Bomb/Missile Design Contest

By Rogue Dakotan, in X-Wing

How about some modification cards that enhance mines... like one that says: increase seismic charge range by 1 ..

How about some modification cards that enhance mines... like one that says: increase seismic charge range by 1 ..

Allready done. Wrote that in page 1.

Buzz Droid Cloud

Action: Discard this card to drop one Buzz Cloud token.

When a ship overlaps this token, remove the token and assign the overlapping ship a Buzz Droid Token

Bomb, 2 points

Buzz Droid Token Reference

At the beginning of each Activation Phase, each ship assigned a Buzz Droid token rolls an attack die and suffers the result.

Ships with Buzz Droid tokens gain: “Action: roll an attack die. On a [HIT] result, discard all Buzz Droid tokens assigned to your ship”

The oft requested Buzz Droids assign ships a slightly nastier Console Fire: it triggers before movement so there will always be an opportunity to take damage, and you can get critted by it.

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.

Advanced Cluster Mines: 5pts

Same as cluster mines except:

When one of these bomb tokens detonates, the ship that moved through or overlapped this token rolls 2 attack dice + 1 attack dice for each cluster mine token touching this token and suffers all hit or crit damage damage rolled. Then discard this token.

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Shockwave bomb: 3pts

Drop on reveal.

Same size as seismic charge

When this bomb token detonates, each ship at Range 1 of the token suffers 1 damage. Each ship damaged this way must perform a straight boost or BR; the opponent of each ship completes this action. Then discard this token.

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Counter Stike Missile Battery, missile 3pts

3 red, range 2-3

Attack: Attack (focus): discard this card to perform this attack

Special:

When an attacker inside your firing arc discards a torpedo or missile or extra munitions token you may roll 1 defense dice, the defender adds that result to thier results. Then roll 1 attack dice, on a hit or crit result the attacker gains a stress token. Then discard this card.

Edited by Rakky Wistol

Ion Field

Bomb costs 5pts

Deploy after revealing your maneuver. When deployed put onto map with 5 ion tokens on it.

Any ship that overlaps or has their maneuver template overlap this token gets gains an ion token from the Ion Field. Remove the Ion Field when the last ion token is removed from it.

Would be the size of a proximity mine.

Diamond Boron Missile

Range 2-3

3 Dice

Attack (Target Lock): Spend your target lock and discard this card to perform this attack.

If this attack hits, the defender and all ships at Range 1 of the defender receive one faceup damage card and one facedown damage card. Then cancel all dice results.

5 points; Missile

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http://starwars.wikia.com/wiki/Diamond_boron_missile

Basically a super assault missile. Priced at 5 points as it requires an unmodified three-dice attack to hit for its ability to trigger; but the ability is significantly better than an Assault Missile. Overall, it's probably stronger for the points than the old missile -- but then again, Assault MIssiles never see any play.

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LC-9 Thermite Torpedo

Range 2-3

4 Dice

Attack (Target Lock): spend your target lock and discard this card to perform this attack.

All damage cards dealt by this attack are faceup.

4 points; torpedo

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http://starwars.wikia.com/wiki/LC-9_Thermite_Torpedo

Similar to a proton torpedo, but more effective against lower-agility targets. You're a bit less likely to hit, but if you do (and the target's shields are down) it could be devastating.

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Incinerator Mine

Action: Discard this card to drop 1 incinerator mine token.

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

3 points; bomb

Incinerator Mine Reference Card

When this token detonates, the ship that moved through or overlaps this token rolls 4 attack dice and suffers all damage and critical damage rolled.

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http://starwars.wikia.com/wiki/Incinerator_mine

The token would be the same as an ion bomb/seismic charge/etc. This makes it harder to land than a proximity mine, but more effective if you do manage it.

Edited by Ailowynn

Long range anti shield scatter missiles.

ATTACK(Target Lock)

Attack:4

Range: 3

Discard this card to perform this attack.

If this attack hits, the defender is dealt one face down damage card and removes one shield token. Cancel all other dice results

In addition, all enemy ships in the attackers firing arc removes one shield

:( second time trying to post this:

czzhC1J.png

S-Thread Tracer Bomb : Bomb 2 Points

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

This token Detonates at the end of the Activation phase.

