Found out what a "Mag Pulse" is

By DirbYh, in X-Wing

It's from the TIE Fighter PC game.

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

It's a torpedo that disables a ship's weapons systems, but not the engines. A good opportunity for those advocating a " weapons disabled " mechanic in the game.

No ordinance whatsoever packaged with the new TIE/sf, though, nor even anything about warheads being housed in the turret.

It's dangerous to go alone! Take this.

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Didn't everyone already know that? I'd also say that the Mag Pulse were closer to missiles than torpedoes in that you could carry as many MP as you could CM.

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While I could appreciate a Mag Pulse missile that takes out a ship's ability to attack for a turn I disagree with these two upgrades. I guess the disposable ordnance needs to work two rounds because of how hit or miss it is and because of the cost but the canon version could be sick.

I don't ever recall the Jamming beam shutting down your ability to attack although it may have hindered it. Were this upgrade is sick is that it could allow little scyk to shut down something like a Decimator or maybe even an epic ship every turn for next to nothing; this is also ignoring the effect with the upcoming Defender title.

What if the Jamming Beam caused the defender to immediately receive a weapons disabled token so they could not attack that round, but then it would be discarded at the end of the round, and the Mag Pulse caused them to receive a weapons disabled token and a weapons jamming token?

I really dont like the multi-turn effect though, even on the ordnance side. Nothing sticks around between turns that hinder your opponent besides Stress (which is nowhere near as painful as no shots).

That being said, not sure what you could do between an ordnance and cannon to make the ordnance worth bothering with.

Yeah...That jamming cannon could make Scyk swarms more than viable. Outnumber them, disable all enemy weapons, profit.

Buuuuuuuut. I feel like that would be taking away too much from the player, so it won't likely be implemented. Maybe an attack dice reduction, but not outright disabling.

Well even an outright disable isnt bad if its only affecting one turn. I mean ions take away movement.

Could literally be applied the same way Ion is. Does nothing this turn, screws you over next turn if you have 1 for small 2 for large. Make the Ordnance variant akin to the Ion Torp which has an AoE.

Assuming you hit, its taking 1 ships attack to disable another's next round, minus the few that can fire both weapons of course. Not like people dont already do this with ionspam anyway, forcing you to face the wrong way which is just as good lol.

A torpedo that gives a weapons disabled token in addition to damage could be interesting, especially since the meta is more towards low pilot skill torpedoes with deadeye/agromech combos.

What if you require an action to clear the weapons jammed token?

What if you require an action to clear the weapons jammed token?

Too easy to chain it up and then not only will you be denying attacks but denying actions as well.

Take a weapon jammed, lose your action, take a weapons jammed, lose your action, it can go on forever. At least with Ions it doesn't stop out of arc attacks when you are walking a ship off the map edge.

I'd personally like to see the Mag Pulse be like a missileversion of the Conner Net...as in the same action cancelling side effect, for the ships' next turn.

Say it gives a Mag Pulse Token to the ship as well as an ion token (or just the Mag pulse token)..

If it's in the form of a cannon, I think it'd be more like the tb. Deal 0 dmg, reduce dice by 1.

What if the Jamming Beam caused the defender to immediately receive a weapons disabled token so they could not attack that round, but then it would be discarded at the end of the round, and the Mag Pulse caused them to receive a weapons disabled token and a weapons jamming token?

Then the enemy's aces are completely safe, as they shoot before they are mag-pulsed. Unless you yourself bring an ace PS 8 or higher with mag pulse.

Edited by Managarmr

Just make it reduce the enemy's attack (all kinds) by 1 die.

TIE fighters a really good source for new content, really good. I hope the devs keep mining it for releases.

;)

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That's a beam weapon I'd use, torpedoes a tad strong how about large ships need two tokens to disable and all tokens go during activation like an ion cannon.

It'd be the perfect hard counter to U-boats.

To the OP: A lot of us played TIE Fighter, and I promise this has been discussed before. Still though, thank you for educating those of us who are a bit younger.

Gunboat. (couldn't help it).

Honestly though, I'd love to see a "galaxies" wave and a "TIE Fighter" Wave.

