Jamming Beam

By DirbYh, in X-Wing

Places Jamming Token on ship.

Whenever you defend against a ship with a jamming token, roll 1 additional defense die, then the attacking ship removes the jamming token.

We be jammin'

EDIT: This jammin' token causes a "chill out" zone of range 1-3. Remove all stress tokens and then be cruisin' on the "green"

Edited by DB Draft

lets calm down on the token spam here. There is a lot of tokens in the current state of X-wing.

I like everything that brings cool new mechanics to the game, especially if they are based on the X-Wing series.

But I fear that this would suffer the same destiny of the Tractor Beam: if you need to perform an attack and hit to place a token, why don't you attack with a normal weapon and deal damage instead?

Also, green dice are fickle, and rolling 1 additional fickle die doesn't sound like effect big enough to match the benefits of an attack that actually dealt damage.

I would go all the way to buff your effect to something like:

"Jamming Beam:

Attack: If this attack hits, assign one Weapons Disabled token to the defender. Then cancel all dice results".

It would certainly hardcounter the contracted scouts...

Edited by Azrapse

Raspberry is OP. Nerf jam.

I like everything the bring cool new mechanics to the game, especially if they are based on the X-Wing series.

But I fear that this would suffer the same destiny of the Tractor Beam: if you need to perform an attack and hit to place a token, why don't you attack with a normal weapon and deal damage instead?

Also, green dice are fickle, and rolling 1 additional fickle die doesn't sound like effect big enough to match the benefits of an attack that actually dealt damage.

I would go all the way to buff your effect to something like:

"Jamming Beam:

Attack: If this attack hits, assign one Weapons Disabled token to the defender. Then cancel all dice results".

It would certainly hardcounter the contracted scouts...

Every one knows beam weapons are for imps, silly wabbit.

Edited by Hobojebus