Tracer Bomb Token

When this bomb token detonates, each ship at range one lose one shield and any opposing ship may acquire a target lock on those ships.

Plasma Charges : Bomb 2 Points

When you reveal your maneuver dial, you may discard this card to Drop 1 plasma charge token.

This token Detonates at the end of the Activation phase.

Plasma Charge Token

When this bomb token detonates, each ship at range 1 loses one shield OR a ship at range one does not have a shield token they receive one stress token

'Smart' Charge: Bomb 3 points

When you reveal your maneuver dial, you may discard this card to Drop 1 'Smart' Charge token.

This token Detonates at the end of the Activation phase if there at least one ship at range one.

'Smart' Charge Token

When this bomb token detonates, each ship at range 1 take one damage.

ALL the Templates are standard Charge Sized

Overfilled Charges:Illicit 2 points

When you drop a Bomb roll an attack die on a hit or a critical that Token detonates. Deal one damage to yourself.

Bomb Tokens that this ship drops measure an additional range when they detonate.

In my opinion torpedoes should do more damage than missiles. I just think torpedoes are bigger and carry more boom than a little missile. Anyways I think these sort of things are a good idea. I think we need more ability ordnance, at the moment there are damage, stress and ion ordnance, could do with a bit more life injected into them.

Here's to hoping the idea takes off.

I agree that Torpedoes should be more powerful - makes sense to me.

Here's a "prototype" of Flare Torpedoes for what I was thinking about (I sure hope FFG is reading this one!!! ^_^ )

Flare%20Torepedoes_zps9eetanko.png

I had a good suggestion from DarthEnderX to call it a "Flash Torpedo" instead, which makes sense.

[Edit: spelling error]

Edited by SlaveofChrist

tracking mine. if a ship ends its maneuver at range 1, the bomb, in the following round, will move in the direction of the tracked ship by a distance of x, with x chosen with playtesting, for example a 2 straight distance in any direction. depending on play testing, the mine may move towards the starting position of the ship, or towards the ending position of the ship (but in both cases, after the ship moved.

basically the mine forces a ship to move out of its range next turn, and it can be manipulated to move in a new position (it may or may not explode after the movement, depending on testing)

Edited by XBear

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.

I will always love designs like this - I had a quite similar one I was playing around with a while back.

vRt0cN3.jpg

Buzz Droid Cloud

Action: Discard this card to drop one Buzz Cloud token.

When a ship overlaps this token, remove the token and assign the overlapping ship a Buzz Droid Token

Bomb, 2 points

Buzz Droid Token Reference

At the beginning of each Activation Phase, each ship assigned a Buzz Droid token rolls an attack die and suffers the result.

Ships with Buzz Droid tokens gain: “Action: roll an attack die. On a [HIT] result, discard all Buzz Droid tokens assigned to your ship”

The oft requested Buzz Droids assign ships a slightly nastier Console Fire: it triggers before movement so there will always be an opportunity to take damage, and you can get critted by it.

This is almost exactly what I was going to post. You have my vote!

ZSWaAIz.png

Munitions failsafe for bombs? Lets you recover a token for a bomb that missed. Pure bombers dont really have a mod for themselves. TIE bombers best is twin ion, but doesnt really help them with bombs. This is a 0pt cost like Guidance Chips. Could let Deathrain drop a bomb just to do a barell roll without worrying about wasting a bomb. Or if you just want to block a path, but not sure if you will hit or not and dont want to waste your only bomb, this is a no risk scenario.

No idea how to make the fancy card images but heres my 3 suggestions:

Name: Polarized Mines

Type: Bomb Upgrade

Cost: 5pts

Behavior: Proximity Mine

Action: Drop a mine. Any ship that crosses over the template causes it to detonate instantly. Resolve the effect before finishing the ship's maneuver.

Effect: When a ship crosses this mine, it detonates.