Galaxies still has the Y-8 and Nova courier, as well as potentially the heavyX for rebels, about A half dozen scum ships and the TIE Aggressor/Oppressor.

TIE Fighter has a plethora. The Imperial Gunboat I mentioned above is the most asked for, the Escort shuttle, the DX-9 Stormtrooper Transport... T-wing, Muurian Transport, R-41 - I'd really love to see that. If we include the entire X-wing series there are even more ships, the YT2000 Otana is a frequently requested one.

If it's in the form of a cannon, I think it'd be more like the tb. Deal 0 dmg, reduce dice by 1.

This I like because it doesn't make cheap cannon carriers like the Scyk able to remove expensive large ships from the game entirely. Oh, the Ghost and Decimator have zero evade? Well here's a one point upgrade to turn them off forever.

Two things:

A. Jamming Beams don't really stop a ship from attacking. It just stop ships from attacking the thing shooting it with a Jamming Beam. It doesn't shut down your weapons, it makes it so you can't target the ship shooting the beam.

B. Weapons Disabled tokens should have worked just like the Blinded Pilot critical(the new one). i.e. "After your next opportunity to attack (even if there was no target for an attack), remove one Weapons Disabled token". Because as it stands, if you have an offensive weapon that disables weapons, it's useless unless get to attack first, because they'll clear the token before their next shot anyway.

If it's in the form of a cannon, I think it'd be more like the tb. Deal 0 dmg, reduce dice by 1.

Good way to do it I think.

Edited by DarthEnderX

Two things:

A. Jamming Beams don't really stop a ship from attacking. It just stop ships from attacking the thing shooting it with a Jamming Beam. It doesn't shut down your weapons, it makes it so you can't target the ship shooting the beam.

B. Weapons Disabled tokens should have worked just like the Blinded Pilot critical(the new one). i.e. "After your next opportunity to attack (even if there was no target for an attack), remove one Weapons Disabled token". Because as it stands, if you have an offensive weapon that disables weapons, it's useless unless get to attack first, because they'll clear the token before their next shot anyway.

If it's in the form of a cannon, I think it'd be more like the tb. Deal 0 dmg, reduce dice by 1.

Good way to do it I think.

Actually the Jamming beam does. It reduced capital ships fire output and does directly disable weapons, missile at least. I've had it used on me in XvT once. So if Ship A is jamming ship B while ship B is trying to shoot ship C, then it can't.

You could perhaps be thinking of the Decoy beam, this was *technically* in TIE Fighter, only not implemented and only visible with a mission editor, but in XvT-BOP it was basically stealth/jamming for oneself. With a decoy beam active you could not be targeted. Depending on AI and player skill AI would typically ignore you to target something else. This beam was a life saver against advanced concussion missiles, max skill level A-wings and max skill TIE Advanced.

Edited by DariusAPB

What if the Jamming Beam caused the defender to immediately receive a weapons disabled token so they could not attack that round, but then it would be discarded at the end of the round, and the Mag Pulse caused them to receive a weapons disabled token and a weapons jamming token?

Then the enemy's aces are completely safe, as they shoot before they are mag-pulsed. Unless you yourself bring an ace PS 8 or higher with mag pulse.

A torpedo that gives a weapons disabled token in addition to damage could be interesting, especially since the meta is more towards low pilot skill torpedoes with deadeye/agromech combos.

This was my intent.

It could be too much for it to have multi-round effects, but I was trying to build off what the OP suggested. I'm thinking the TIE/D title on Vessery with VI or Brath to frustrate your opponents and get some damage in with your primary.

What if Mag Pulse missiles prevented you from modifying dice, but didn't keep you from attacking? Your targeting systems are down, but you can still take a pot shot at your target.

I suppose -1 attack die is effectively the same theme. Without the targeting assistance, you're more likely to miss or just deal a glancing blow to the target.

Making Mag Pulse missiles like an Ion hit would work just fine. After activation phase in the next turn, the weapons disabled token goes away. Cost would have to be in the 4-6 point range, 5 or 6 if its actually similar to an ion hit and does one damage. The missile would definitely be a specialist weapon, as it would become a PS bid with missile carriers because the missile is useless if the carrier has a lower PS than the target.