Bomb/Missile Design Contest

By Rogue Dakotan, in X-Wing

Doomsday Device

8pts - Bomb

ACTION: Discard this card to drop a Doomsday Device token.

Whenever a ship or maneuver template overlaps this token, it detonates.

The ship detonating this bomb is immediately defeated. All ships at Range 1-2 roll 3 attack dice and suffer all Hits and Crits rolled.

Seeker Drone
4pts - Bomb

After revealing your maneuver, you may drop this bomb token. It will detonate at the end of the Activation Phase.

When this bomb detonates, the nearest enemy ship suffers 1 Hit.

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Smart Rocket

4pts - Missile

Attack: 2, Range 2-3

ATTACK (Focus): After your attack roll, if you have a target lock, you may add 2 Hit results.

Disruptor Missile

6pts - Missile

Attack: 4, Range 3

ATTACK (Target Lock): If this attack hits, cancel all dice results. The defender receives 1 face-up damage card and 1 stress token.

Sabotage Drone

5pts - Missile

Attack: 3, Range 1-2

ATTACK (Target Lock): If this attack hits, cancel all dice results. The defender rolls 1 Evade die. On an Evade, the defender suffers 1 Hit and receives 1 stress token. On a Focus, the defender suffers 1 Hit and receives 1 stress token and 1 ion token. On a blank, the defender suffers 1 Crit and receives 1 stress token and 1 ion token.

Something still lacking on the game and curiously mentioned in TFA film:

x_wing_miniatures_game___custom_torpedo_

"The Magnetic pulse, also known as the Mag Pulse Warhead or Mag Pulse Torpedo, was a highly specialized missile-type projectile that inflicts no permanent damage upon impact but instead disables its target's weapons systems leaving it vulnerable." - Star Wars Wikia.

Problem with this weapon would be that it would do precisely nothing against a higher PS enemy. Weapons disable tokens are removed during the end phase. If the defender has already shot, you get nothing.

Would need to do some new type of token or something else creative.

Something still lacking on the game and curiously mentioned in TFA film:

x_wing_miniatures_game___custom_torpedo_

"The Magnetic pulse, also known as the Mag Pulse Warhead or Mag Pulse Torpedo, was a highly specialized missile-type projectile that inflicts no permanent damage upon impact but instead disables its target's weapons systems leaving it vulnerable." - Star Wars Wikia.

Problem with this weapon would be that it would do precisely nothing against a higher PS enemy. Weapons disable tokens are removed during the end phase. If the defender has already shot, you get nothing.

Would need to do some new type of token or something else creative.

Or in the very least assign the token at the start of the next turn or something, so that it always has an effect. Also the cost is prohibitive here. Why not just take a nice proton torpedo instead? Losing the damage is huge.

This is my thought exactly. You should only roll for hit or miss, then the effect just happens. Concussion does 3 damage. Plasmas do 2 damage + 1 shield. Protons do 2 damage + 1 crit, etc. Ion missiles have the right idea, you know exactly what you get if you hit. This should be all missiles or torps.

It shouldnt be I spent 4pts on a proton missile and did a whopping 1dmg to a shield! When I could have just spent those 4 points on an Engine Upgrade!

Bombs should automatically have like 3 or 4 tokens each without Extra Munitions.

Unless your PS is high and someone already moved behind you, getting bombs to hit on low PS takes a lot of skill and reading your opponent. Having more would put more bombers on the table, rather than "Drop a bomb or two, ok now I have a 2att crappy maneurving ship"

I could see that fix working for bombs. Maybe not the mines/action based ones though, or at least 4 cluster mine tokens on the table would be too much.

Another reason why is because FFG has steadily introduced larger, more inexpensive ships into the game while insisting that the game is balanced for 100 pt. games. So surprisingly, with less ships on the table, the area-of-effect weapons go out of use. If we played more 150 pt or Epic games you might see that stuff more often. At least on the K-wings and Punishers, where you might already have an extra munitions card so why not spend an extra couple points for a bomb... when you get two out of the deal.