Rules Card: Roll a single Attack die. On a hit or Crit, the ship is pulled to the center of the minefield and loses 1 shield (has no effect on Hull). This cancels their maneuver, and prevents any positive or negative effects from the maneuver type and the ship does not turn around if it was trying to turn around. Furthermore, ships that have been pulled in cannot perform boost or barrel-roll actions this turn (from any source, including tractorbeams). On a Miss, the ship loses their current movement and is pushed 1 distance away from the mine. The ship suffers no damage and has no Action restrictions, however they lose the rest of their movement and do not gain any positive or negative effects from that maneuver nor can they be turned around. On a Focus result, the pilot was able to dodge the mines and they do not detonate.

Notes: Bad wording sorry. What i mean by the turning around thing is K-turns or Sloops, i just dont know the actual term for those. The point your maneuver template overlaps the mine is the "effect point" which governs which direction the ship is thrown away if a Miss is rolled. The player owning the mine determines which side of the ships' base would be "away" from the mine and the ship follows Barrel Rolling rules to move that way (just to keep it simple).

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Name: MIRV Missiles

Type: Missiles Upgrade

Cost: 5pts

Attack Dice: 2

Attack Range: 1-2

Attack (Target Lock): Spend your targetlock and discard this card. Enemy ships cannot spend Evade Tokens against this attack and any successful Hit or Crit is multiplied by 3, however all cards are dealt face-down.

Notes: The point of this is to really hammer the low agi ships, while probably never do anything to the nimble ones. I feel Large Ships have too much HP for how cheap they are and it isnt really offset by their crap agility. I almost made it 3die, but that would be difficult for any ship to evade. I want it to feel like a big waste against any ship with decent/high agility. Reason for the Evade Token denial is most large ships if they get dodges at all its usually from a token.

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Name: Seeker Missiles

Type: Missile Upgrade

Cost: 5pts

Attack Dice: -

Attack Range: 3+ (includes Range3, but can be fired beyond Range 3).

Attack (Target Lock): Spend your Target Lock and discard this card. Instead of rolling to attack, place a Missile Token (about the size of those beacon things in the original starterbox nobody uses) at the far end of the Range2 marker towards your target.

Rules Card: This missile cannot cause damage the turn it is placed, however it will follow its target at a speed equal to Range2 on the attack ruler until it strikes, or is blown up. Seeker Missiles have 2Hull and no agility, however only Critical results will deal any damage to them. They are immune to any effects either from tokens or damage cards, but can be Target Locked.

Seeker Missiles are considered Pilot Skill 12 for movement purposes, and if they are forced to turn around sharply (such as its target just rocketed right past it without their Maneuver Template overlapping it) then they move at a speed equal to Range1 that round. Any ship that overlaps their template with the Missile accidentally triggers it and the effect is resolved on them instead of the intended target.

Upon contact, roll 6 attack dice. The ship that fired the Seeker Missile cannot use any cards or abilities they may have, either on their Attack Dice or the target's Defense Dice. Defending ships may modify their Green Dice normally.

Notes: Really hard-hitting long range attack that can be countered by shooting. The point of it is to draw fire from your ships and punish your opponent if he doesnt deal with it. It also would be the first Long Range attack, which compliments the Long Range scanners in the Imp Vets box. It moves fast enough where you really cant evade it unless you move 5 forward or maybe 4 i dont know the distances that exactly, however you will always have 1 round to deal with it unless the last person to attack fired it. Really dont want any long-range attacks that arent either on a Huge Ship or can be countered easier than normal attacks, hence the "destructible token" idea.

EDIT: Changed the Rules Card for Seeker Missile. The reason i changed it to 2hull and no agility but only crits may work is to prevent Accuracy Correctors from automatically destroying the missile and majority of secondary weapons are now useless against it. Flipside, any way you got that adds a Crit result will make it go down just as easy, im fine with those because theyre usually only 1 hit and are quite rare/expensive, while Accuracy Correctors + Turret = Auto-dead missile and f- that, this missile is too expensive for that insanely reliable counter.

Edited by Vineheart01

Guided Fusion Space Bomb:

1 bomb slot.

You may perform this attack in the End phase, and only in the End phase.

Attack: [Target Lock]: Discard this card to perform this attack.

You may only target ships with an unmodified agility of zero.

This attack may not be modified by focus or target lock tokens, nor may the dice be re-rolled for any reason.

Range: 1-2

Attack dice : 6

3 pts.

