Rebel Ion Cannon upgrade for the Z-95?

By sf1raptor, in X-Wing

I was recently looking up the Headhunter and discovered that the rebels had modified them to carry Ion cannons. So why not have a rebel only title that can give the Z-95 an Ion cannon.

Title: "Skull" Z-95

You must equip an Ion Cannon.

2

I know the chances of getting another Z-95 are slim, but I still like the idea.

for the love of god, learn from the scyk :(

we're either getting unusably expensive sh*tty cannon ships or we get what FFG feared when they decided to make the Scyk an overpriced PoS instead, 6 ion-bearing buggers ruining life for their poor opponent

the only compromise I can imagine is an ion cannon-esque title that operates ala Tractor Beams (i.e no damage). Even then, though, you run the risk of creating some horrible match-up skews

V triple jumps? you're losing Zs to the alpha and then you're losing Zs to PWTs

V aces? you're probably not hitting anyone

V things we already don't see in the meta? (Esp low agi ships) oh god, the poor guys won't ever get to set a dial

Edited by ficklegreendice

Wampa with Palp guarantees damage, but it takes a combo of two ships to do it. Feedback and Vader both cause self damage to deal auto damage. Ten Numb and the VCX are both expensive components to a list, that limit the rest. Heck, even at the 2 points to equip the 3 point cannon, a loaded Blount would be cheaper than Ten Numb with nothing on board.

I like the idea of a light ion cannon though. Maybe something in the vein of tractor beam in that it does no damage, but hands out an ion token. That'd still make Blount incredibly useful control, without him being outrageous.

Alternatively, maybe the light ion cannon is just shorter range? Range 1-2 would put the skill of its use firmly in how well you can fly a Z, rather than how well you can snipe from R3.

sniping from r3 is good, though, because that's where you'll be fighting aces most likely (arc's at the widest) and where the Z needs the most help (2 dice primary v +1 green die and probably thrusters? good god **** luck)

then again, homing missiles (though TL restrictions on low PS make that irritating)

I see the appeal of ion, but there's the gameplay concern of what cheap control can do to a game based around maneuvering

You somewhat have to build it around Blount, in the same way the Punishing One title is priced around Dengar. Taking it down to R2 max balances Blount landing an auto ion with the ability to actually get his target in arc in the first place. Plus it's slightly riskier, so the auto damage is offset by the potential that he takes some in return (which equates it to Feedback in that sense).

The first option still works for Blount in the auto ion, but removes the damage, so you end up with a quarter of your list points putting out lots of ion potential, but no actual damage.

On anything but Blount, both are still useful, but less powerful. On Blount, both are good, but neither are game breaking considering the Zs stats.

Personally I'd do it without actually adding the ion cannon to the Z... Something like:

Modification - 2 points (z-95 only) (maybe rebel only, not sure)

When you deal at least one damage with your primary weapon attack you may spend a focus token.

If you do the defender gains an ion token

Gives it the ion functionality without making it too broken with Blount. Plus making it a modification instead of a title balances it by making it compete with the other modifications.

Hmmm.... something like that wouldn't make Blount OP:

upgrade_custom_ion_cannon_refit_by_odana

Edited by Odanan

Why is it so big?

Hmmm.... something like that wouldn't make Blount OP:

upgrade_custom_ion_cannon_refit_by_odana

Better then my idea.

Why is it so big?

Why is what so big?

Makes Blount potentially really, really good if current Ion weaponry wording was used. That might be an issue. You could probably work around it with the right wording, though.

Blount already has IPM's.

I'd be fine with Blount being a meta staple. Nice bit of anti-Acewing, he's only a Z-95. It'd be cool to see engine upgrade or vector thrusters on him or whatever since he wouldn't need any offensive modifications.

Hmmm... this is a great idea. Let's make T-Shirts!

Ion Cannon Blount. Not for smoking.

A 22 point ship that NEVER misses and can always land a point of damage and an ion token. Sign me up. So maybe it is a fragile Z-95 but put a hull upgrade on it you've match pre-AI X-Wing durability and still have an auto-hit attack going.

Blount with such an upgrade would be insane.

If by "insane" you mean completely broken, yes. I don't think FFG would ever create the possibility of a ship that did a guaranteed damage every shot. Because that would be broken, no matter how fragile a Z-95 is.

I think Imp Ace Wampa would like to have a word with you, even if it's two ships.

This would be the case of guaranteed damage plus control on Blount. I already run Blount often enough, since the Imp Ace players at the FLGS hate him like certain chaos lords hate rhinos.

Why is it so big?

That's what she said.

But if you put an ion cannon on a headhunter rebels won't get the R41 starchaser :(

Why is it so big?

I don't know... good genes, I guess.

