EPT idea - fun or useless?

By Cpt Barbarossa, in X-Wing

With the release of trickshot, I'm really liking the idea of 0 point EPTs that don't necessarily add a definite advantage, but give you a little boost now and again, all for the low low price of nothing.

I had an idea of another one that could add something fun, but it could just be completely pointless or broken:

Long Shot - 0 points

You may fire at a target (within your firing arc?) at range 3+1. The defender receives two extra defence dice.

OR

If you fire at a target (within your firing arc?) at range 3, the defender does not receive a bonus defence dice.

That second version seems crazy powerful, but seeing as it takes up the EPT slot, there's no Predator/PTL/Expose shenanigans available, so it limits the deadliness of the attack.

Thoughts?

EDIT in case it's not clear, the (within your firing arc?) parts are my way of asking whether that should be a requirement, in order to avoid crazy PWT attacks.

Edited by Gingerleo

First one would be a nightmare for those times when a ship is just BARELY in/out of range, since thats requiring 2 rulers or a Range5 stick.

Second one is by far not worth 0pts. Denying range3 bonus is pretty huge.

First one would be a nightmare for those times when a ship is just BARELY in/out of range, since thats requiring 2 rulers or a Range5 stick.

Second one is by far not worth 0pts. Denying range3 bonus is pretty huge.

Yeah, that's what i thought...I can maybe do it for 2 points? ;)

Make it a 3 or 4 point EPT.

"When attacking at Range 3, treat the range of the attack as Range 2 if the target is within your firing arc".

It denies the range 3 bonus and Autothrusters, increases the range of Advanced Homing Missiles, and some pilot abilities.

I dunno, an EPT that does nothing when used with secondary weapons? All it does is make your primary as easy to train on a target as a cannon or turret.

And an EPT for range 4 should bepossible but would have to be included in a huge ship expansion to ensure the range ruler.

Attacking outside range 3 would be worth more than 0 points, but probably would be too complex for the non-epic game due to requiring the extra ruler.

Losing the bonus die isn't worth a point I don't think, personally. Losing the bonus die and denying autothrusters just might be. Losing the bonus die, denying autothrusters and opening Tactician and CLuster Missiles and AHM out to range 3 possibly is.

But it's a VERY competitive slot...

Attacking outside range 3 would be worth more than 0 points, but probably would be too complex for the non-epic game due to requiring the extra ruler.

Losing the bonus die isn't worth a point I don't think, personally. Losing the bonus die and denying autothrusters just might be. Losing the bonus die, denying autothrusters and opening Tactician and CLuster Missiles and AHM out to range 3 possibly is.

But it's a VERY competitive slot...

Unless you want to bring in the epic range ruler, you can't readily differentiate between "0.2mm outside range 3" and "the other side of the board".

However, you could achieve a similar effect with a 'targeting relay' equipment (tech, modification or systems) or some sort of 'spotter' or 'snipe' elite pilot talent - such that you can consider a ship within range of a friendly ship to also be at range 3 of you - and you can then tag a range restriction onto the friendly ship acting as your spotter.

So if the target is beyond your range, but within range 3 of your wingman, and your wingman is within range 2 (for the sake of argument) of you, you may take the shot, subject to whatever prerequisites and penalties the card applies.

naaaa save the range 3+ for epic ships only. they can generate the power needed to fire a shot that far

Attacking outside range 3 would be worth more than 0 points, but probably would be too complex for the non-epic game due to requiring the extra ruler.

Losing the bonus die isn't worth a point I don't think, personally. Losing the bonus die and denying autothrusters just might be. Losing the bonus die, denying autothrusters and opening Tactician and CLuster Missiles and AHM out to range 3 possibly is.

But it's a VERY competitive slot...

Unless you want to bring in the epic range ruler, you can't readily differentiate between "0.2mm outside range 3" and "the other side of the board".

However, you could achieve a similar effect with a 'targeting relay' equipment (tech, modification or systems) or some sort of 'spotter' or 'snipe' elite pilot talent - such that you can consider a ship within range of a friendly ship to also be at range 3 of you - and you can then tag a range restriction onto the friendly ship acting as your spotter.