Notes: evade tokens may still be used, or evade dice rolled if given by other game effects. Of course this bomb is only useful against the largest ships, but every faction now has an agility 0 ship, and it's thematic for Epic games as well. A target lock is required to make the attack, but not required to be spent.

Flares

Torpedo / Missile

Cost: 1

Small ship only

You may equip this card if you have a torpedo or missile slot.

While defending, you may discard this card to add 2 to your agility.

Flares

Torpedo / Missile

Cost: 1

Small ship only

You may equip this card if you have a torpedo or missile slot.

While defending, you may discard this card to add 2 to your agility.

Oo, that would be nice. Considering you almost always have a random Missile slot (or torp slot on the few ships that randomly have it) that would be amazing.

Flares

Torpedo / Missile

Cost: 1

Small ship only

You may equip this card if you have a torpedo or missile slot.

While defending, you may discard this card to add 2 to your agility.

Oo, that would be nice. Considering you almost always have a random Missile slot (or torp slot on the few ships that randomly have it) that would be amazing.

I was thinking a bit more about it, and maybe it could be a Dual card. You know, one side is a torpedo, the other one is a missile. And I think it could fill in those empty torpedo / missile slots on X-Wings or Starvipers or any other small craft that doesn´t use these slots too often.

we don't really need new bombs/missiles as much as new bomb/missile delivery systems

we don't have any reliable ones outside of Deathrain (poor bugger is expensive) or the ASLAM Warden (ditto), neither of which can fall back on a solid offense after dropping their payload

The guidance chips/extra munitions fixed ordnance well enough i feel, but in a wonky way. Works great for some ships, too well for jumpmasters, still crap for others, and fills up the mod slot taking a lot of other interesting possibilities out of the game.

I think ordnance would be fixed if they fixed the target lock system. Instead of target locks being a token that you spend, they should be more passive. For ordnance, you need a target lock to fire the missile but don't need to spend it. Missiles should also be more reliable when they hit. For example 'if this missile hits, cancel your dice results and add 3 damage'.

As a rule in the game a missile or torp should be able to take out a TIE if it hits, but the TIE should have a reasonable chance of completely evading the ordnance. I think that thematically, it's ridiculous that a TIE can survive a hit from a proton torpedo!

Scattershot Missile (Or Torpedo)

Range: 1-3

Attack Value: 6

Attack [Focus]: Discard this card to perform this attack. After rolling attack dice, discard a number of dice equal to the Range of the attack. If this attack hits, select a number of enemy ships at Range 1 equal to the number of (hit) or (crit) results discarded. Those ships each suffer one damage.

A little wordy, to be fair. Maybe someone else can clean it up for me. The idea is that the missile essentially explodes into shrapnel, but instead of a cloud of debris line a flechette torpedo, the shot spreads like a shotgun and keeps flying the same direction. High attack value, but you have to discard dice to account for the range of the attack and spread of the flak. You can discard blanks, or give up some accuracy and hope to chip some damage off of ships near the target. But, the weapon is inherently less accurate the further it has to travel.

Thoughts?

Edited by Engine25

How about a EMP bomb the same size or perhaps 50% bigger than the proximity bomb. The bomb stays on board until the start of the combat phase. Any/all ships that fly thru the bomb token suffer 1 red die of possible damage and lose all focus, evade and target locks and must skip it's perform action phase.

The guidance chips/extra munitions fixed ordnance well enough i feel, but in a wonky way. Works great for some ships, too well for jumpmasters, still crap for others, and fills up the mod slot taking a lot of other interesting possibilities out of the game.

I think ordnance would be fixed if they fixed the target lock system. Instead of target locks being a token that you spend, they should be more passive. For ordnance, you need a target lock to fire the missile but don't need to spend it. Missiles should also be more reliable when they hit. For example 'if this missile hits, cancel your dice results and add 3 damage'.

As a rule in the game a missile or torp should be able to take out a TIE if it hits, but the TIE should have a reasonable chance of completely evading the ordnance. I think that thematically, it's ridiculous that a TIE can survive a hit from a proton torpedo!

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.

39fa8c5e63ab3090492879571ed442e9.jpg

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"