But if you put an ion cannon on a headhunter rebels won't get the R41 starchaser :(

As much as I want to see more TIE Fighter ships in this game, I doubt the Starchaser would be added for the Rebels.

But if you put an ion cannon on a headhunter rebels won't get the R41 starchaser :(

I know the Rebellion used some, but I usually associate the Starchaser more with Scum than with Rebels.

(Curse those Rneeki Pirates!)

If this is done as a title, it still needs to relace the Missile Slot. At a cheap 2 point cost for the title, the Z-95 is almost always going to take it.

And when compared to a Missile that requires a TL or Focus to fire, which is even more rough compared to a cannon /bonus to the prmary that can be fired multiple times and without an action to fire .

What is the point of ever taking Ion Pulse Missiles (other than giving two ion in 1 turn - but you could do that now by running a pair of Z-95s with the ion title).

Edit- I do like that you made it require to actually do damage to the enemy so Blount isnt overpowered with his always hits rule.

Edited by knavelead

Ion Z's are a decent idea. The Ion cannon ideally is carried by a cheap ship as it is always limited to 1 damage, which is a big deal. Ion Sycks could be wonderful, but they're not :(

Instead of giving ion cannon ability to Z-95, I would rather have the wave 10 Rebel ship have this ability.

Rebels + Scum need way more variety in the sub 22 point range anyways.

Edit- I do like that you made it require to actually do damage to the enemy so Blount isnt overpowered with his always hits rule.

I disagree entirely. With the original idea, this change would produce one great anti-ace ship, and a bunch of cheap cannon carriers. With the modified version, without Blount... I don't think it's worth it.

Ion Blount would be strong, but he'd be no more meta defining than Wampa, and any change he made would be against the dominant archetype, pushing the game closer to balance, not further from it.

Balance is good. Ion cannon Blount promotes balance. Ion cannon Blount is good. Neutered Blount makes the whole exercise pointless.

Heres the thing about blount auto-hit. Yeah, ion doesnt prevent actions so the ace would still boost/barrelroll to dodge the arc since you probably arent at range3 for the second shot. If he doesnt, thats 2 of his precious 3 hp gone already, and blount can abuse the massive arc of range3 to finish by just long-range Kturnning to finish.

Or, the guaranteed ion allows you to bump the ship and take away actions. As we all know, no actions soontir/jax/inquis/OL = dead, dead, dead, and more dead.

Aces have very little health. Even if the other ace wrecked him the 2nd round, he still pulled the ion off once and let your other ships bump/finish. And its quite unlikely for any ace to take out 4 hp behind 2 agi/focus in 1 shot...possible but unlikely.

I doubt he'd be so insane he prevents aces from appearing ever again, but he would seriously make them work their butts off to win if hes around.

Hmmm.... something like that wouldn't make Blount OP:

upgrade_custom_ion_cannon_refit_by_odana

I've been thinking about this as an X-Wing title for about a year or so. :)

Blount with an ion cannon can't be so much scarier than, say, Blount with advanced homing missile.

Also: Blount at range 3, through an asteroid, is stripping the Stealth Device from Soontir no matter what Blount is attacking with. With or without Soontir getting help from Palpatine.

There's a reason we don't see this PS6 ship flying around much - even though he's only 17 points.

Blount with an ion cannon can't be so much scarier than, say, Blount with advanced homing missile.

Except that he only has ONE shot with said missile. With this ion cannon it is every turn that he has arc on his enemy.

Makes Blount potentially really, really good if current Ion weaponry wording was used. That might be an issue. You could probably work around it with the right wording, though.

All the title does is let you equip the Ion cannon. So it still uses the Ion cannon, but you pay extra to mount it.

If you want ion Z-95s they can take IPM. Stick Guidance Chips on them and they probably won't miss too.

I know, but this is something that showed up in canon, and rebel only keeps it from stepping on the Scyk's toes as Scums cheap control craft.

It's impossible to "keep from stepping on Scyk's toes"

because Scyk sucks so hard, nobody would ever complain.

and nope, sorry, mate, Scyk is not that cheap, (14+2+3) nor is it a good control craft.

Makes Blount potentially really, really good if current Ion weaponry wording was used. That might be an issue. You could probably work around it with the right wording, though.

All the title does is let you equip the Ion cannon. So it still uses the Ion cannon, but you pay extra to mount it.

If you want ion Z-95s they can take IPM. Stick Guidance Chips on them and they probably won't miss too.

I know, but this is something that showed up in canon, and rebel only keeps it from stepping on the Scyk's toes as Scums cheap control craft.

It's impossible to "keep from stepping on Scyk's toes"

because Scyk sucks so hard, nobody would ever complain.

and nope, sorry, mate, Scyk is not that cheap, (14+2+3) nor is it a good control craft.