Se(ismic?) Tor(pedoes?), our first 0 point "ordnance"? (probably 1 point in a rational world; 2 in FFG's sometimes not so lucid mind)

By ficklegreendice, in X-Wing

At 1 point, I think they're happiest on those 2 torp slot Rebel heavy fighters.

Advanced

Slam

K-wings

oh yeah

Heck, a couple of Blues with 2 torps each for 24 points seems solid, honestly.

Nice thread.....I'm betting they're an Ace counter, and it'll be a one use pretty-much auto-damage kinda thing. And it'll cost enough that you'll really, really want to field it, and sparingly. Though Tomax may be a candidate if I can pry Crackshot from his cold, dead hands.

nah Tomax only works on EPTs

I know, I got excited and checked for infinite ordnance at PS 10. No dice :(

Nice thread.....I'm betting they're an Ace counter, and it'll be a one use pretty-much auto-damage kinda thing. And it'll cost enough that you'll really, really want to field it, and sparingly. Though Tomax may be a candidate if I can pry Crackshot from his cold, dead hands.

nah Tomax only works on EPTs

I know, I got excited and checked for infinite ordnance at PS 10. No dice :(

I saw my mistake and edited it....but then thought, I might still put it on Tomax

hey, it's a bomber

it's got a torp slot open after extras and it's relatively cheap as far as torpedo ships go

might as well run with the option, if the price is right

problem is you'll need the action to modify your other ordnance or to fire it at all, and you can't take torps on the support Tie Shuttle

but hey, "Deathfire" doesn't care what kind of action you pull when it comes to his ability and while you'll probably want to b-roll your conners into place, you can still put seismic torps on him without too much concern

Edited by ficklegreendice

Why do this to yourselves you know it won't be 1pt, 2-3 is where it'll land because H* happens.

especially since Bombers seem to work best with Homing Missiles anyway, least for me they do. Homers + Proton Torps would be a huge price sink for really no reason...this would be a good alternative rather than an empty slot.

Why do this to yourselves you know it won't be 1pt, 2-3 is where it'll land because H* happens.

hey man, we thought the same thing about crackshot probably :P

they gotta get it right sometimes

Edited by ficklegreendice

i wasnt around for the release of crackshot but i imagine looking at the FAQ that people used to not care for it since you could still auto's or something. The card gives no indication it happens at the step the FAQ mentions, and its way more powerful at that step.

well, what else is there that FFG put at one point?

all the Wave 8 scum crew not named "Dengar"; good pricing on all of those (and on Dengar, even though he's 3 :P)

and those assholes always work (except Boba on a face-up damage, but it can be from any friendly source)

even the less popular 1-point discards (adrenaline rush, lightning reflexes, cool hand) always work (granted CH's focus might whiff on the roll, but you'll always get it; the evade will always add evade results outside of extenuating match-up specific circumstances)

Edited by ficklegreendice

Yeah that bugs me.

The SCUM have the best plethora of crew to pick from. The faction thats more of a designation for the other two so we know theyre not our buddy than an actual faction lol.

Admittedly pretty much all of the crew in the Ghost expansion was pretty swell. Though i still find myself loading a Decimator and going "...hmm...mara jade...vader...who the f' else!?" lol

it's the palpatax, no doubt :P he ate all the remaining "good faction-specific crew" options in the empire

damnit palpatine, trade disputes are what got us into this whole empire mess in the first place!

Edited by ficklegreendice

Can we for once get ant-large ship tech instead of anti ace tech that doesn't reliably work?

Can we for once get ant-large ship tech instead of anti ace tech that doesn't reliably work?

our ant-large ship is the aggressor :P

as for anti-large ship, we have traditional ordnance :D

and, for your convenience, we also put them on large ships!

I think it'll be a negative point cost but when you use it, it'll fire on yourself.

I think it'll be a negative point cost but when you use it, it'll fire on yourself.

I'd be 110% for that, actually

I might even be more excited to fly that on Advanced SLAM Ks :P

but it won't fire on yourself because of the specified "primary firing arc" requirement

Trust FFG to break their own card. THANKS OBAMA.

Edited by Xerandar

Could also be Se(eker) Torpedoes. But given that the ability might have to do with splash damage its more likely Se(ismic).