So if the target is beyond your range, but within range 3 of your wingman, and your wingman is within range 2 (for the sake of argument) of you, you may take the shot, subject to whatever prerequisites and penalties the card applies.

That would be a cool way to implement it, I quite like that idea. The real issue I have with just 'attack a ship which can't attack you back' is just that - you can attack with complete impunity. If there has to be a friendly in range, there's at least a commensurate risk.

p.s. especially if you use it on a ship with LRS you are shooting with a TL and maybe a focus first round no problem. way to easy to alpha strike some one and way to easy to get your phantom to cloak outside your enemies range and stay there.

Which is why, as suggested, if you want an extended range shot, tie it to a friendly ship's own range - because that still requires that ship to be within retaliation range, and if killed you lose your shot.

It does make for the option of a 'sniper' hanging out of range, but there is an obvious weak spot to the mechanic. It would also depend precisely what the attack itself was - it may be sensible to use "Snipe" as an elite pilot talent which has its own secondary weapon stat, for example - or some similar method to prevent you unloading a ridiculous alpha strike.

Long Range Scanners I don't mind - and would strike me as a perfectly sensible modification to support the ability.

I'd lean towards making 'Snipe' an elite pilot talent, possibly a discardable attack, because it increases the viable ships which can take it.

Edited by Magnus Grendel

No more 0 point EPTs I mean com on how Sad do you want Horton to be, Panda levels?

No more 0 point EPTs I mean com on how Sad do you want Horton to be, Panda levels?

He can always take R2-D6.

Kir Kanos, on the other hand....

Attacking outside range 3 would be worth more than 0 points, but probably would be too complex for the non-epic game due to requiring the extra ruler.

Losing the bonus die isn't worth a point I don't think, personally. Losing the bonus die and denying autothrusters just might be. Losing the bonus die, denying autothrusters and opening Tactician and CLuster Missiles and AHM out to range 3 possibly is.

But it's a VERY competitive slot...

Unless you want to bring in the epic range ruler, you can't readily differentiate between "0.2mm outside range 3" and "the other side of the board".

However, you could achieve a similar effect with a 'targeting relay' equipment (tech, modification or systems) or some sort of 'spotter' or 'snipe' elite pilot talent - such that you can consider a ship within range of a friendly ship to also be at range 3 of you - and you can then tag a range restriction onto the friendly ship acting as your spotter.

So if the target is beyond your range, but within range 3 of your wingman, and your wingman is within range 2 (for the sake of argument) of you, you may take the shot, subject to whatever prerequisites and penalties the card applies.

While I like the idea, there's a slight issue with this card. Namely, you don't actually have to be aiming your ship at a target to shoot at him. If your ship is pointed in the opposite direction, you could literally attack ships behind you. I can't see a way around that without the same issue of needing an epic range ruler.

I wouldn't mind an EPT that allowed you to do this with ordnance though. The X-wing novels have instances of closer ships target locking targets for supporting proton torpedo carriers because while the torpedoes could make the shot, the firing ship didn't have the sensor range to get the lock. And it makes more sense for a torpedo to be able to change directions at long distances than it does for laser cannons.

Edited by Zefirus

Attacking outside range 3 would be worth more than 0 points, but probably would be too complex for the non-epic game due to requiring the extra ruler.

Losing the bonus die isn't worth a point I don't think, personally. Losing the bonus die and denying autothrusters just might be. Losing the bonus die, denying autothrusters and opening Tactician and CLuster Missiles and AHM out to range 3 possibly is.

But it's a VERY competitive slot...

Unless you want to bring in the epic range ruler, you can't readily differentiate between "0.2mm outside range 3" and "the other side of the board".

However, you could achieve a similar effect with a 'targeting relay' equipment (tech, modification or systems) or some sort of 'spotter' or 'snipe' elite pilot talent - such that you can consider a ship within range of a friendly ship to also be at range 3 of you - and you can then tag a range restriction onto the friendly ship acting as your spotter.

So if the target is beyond your range, but within range 3 of your wingman, and your wingman is within range 2 (for the sake of argument) of you, you may take the shot, subject to whatever prerequisites and penalties the card applies.

