Bomb/Missile Design Contest

By Rogue Dakotan, in X-Wing

Live man's switch: Bomb, 4 points.

Action: Perform a free boost or barrel roll action. Then this ship detonates.

When this ship detonates, each ship at range 1 receives 3 face up damage cards and each ship at range 2 receives 1 face up damage card. Then remove this ship from play.

Aaah, my favourite topic :)

Ok here is something hopefully very useful, important for every bomb fan (I would definitively take it)

If a ship with bombs on board explodes:

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PS: I was looking for a photo and googled "space bomb". Don“t do this at home guys, you will come to some odd cannabis pages, obiviously a common breed name ;)

(so instead I took "Eject! Eject!" from Star Wars CCG game, fitting perfectly ;) )

Edited by IG88E

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Heat Seeking Missile (revised)

Attack (3 dice)

Range 1-3

Attack (TL): Spend your TL and discard this card to perform this attack. You may fire at a target out of your firing arc. You must target closest ship, even another friendly ship.

Is this alittle better? At least you won't be targeting yourself. Basically a 'missile turret', not any different than the Hot Shot Blaster, except which slot it takes up. Not sure how to implement the 'only countered by evade actions or tokens' because the original card is just a weird thing that fires a missile as an action anyway. Just weird.

Heat Seeking Missile (revised)

Attack (3 dice)

Range 1-3

Attack (TL): Spend your TL and discard this card to perform this attack. You may fire at a target out of your firing arc. You must target closest ship, even another friendly ship.

Is this alittle better? At least you won't be targeting yourself. Basically a 'missile turret', not any different than the Hot Shot Blaster, except which slot it takes up. Not sure how to implement the 'only countered by evade actions or tokens' because the original card is just a weird thing that fires a missile as an action anyway. Just weird.

Yeah that's better wording and the intent I had, so basically if you screw up you could hit one of your own ships, if they are closer than an enemy.

Heat Seeking Missile (revised)

Attack (3 dice)

Range 1-3

Attack (TL): Spend your TL and discard this card to perform this attack. You may fire at a target out of your firing arc. You must target closest ship, even another friendly ship.

Is this alittle better? At least you won't be targeting yourself. Basically a 'missile turret', not any different than the Hot Shot Blaster, except which slot it takes up. Not sure how to implement the 'only countered by evade actions or tokens' because the original card is just a weird thing that fires a missile as an action anyway. Just weird.

Attack: Focus

Discard this card to perform this attack. The target of this attack is declared as the closest other ship (including other friendly ships). Treat the defender as having 0 agility.

I think that best emulates the initial idea.

Edited by nigeltastic

Might need some wording cleanup (I am not a native speaker)

"Remote Warhead", Missile, 4pts

Attack (3dice)

Range 1-3

ATTACK (TARGET LOCK): Discard this card to perform this attack. If the defender is sucessfully hit, place a remote token on that ship.

The attacker may in subsequent activation phases choose ACTION:Trigger Remote to detonate that token.

Detonating tokens: 1 damage on defender and every ship at range 1 of it.

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Edit 1: Update.

Draft of the upgrade card. The picture is a placeholder (Elysium).

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Alternatively, a weaker version, as above gives 2 damage and does not drop target lock.

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Text for the reference card (how do you do these with Strange Eons?)

"Remote Token
Reference Card

[PIcture of remote token to the right]
This card explains the rules for a remote token and serves as a reference to remind players of its effect. Some
card abilities such as "Remote Warhead" can cause a ship to receive a remote token. A ship with a remote token is
subject to the following special rules.

In any subsequent activation phase the original attacker can choose the Action "Trigger Remote" to
detonate the token. The defender and any ship at range 1 of the defender suffers 1 damage. Then discard this
token."

I am still wondering about adding

"Ship assigned a remote token which also carry an [astromech] or [agromech] may choose Action "Removal
Attempt". Roll an attack die, on a [critical hit] result discard the remote token."

This would be thematic but probably overly complicated.

Edited by Managarmr

Adv. Assault Missiles

4 points

Range 2-3

3 Attack

Attack:(Target Lock) Discard your target lock to perform this attack. If this attack hits, the defender and two other ships at range 1-2 receive one faceup damage card.

Then discard this card.