I like the idea of targeting obstacles (so long as they're not removed), and giving out shrapnel damage - it'd be a new and unique mechanism and isn't a "direct" attack (given it's allowed outside combat phase).

I am pretty sure it is going to be target an obstacle. I suspect it will remove them as well, otherwise it would only be for the dice-dependant splash damage, which is not an effect you want to bank on.

There isn't room on the card to change a rock to a debris, so while nicely themed it seems unlikely.

Why would you want to remove obstacles, though?

Unless you're banking on super jousters, which rebels have zero of (standard is set by crackswarm, x7 defenders and jm5ks torps), there's no concrete benefit to making the table easier to navigate

Dice dependency sucks a fat one, but it's too easy to apply if it were just a guarantee. Compared to seismic charges, these are FAR easier to land. Your opponent can't even react to them

Edited by ficklegreendice

If it's a splash-damage weapon, here's hoping it scales well for other points values.

I am pretty sure it is going to be target an obstacle. I suspect it will remove them as well, otherwise it would only be for the dice-dependant splash damage, which is not an effect you want to bank on.

There isn't room on the card to change a rock to a debris, so while nicely themed it seems unlikely.

SeTor.png

I think you are right!

The last line has a "ol?????" part that could be perfectly "obstacle". Also we don't really see in the second line "to choose an enemy ship at". It could be "to choose an obstacle token at".

So the final text would be:

Action: Discard this card to

choose an obstacle token at

Range 1-? that is inside your

primary firing arc. All ships at

Range 1 of that token must roll

1 attack die and suffer every

damage (hit) and critical damage

(crit) rolled. Then, remove that

obstacle token.

If this is so, you must add to the value of the card the ability to remove obstacles. For certain squadrons, the damage part would be even just a bonus, if the player really hates obstacles and is willing to pay some points to remove some.

So I don't think this can cost 0 or 1 point. And even 2 sounds cheap for the ability to make Dash Rendar irrelevant.

It kind of makes sense for it to come in the same Wave as the ship that can lay extra obstacles on the mat.

Edited by Azrapse

How about "...then re-place that obstacle token...", ie allowing you to place it elsewhere on the board [following the usual rules] ? :unsure:

Edited by ianmiddy

Roll 3 Dice instead of 1 and you are in 2 point territory, right? ;-)

I am pretty sure it is going to be target an obstacle. I suspect it will remove them as well, otherwise it would only be for the dice-dependant splash damage, which is not an effect you want to bank on.

There isn't room on the card to change a rock to a debris, so while nicely themed it seems unlikely.

SeTor.png

I think you are right!

The last line has a "ol?????" part that could be perfectly "obstacle". Also we don't really see in the second line "to choose an enemy ship at". It could be "to choose an obstacle token at".

So the final text would be:

Action: Discard this card

to choose an obstacle token at

Range 1-? that is inside your

primary firing arc. All ships at XX

Range 1 of that token must roll

1 attack die and suffer every

damage ( * ) and critical damage

( * ) rolled. Then, remove that

obstacle token.

If this is so, you must add to the value of the card the ability to remove obstacles. For certain squadrons, the damage part would be even just a bonus, if the player really hates obstacles and is willing to pay some points to remove some.

So I don't think this can cost 0 or 1 point. And even 2 sounds cheap for the ability to make Dash Rendar irrelevant.

It kind of makes sense for it to come in the same Wave as the ship that can lay extra obstacles on the mat.

Remember that the text is centre-justified.

Your "to" is on the wrong line. That makes the part about choosing an obstacle token too long. Also, the "at Range 1" is too short, it is probably "within" which is a lot worse.

Still, I think the notion of it working on obstacles is quite reasonable, and actually removing the obstacle makes sense. It prevents a crippling alpha-strike attack, and you'd only ever carry one or two. This is also a perfect counter-strategy to Quickdraw's self-harming tactics.

I can just picture Quickdraw heading for an asteroid to crack her head on it to activate RAEG when Norah, anticipating this, pulls a BB-8, fires a Seismic torp with EI, obliterating the rock and showering some Imperial goons with debris... flying through the devastation and letting the Tail Gunner pump shots into the panicked enemy formation...

Edited by Lampyridae

Screw that! jsut goddamn give us a FAQ
changing illicit blaster from Attack to Action: attack header.