyed. Drop it from a low-PS swarm, aim for your opponent to have killed it before you shoot, or for you to be shooting them when they're outside its range.

I really want some sort of ECM in this game.

An upgrade card for the existing bomb ordinance ,

SPIN DRIFT- once bomb is deployed it is sent across the play area.

One turn template from each range is used, either a left or right turn.

Bomb detonates when either it's makes contact with any ship and then had the affect associated with that ordinance OR once it reaches its third range it explodes or remains there until activated.

Flare

(missile)/(torpedo)

Attack 3, Range 1-2

Cost 1

Defense: When defending against an attack at range 1-2, you may discard this card to immediately perform an attack with this secondary weapon against that attacker (even outside of your firing arc).

If this attack hits, cancel all dice results. Then the original attacker assigns 1 stress token to his ship and skips the rest of his combat phase.

An anti-ordnance ordnance type. It represents one of the two types of countermeasures in the X-Wing games, consisting on a small warhead shot from a dedicated launcher with a really short lifespan and negligible damage, but fast homing capabilities and terribly disrupting consequences.

When the pilot read from his instruments that he is being shot at or target locked, he could release the flare against his attacker, that would catch him by surprise, most of the time. The flare dealt barely no damage, but would make the pilot lose control of his ship for a couple of seconds, enough to disrupt his aiming. If the flare was released when an incoming homing warhead was locking the ship, the flare would instead target the warhead and detonate it before it would reach its target.

What I like from this idea is that the attacker can also try to "win" the flare attack by spending tokens on his defense roll and make the flare miss. In that case, the flare still helps the defender against the attack, because those tokens aren't there for the attacker to modify his attack roll.

Edited by Azrapse

I've long liked the idea of some kind of Flare. I do however recall using them from time to time to finish of a TIE Fighter that just swept past me before my guns could finish it off. Of course something that could cause damage should cost more than one point if it is at all effective.

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.

Remote control

(Modification, 0 points). When a bomb deployed by your ship explodes, you can reroll 1 die

Cascade torpedoes:

Attack 4, cost 4 pts

Roll 4 attack die. For every hit result you can reroll 1 die

sounds fun to me ;)

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.