Edited by Warlon

Heavy Rocket - (fills two rocket slots) - 5 pts

Range 2-3

6 ATK

Attack(focus)

Discard this card to perform this attack,

Target doubles its def value

Heavy Bomb - (fills two bomb slots) - 4 pts

When you reveal your maneuver dial you may discard this card to drop 1 heavy bomb token

This token detonates if it or its maneuver template overlaps another ship

Heavy Bomb Rules

drop the bomb from the rear guides with a 1 straight template. After the ship has completed its activation immediately have the bomb template perform a straight maneuver of the same speed as the dial of the ship that dropped it. This token activates and performs this maneuver at the same pilot skill each following activation phase.

Detonation

Roll 3 dice, if at least 1 hit is rolled cancel all results and deal 3 damage cards. If at least 1 crit was cancelled deal the first card face up.

Chaff (cost: 2, missile): When being attacked with a (torpedo) or (missile) weapon, you may discard this card to deploy Chaff template.

Special instructions. When activated, deploy Chaff template from the rear guides of the ship. Measure the closest range from the firing ship to your own. If that distance passes through the template, the weapon hits with no damage given.

Flare (cost: 2, torpedo): Attack 3. When being attacked with a (torpedo) or (missile) weapon, you may discard this card to use a Flare attack.

Special instructions. When activated, roll your attack dice and compare them to those of your opponent's. If your total number of hits and crits equals or exceeds theirs, the weapon hits with no damage given.

Chaff favors small and nimble fighters that can maneuver into position after an ordnance carrying ship has a target lock on them and will fire next turn. Flares give low evade bombers and large ships a one time chance to avoid ordnance damage. Neither of them work against bombs. And yes, as written you would lose Stealth Device forcing the nimble ships to choose between risking green dice or getting a sure thing but losing their extra evade for the rest of the game.

Pulse Charge (2 points)

When you reveal your maneuver dial, you may discard this card or one of it's munitions tokens to drop 1 bomb token.

This token detonates at the end of the Combat phase.

Pulse Charge Token: Any ships within range 2 of this token cannot acquire or spend target lock tokens. When this token detonates, any ships within range 1 lose all of their blue target lock tokens.

Energy Torpedo - Armed

Cost: 4 (torpedo slot, Limited)

Attack (Focus): Perform this attack, then Flip card to Energy Torpedo - Charging

Range 2-3

Attack 4

Energy Torpedo - Charging

Action: Flip card to Energy Torpedo - Armed Then assign a weapons disabled token to this ship.

A dual card, but different than Adaptability. I really liked the idea of a reusable torpedo and found the inspiration for it within star wars here.

I felt having a downside to it being reusable would allow the cost to remain relative to other ordinance, Thus 1 action, and a weapons disabled token (using a preexisting mechanic) fit well. Thematically the ships weapon systems are using their power to recharge the torpedo mechanism, thus cannot fire their weapons while charging.

Ideally this torpedo would favor ordinance carriers such as TIE Bombers and Punishers, K-Wings, and even maybe some use on Heavy Sycks giving them a decent option other than cannons.

I also wanted them to be Limited, to prevent stacking a few on them on ships with multiple torpedo slots. In addition i didn't want them to function with extra munitions, hence the flip instead of discard making munitions tokens non-functional on them without adding additional or convoluted rules text.

I'm still not sure on the cost, it might need a +/-1 but that is also a fine line between just right, and too expensive or so cheap it's a must have.

Win or not, very awesome contest to get the creative juices flowing and community involvement going. =) +1 for being awesome.

And another card: UlTIFNZ.jpg

This is my Ace-hate torpedo that you could load onto an Xwing or a Bwing and hope the Aces roll badly!

Tracer Torpedo - Torpedo - 3 pts

Range 1-2

3 ATK

Attack(Target Lock)

Spend your target lock and discard this card to perform this attack on 1 ship (even a ship outside your firing arc). You and the defender may not modify dice during this attack.

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Tow Bomb - Bomb - 3pts


Action: Discard this card to drop 1 Tow Bomb token.

This token must stay in the guides of the ship. After you preform a maneuver with the token in the guides of your ship, roll 1 attack dice, On a (CRIT) you suffer one face up damage. When a ship's base or maneuver template overlaps this token, this token detonates.

Tow Bomb Token: When this bomb token detonates, deal 1 faceup Damage card to the ship that overlapped it.

This is a silly, scum idea that you practically just tow a bomb on the back of your ship and hope to swing it at an enemy before it hits your own ship.

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.

Posted this in another topic, but it fits here too:

Flash Bomb

When you reveal your maneuver dial, you may discard this card to drop 1 flash bomb token.

This token detonates at the end of the Activation phase.

