Will we ever see Mag-Pulse missiles?

By vyrago, in X-Wing

*edit: The mag-pulse weapons were torpedoes, not missiles. my bad.

I've often wondered what the difference was between a (space) missile and a (space) torpedo .

Generally it seems to be that torps have a bigger payload and are energy-based weapons, and missiles are have smaller conventional payloads - but Flechette torpedoes and Proton rockets would seem to refute that.

Anyway - didn't Finn and Poe get shot at by mag-pulse missiles?

If they did then I would be surprised if they didn't make an appearance

Good catch, about TFA. sort of? Poe says to Finn " Okay, same principle. Use the toggle on the left... to switch between [/size] missiles[/size] ,[/size] cannons[/size] and [/size] mag pulse[/size] ."[/size]

In the X-wing games, Mag-Pulse did no damage but knocked out weapons. The Star Destroyer fires a missile at Finn & Poe's stolen TIE/sf....maybe a mag-pulse? either way, it wrecked that TIE pretty good.

That was it yes

The stolen TIE wasn't hit particularly hard by the missile though - and TIEs do tend to explode spectacularly when hit by anything stronger than harsh language - so it might have been a weapon designed to disable rather than destroy - so possibly a mag pulse.

Not sure if a weapon that doesn't do any damage would gain much traction - you don't see many low damage weapons like ion turrets / cannons since TLT arrived and Tractor Beams are pretty niche too - Tracers aren't bad on the right pilot though so you never know

Ah but the tie they were in was a sf tie with 3 shields, so it shouldn't go poof with the slightest knock. :)

I always kind of wondered how Poe's X-Wing was completely incapacitated by light blaster fire while the TIE was able to withstand much heavier fire with little to no real damage (without resorting to plot damage/plot armor, of course). That at least explains the TIE side of the equation!

Because Poe's X-Wing was shut down and on the ground.

True, but it should still have decent enough armor to withstand a single shot from a standard blaster rifle! I mean, it's not like an AT-AT fired on it or a TIE did a strafing run, for crying out loud!

Back on topic, someone mentioned that they thought epic ships should be immune to mag-pulse, but in TIE Fighter, weren't they used specifically to help against capital ships ? This is very different usage from the ion pulse, which were used in X-Wing Alliance for the capture of a couple fighters and a transport.

Not sure why we need a new mag pulse token when we already have a weapons disabled token.

Because a higher PS pilot would never be affected by it.

They were a big part of the X-wing/TIE Fighter PC game series. They were missiles that would knock out weapons systems for a short time.

maybe something like "If this attack hits, cancel all dice results and give 1 mag-pulse token to the target"

Mag-Pulse token: you cannot attack when you have any number of mag-pulse tokens. instead of attacking you may remove all mag-pulse tokens.

hmm, maybe too powerful?

Thoughts?

*edit: The mag-pulse weapons were torpedoes, not missiles. my bad.

Oh, I really liked your solution for the Mag-Pulse. It's more elegant then mine, I guess.

Here is my old take:

x_wing_miniatures_game___new_mechanic_by

But I might replace the rules for something like this:

"If the attack hits, the defender receives 1 weapons jamming token for each uncancelled [hit] or [critical hit].

When attacking, reduce the number of red dice by 1 for each weapons jamming token assigned to your ship and remove all weapons jamming tokens."

(might need some help with the wording)

I believe this is more balanced.

Alt version:

x_wing_miniatures_game___custom_upgrade_ EDIT: fixed typo.

Edited by Odanan

Back on topic, someone mentioned that they thought epic ships should be immune to mag-pulse...

That was me - purely due to reading a few comments elsewhere that Huge ships can be taken out fairly quickly. If one small ship could incapacitate a whole Huge in one shot, there'd be some far greater issues.

Plus I'm not familiar with the TIE Fighter game.

So, considering that, and a comment above claiming disabling any size ship would be OP, what about:

A Mag Pulse hit allows the attacker to place a Weapons Disabled token on one of the defenders Upgrade cards that has the Attack tag and that card cannot be used this turn OR place it on the Pilot card to disable the Primary Weapon instead.

Huge ships could lose 1 red die from their Primary per token (but upgrade cards fully disabled as normal). In this way, multiple smaller ships could focus down a Huge ship as well.

_

True, but it should still have decent enough armor to withstand a single shot from a standard blaster rifle! I mean, it's not like an AT-AT fired on it or a TIE did a strafing run, for crying out loud!

He took a direct hit to the hyperdrive. That meant that getting the fighter up in the air wouldn't have helped him much since he couldn't flee the system. He could've still tried to take off and fly elsewhere on Jakku, but that would've just given the First Order an easy to follow target. Having a small droid slip away with the map was the safer choice at that point.