A joke suggestion:

Laser-guided heat-seeking thermo-nuclear "smart" missile

50 points

Missile

Spaceman Spiff Only

Attack: Discard this card to perform this attack. Your target and any ships at R1-2 are immediately destroyed and removed from the play area. If Christmas is less than 30 days away, you may not use this card. If Christmas is less than 30 days past, halve its squad point cost.

More seriously:

Gravity Mine

1 point

Bomb

Action: Discard this card to drop 1 Gravity Mine token. When a ship executes a maneuver, if its base or maneuver template overlaps this token, this token detonates.

Rules reference

Gravity Mine token: When this bomb token detonates, the ship that moved through or overlapped this token receives a Tractor Beam token.

I figure the token would be about the same as a prox mine.

Edited by Levi Porphyrogenitus

Something still lacking on the game and curiously mentioned in TFA film:

x_wing_miniatures_game___custom_torpedo_

"The Magnetic pulse, also known as the Mag Pulse Warhead or Mag Pulse Torpedo, was a highly specialized missile-type projectile that inflicts no permanent damage upon impact but instead disables its target's weapons systems leaving it vulnerable." - Star Wars Wikia.

Problem with this weapon would be that it would do precisely nothing against a higher PS enemy. Weapons disable tokens are removed during the end phase. If the defender has already shot, you get nothing.

Would need to do some new type of token or something else creative.

Or in the very least assign the token at the start of the next turn or something, so that it always has an effect. Also the cost is prohibitive here. Why not just take a nice proton torpedo instead? Losing the damage is huge.

Assign the token at the start of the next turn is interesting.

But you guys miss the point: this weapon is extremely powerful against epic ships.

I would absolutely love different deployment options for Bombs/mines.

I think that had the indents on the Cluster mines been on the exterior mines and not the centre one it would have been a much more interesting mine allowing for strange and creative deployments of the 3 tokens.

As well I would have loved to have seen a horizontal deployment option for the Connor net. So it deployed lengthwise behind the ship as well as directly behind.

I would love an illicit slot bomb. Maybe 'Improvised charges'/'Explosive tubes', when you reveal your maneuver dial you instead do a red stop and deploy a mine token in front of you.

or

A 4 token bomb that does you an automatic damage when you fly over it, but much smaller, maybe half the size of the cluster mine tokens, but they all fit together so you could string them together or put them in a clump, etc. Get creative about control and where your opponent can go.

Edited by buddyfett

I could really go for some lower-power missiles that are easy to use, like, maybe they simulate the effect of Deadeye for low PS ordnace users.

Dumbfire Missiles

Missile Slot | 3pt Cost

Attack: 3 | Range 2-3

Attack (Focus): Discard this card to perform this attack.

Note that these work a lot like Proton Rockets in that they require you to have the focus token, but you don't have to spend the focus token to fire the ordnance, so you can still use it to modify the attack. This ordnance trades heavy firepower and secondary effects for ease of use, in case you wanted a 16pt Z-95 with a solid/accurate alpha strike (combining with G-Chips) or a PS2 K-Wing or Tie Bomber that could easily choose targets on the fly.

I would absolutely love different deployment options for Bombs/mines.

I think that had the indents on the Cluster mines been on the exterior mines and not the centre one it would have been a much more interesting mine allowing for strange and creative deployments of the 3 tokens.

As well I would have loved to have seen a horizontal deployment option for the Connor net. So it deployed lengthwise behind the ship as well as directly behind.

I would love an illicit slot bomb. Maybe 'Improvised charges'/'Explosive tubes', when you reveal your maneuver dial you instead do a red stop and deploy a mine token in front of you.

or

A 4 token bomb that does you an automatic damage when you fly over it, but much smaller, maybe half the size of the cluster mine tokens, but they all fit together so you could string them together or put them in a clump, etc. Get creative about control and where your opponent can go.

Use the little round mines that come in the Core set. Drop one touching the end of the straight one template, then place the next mine touching the first, and so on until 4 have been placed.

Or use tracking tokens, they are super cool.