Flash Bombs Token: When this bomb token detonates, each ship with the token in arc and range 2 receives a weapons disabled token. Ships with turrets or auxiliary arcs receive a weapons disabled token if within range 1

The token is the same size as the Proximity Mine token.

Or why not more nasty, has the same effect as Boba Fett crew?

Homing Cluster Missiles

Attack [Target Lock]: Discard this card to perform this attack. After the attack you may aquire a target lock to an other enemy ship within your firing arc and perform this attack again against this ship. Attack: 3. Range 1-3. Cost 4.

Ionization Spray - Bomb - (4 points)

After performing your maneuver but before removing your template discard this card to perform ionization spray.

All other ships within range 1 of your maneuver template receive 2 ion tokens.

So this is a thing I made. The idea is to use this in conjunction with some of the higher skilled bomber pilots and literally drop bombs on ship's heads. It gives bombers more flexibility in their placements and promotes usage of player skill.

You can have 4 Gamma Squadron Veterans, This EPT, Extra Munitions and Seismic Charges for 100 points. Literally dropping bombs on peoples heads.

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Space Garbage

Upgrade

Action: Discard this card to deploy one garbage token. Treat the garbage token as an asteroid obstacle.

Bomb type

1 point

Token: Three different choices: a long horizontal token, a long vertical token, or a big circular token, unevenly shaped all with guide nubs.

Repulser Missile

Upgrade

Range 2-3

3 dice

Attack (target lock): Discard this card to attack 1 ship.

If this attack hits, cancel all dice results, then, if the defender is a small ship, it performs a white [1 backwards] maneuver and you may have it suffer 1 damage.

Missile type

1 point

Reference card: To perform a 1 backwards, place the 1 straight template on the rear nubs of the ship, then lift it up and insert its forward nubs into the other end of the template.

Relay Torpedo

Upgrade

Range -

4 dice

Attack (target lock): Spend your target lock and discard this card to attack 1 ship at Range 1-3 in arc of another friendly ship at Range 3 in your arc.

3 points

torpedo type

And less inspired:

Freeze Bomb

After you reveal your maneuver dial, you may discard this card to deploy one Freeze Bomb token.

That token detonates at the end of the activation phase.

2 points

Bomb type

Rules reference card for Freeze Bomb tokens: When this token detonates, assign to each ship at Range 1 of it 1 freeze token. The freeze token has the following rules:

Planning phase Do not assign this ship a maneuver dial.

Activation phase When this ship activates, it performs a white [0 stop] maneuver. Then remove all freeze tokens from it.

Edit: As long as I'm in a dream world with no component limitations, I can use the epic ship rulers.

Long-Range Missile

Upgrade

Range 4-5

4 dice

Attack (target lock): Discard this card to attack 1 ship.

7 points

Missile type

Edited by Positively Electric

Barrage Rockets:

Attack: Discard this card. Place the 5 straight maneuver template between the front guides of your ship. Deal one faceup damage card to each ship whose base overlaps with the maneuver template.

2 points

This weapon is tricky to line up, but if you get the right shot with it you can deal some game-changing critical hits and it lets you reach out pretty far if your aim is good.

@positively electric: my favorite by far in this entire thread is the Space Garbage bomb, brilliant. We need this. Like several waves ago.

Ion pile mine:

Place 3 ion pulse tokens on this card. When this card does not have tokens on it, discard this card and the ion pulse mine token.

After you reveal a maneuver, drop an ion pulse mine.

5pts.

When you drop an ion pulse mine, place 3 counter tokens on this card. At the beginning of combat phase, the mine detonates. When the mine detonates, remove a counter token from the ion pulse card. All ships at range 1 of the token gain an ion token.

The token itself is about the size of a seismic charge, but round instead of square. This gives a good control option, but doesn't output damage like Connor net does.

Love these sorts of things! :D

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Apologies for the crappy art, I only had an hour or so to put it together. Two objectives here were to have something that would really hurt aces if they were flown badly, and to get the Empion mines from Wraith Squadron into the game.

Not sure if the rockets should have been Attack:Focus like Prockets, but I didn't want it to be completely anti-Soontir... Though right now it might be a tad easy for aces to dodge, otherwise it will automatically smash high PS, low agility ships like Keyan Farlander.

The Empion mine token should be square, and a bit bigger than a small base, so slightly bigger than the seismic charge token on all axes.

Edited by MacchuWA

Type: Bomb...

Name: Minefield...

Same effect as an asteroid..

Stays in play for rest of game..

Cost 4 points.

Size of proximity mine template

Requires an action to deploy