hey guys,
I wanted to discuss the possibilities of the only unspoiled card in the ARC-170 pack, Se...Tor (or Seismic Torpedoes, probably)
It's a torpedo-slot upgrade that isn't an actual torpedo secondary weapon, as far as we can tell. Rather, it appears to be a discard-able ACTION: that resolves an effect based upon red dice results (ala proximity mine, cluster mine; anti-pursuit laser.

some eagle-eyed forumites have parsed out a potential wording in
"ACTION: discard this card
to choose one (enemy?) ship at
Range 1-(2 or 3) inside your
primary firing arc. Each ship at
Range 1 of the target rolls
1 attack die and suffers 1
damage (HIT ICON)...
(CRIT ICON) rolled
..."
underlined words are what can be seen on the teaser image
while the juxaposition of "damage" and the HIT ICON are weird, especially compared to a similar effect

this seems to be a pretty good guess as to what the torpedoes will do
and they're kind of not very good
RNG upgrades are always going to suffer by the fact that they might not do a **** thing (yet FFG keeps making them, eh?) but unlike garbage such as R3 astro, Seismic Torpedoes (probably) have a couple of nice draws to them
1.) they're not actually an attack (which actually sucks a bit because you can't chip them), hence the specification of "primary firing arc" to emulate how secondary weapon rules usually work with ships that have multiple arcs, ala the ARC-170. Because of this, no green dice, baby!
2.) they are "fired" (not an attack) during your activation, which means before higher PS pilots have even gotten the chance to move
the combination of these two facts nets you another means to circumvent aces
(50% of the time; not counting palp if its indeed the ship that rolls and not the user of the torpedo) and actually a half-decent (again 50% of the time) check for crackswarms nestled around mother-howlrunner (Range 1 area of effect)
but, as must be repeated because it's a massive goddamn drawback, it only seems to do damage on hits or crits i.e 50% of the time
AND it costs an action
ladies and gents, I think we have our first candidate for a 0 point torpedo (not counting Bomb Loadout)
Disclaimer: I do not personally believe Seismic Torps will be 0, even if they wouldn't break the game. Reason being is that ships such as the B-wing or Tie Bomber would be real pain in the asses to kit out with them. Want to run BBBBZ with some Chancey anti-palp ace tech? Well, you gotta buy 8 ARCS(and 4 Tie/sfs for Collision Detectors
). That's TWELVE r3s you have to blight your eyes with, and that's just inhumane!
For this reason, you gotta hope to see them at ONE point. No way in hell they're worth more than a crackshot, not when they can literally do nothing (or worse)
Still, there are some arguments to be made for them being 0
let's check them out!
1.) the upgrade can do literally nothing if the roll craps out
2.) the upgrade is probably a discard, unlike other RNG-dependent effects (such as anti-pursuit lasers or Lando) which at least have the excuse of sticking around to try and fail again
3.) the upgrade can actually hurt you or your own ships, since no area of effect upgrade has shown to discriminate thus far. Combined with **** RNG, you can end up in situations where the upgrade does nothing but hurt your own ships
4.) Against a single enemy ship, the upgrade requires an action for a 50/50 chance at a damage. That CANNOT be efficient, relative to taking a modifier. Even in the case where you know you wouldn't get a shot that turn, you could instead use the action to set-up a target-lock for a future turn
5.) as a torpedo, the upgrade eats up a crucial slot for Extra Munitions (though it does benefit from extra munitions, as extra munitions does not discriminate so long as you're a torp/missile/bomb...yes you even put an Extra Munition's token on Extra Munitions! YOU PUT ONE ON BOMB LOADOUT!!!!). The only ship this negatively affects is the torpedo jumpmaster...which is kind of the most relevant torpedo ship in the meta, so you can be sure it's not a zero point buff unless they weren't running extras anyway. But, if you're running overclocked...well seismic torps means no focus for you
In addition, another good argument for 0-point seismic torps is that ships with Torpedo slots not named Jumpmaster5000 are either
1.) categorically under-whelming performers in the current meta.
2.) dependent on actions that Seismic Torpedoes would eat
3.) 1 and 2
we have:
the X-wing (oh yeah, real powerhouse there)
the T-70 X-wing (Poe is the most relevant; wedded to his **** focus)
the Firespray-31 (with Slave 1; the only option it has for extra munitions)
B-wing (the glory days are gone
)
Tie Bomber (action dependent to either fire other ordnance, with deadeye or TL, or to modify their ordnance with focus if using a Long Range Scanners)
E-wing (real **** scary, eh? Corran lives and dies on action stacking or his defense and double-tap)
VT-49 Decimator (mah boost! mah turret!)
StarViper (E-wing syndrome without the popularity of a corran)
M3-A Interceptor (with Heavy Scyk...hahahahahahahahahahahaha~)
K-wing (very awesome but inefficient not-so-little ship; synergy with Advanced SLAM but will
compete for attention with Conners. If TLT, you want modifiers)
Tie Punisher (yep...)
VCX-100 (can't even fire them out of the special arc because the card specifies primary firing arc and it is NOT a secondary weapon, probably)
almost forgot the Protector "Fang" Fighter, because, like a rolling stone, it's a complete unknown i.t.o meta impact
and the ARC-170 itself, bearing two named pilots that are absolutely manic for actions (Shara wants her locks, Norra wants her lock AND focus), one that might recover actions with his ability (Thane) and Braylen, who I guess doesn't mind one way or the other
and, finally, the exception in the JM5k. Super competitive, but with only two torp slots (one for plasmas), seismics would only serve to improve builds that only used a single plasma with their overclocked R4. Also remember,, if you're using its ACTION to fire seismic torps, you'dll have no focus for your overclocked R4.
Bumpmasters, however, would LOVE this card
anyway, what would 0 point seismics do for all of these maligned (apart from the JM5k) options? Well, as mentioned, it'd give them some much needed game against Crackswarms and palp aces
(50% of the time) without actually affecting their jousting value
note, seismic torpedoes as currently interpreted don't do much to 9 health jumpmasters, but baby steps right?
so there's my case for what seems to be Seismic Torpedoes.
Again, I don't actually think they'll be 0 specifically because of BBBBZ going HAM with twelve 0-point upgrades (1 system and 2 torps per b-wing), I'm just saying they could be
Realistically, you're looking at a 1 point upgrade. Unfortunately, the points system of X-wing miniatures does not allow you to charge less without charging nothing (point-wise), so 1 point is the best you can do for such a dicey discardable
I do fear that FFG will grossly overprice the torpedoes at 2 (just look at R3; a card far more worthy of being 0 points) but I do have a smidgen of hope given the correct pricing of Collision Detectors in the Tie/SF expansion
if seismic torpedoes actually do what I think they'll do and if they're fairly priced, we could be looking at a very cool addition to the game of X-wing
Not only do they offer something (50% of the time) to counter two very powerful archetypes (Crackswarm; palp aces) but they also give you something to fill the X-wing's torp slot without feeling cheated out of guidance chips
AND, they make Advanced SLAM k-wings even cooler than they already are ![]()
(very) cautiously optimistic
Edited by ficklegreendice