Radiation Missile

Missile, 4 points

Scum and Villainy Only

Attack 3

Range 2-3

Attack (Target Lock): Discard this card to perform this attack. If this attack hits, cancel all dice results and assign 2 Radioactive Tokens to the defender.

Radiation Bomb

Bomb, 4 points

Scum and Villainy Only

When you reveal your maneuver dial, you may discard this card to drop 1 Radiation Bomb Token.

This token Detonates at the end of the activation phase.

Radiation Bomb Token: When this bomb token detonates, each ship at range 1 is assigned 1 Radioactive Token. Then discard this token.

Radioactive Token: At the start of the Combat phase, if a ship with a Radioactive Token is touching one of more other ships, each other ship suffers 1 damage. At the end of the end phase, a ship with a Radioactive Token is dealt 1 face down damage card and discards 1 Radioactive Token.

So the missile does a max of 2 damage but it bypasses shields. Meanwhile the bomb acts like a seismic that also bypasses shields. The only difference is the damage is deferred until the end of the round.

For some extra scummy goodness, fly your scum Z-swarm with a mix of deadmans and feedbacks ahead into blocking position, then have your Genius equipped Thug pull into position and irradiate your own forces for maximum splash damage when the enemy flies into your barricade.

And in true scum fashion where things sometimes backfire, an enemy ship hit by the missile has one round of movement where it still has the second radioactive token and can go for blocks itself to turn the tables on the shooter.

Edit: Oops, was supposed to be Missile, not Torpedo and removed the spend target lock line.

Edited by pickirk01

Bruiser Missiles

2pts

Attack = 2

Range = 2-3

Action [Target Lock]: Spend your target and discard this card to perform this attack against a Large Ship only. If the defender has 1 agility or less, you may receive 1 stress token to roll 3 extra attack die.

Cheap missile to equip against low agi, high hull ships. Trying to think of negatives for all these low agi beasts on the tables. A few of these on Z's and Awing, etc. can make them feel the pain. Rewards people for bring higher agi ships on tables where these missiles wont be a threat.

Edited by wurms

Viper Probe Droid (bomb)

Imperial only

2pts

Action:Discard this card to drop a Viper Probe Droid token.

This token attacks at the end of each activation phase.

When a ship's base or maneuver template overlaps a Viper Probe Droid token, that token detonates.

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Viper Probe Droid tokens make an attack at the end of each activation phase at range 1-2 with an attack of 1 attacking the closest enemy ship. This attack is a secondary attack.

Detonation: When a bomb token detonates, the ship that moved through or overlapped that token suffers 1 damage. Then discard that token

The size of the token is the same size as the ion bomb token.

My attempt at bringing the imperial probe droid to life in x-wing thinking it would be best to make it a bomb type but one that stays on the field making attacks until a ship runs into it or out of range. Since its target is always the closest enemy ship and with only an attack of 1 it will fill its own niche roll of area denial of annoying but not entirely deadly.

Edited by Oberron

Diabolical contraption

Scum only?

Bomb upgrade. 4 points.

Action: launch the device.

You may deploy this bomb as if it were a fighter, from your front or rear guides yang a 3 bank or 4 straight template.

If the template or token would overlap a ship, this token activates, otherwise discard the token from play

Activation card rules!

When this token activates - discard the template. And the overlapped ship receives a doom counter.

Ships with a doom counter reduce their hull value by 1 to a minimum of 0 for each doom counter. At the end of the combat phase, roll an attack die for each doom counter, on a critical hit result, add one doom counter. (Do not roll for the new counter immediately)

While a ship has a doom counter, it may perform the following action.

Action: remove all but 1 doom counters.

After a ship with a doom counter suffers damage from overlapping an obstacle, it may discard all doom counters.

This would get my vote, love the name and its a scum only!

WINNERS

There were so many awesome ideas in this thread, it was hard narrowing it down to my two favorites. Things that assigned weapons disabled tokens, and bombs that moved after being deployed were some recurring themes here. While neither is perfect, I liked the core concepts enough that these are my picks:

Directed Charges by Engine25

Mag Pulse Torpedoes by Odanan

Thank you all so much for participating. I hope to do more fun brain storm contests like this in the future.