While I like the idea, there's a slight issue with this card. Namely, you don't actually have to be aiming your ship at a target to shoot at him. If your ship is pointed in the opposite direction, you could literally attack ships behind you. I can't see a way around that without the same issue of needing an epic range ruler.

I wouldn't mind an EPT that allowed you to do this with ordnance though. The X-wing novels have instances of closer ships target locking targets for supporting proton torpedo carriers because while the torpedoes could make the shot, the firing ship didn't have the sensor range to get the lock. And it makes more sense for a torpedo to be able to change directions at long distances than it does for laser cannons.

The suggested card changes the range requirement, it doesn't change the arc requirement of the attack at all.

Attacking outside range 3 would be worth more than 0 points, but probably would be too complex for the non-epic game due to requiring the extra ruler.

Losing the bonus die isn't worth a point I don't think, personally. Losing the bonus die and denying autothrusters just might be. Losing the bonus die, denying autothrusters and opening Tactician and CLuster Missiles and AHM out to range 3 possibly is.

But it's a VERY competitive slot...

Unless you want to bring in the epic range ruler, you can't readily differentiate between "0.2mm outside range 3" and "the other side of the board".

However, you could achieve a similar effect with a 'targeting relay' equipment (tech, modification or systems) or some sort of 'spotter' or 'snipe' elite pilot talent - such that you can consider a ship within range of a friendly ship to also be at range 3 of you - and you can then tag a range restriction onto the friendly ship acting as your spotter.

So if the target is beyond your range, but within range 3 of your wingman, and your wingman is within range 2 (for the sake of argument) of you, you may take the shot, subject to whatever prerequisites and penalties the card applies.

While I like the idea, there's a slight issue with this card. Namely, you don't actually have to be aiming your ship at a target to shoot at him. If your ship is pointed in the opposite direction, you could literally attack ships behind you. I can't see a way around that without the same issue of needing an epic range ruler.

I wouldn't mind an EPT that allowed you to do this with ordnance though. The X-wing novels have instances of closer ships target locking targets for supporting proton torpedo carriers because while the torpedoes could make the shot, the firing ship didn't have the sensor range to get the lock. And it makes more sense for a torpedo to be able to change directions at long distances than it does for laser cannons.

That is what Targeting Astromech should have done. Something like, "When a friendly ship is attacking with a Torpedo Secondary weapon against a ship you have a TL on, it may treat your TL, range and arc on the defender as its own."

(Except with crisper wording)

Attacking outside range 3 would be worth more than 0 points, but probably would be too complex for the non-epic game due to requiring the extra ruler.

Losing the bonus die isn't worth a point I don't think, personally. Losing the bonus die and denying autothrusters just might be. Losing the bonus die, denying autothrusters and opening Tactician and CLuster Missiles and AHM out to range 3 possibly is.

But it's a VERY competitive slot...

Unless you want to bring in the epic range ruler, you can't readily differentiate between "0.2mm outside range 3" and "the other side of the board".

However, you could achieve a similar effect with a 'targeting relay' equipment (tech, modification or systems) or some sort of 'spotter' or 'snipe' elite pilot talent - such that you can consider a ship within range of a friendly ship to also be at range 3 of you - and you can then tag a range restriction onto the friendly ship acting as your spotter.

So if the target is beyond your range, but within range 3 of your wingman, and your wingman is within range 2 (for the sake of argument) of you, you may take the shot, subject to whatever prerequisites and penalties the card applies.

While I like the idea, there's a slight issue with this card. Namely, you don't actually have to be aiming your ship at a target to shoot at him. If your ship is pointed in the opposite direction, you could literally attack ships behind you. I can't see a way around that without the same issue of needing an epic range ruler.

I wouldn't mind an EPT that allowed you to do this with ordnance though. The X-wing novels have instances of closer ships target locking targets for supporting proton torpedo carriers because while the torpedoes could make the shot, the firing ship didn't have the sensor range to get the lock. And it makes more sense for a torpedo to be able to change directions at long distances than it does for laser cannons.

The suggested card changes the range requirement, it doesn't change the arc requirement of the attack at all.

That's the thing though. Checking arc has the same problems as checking range: you need another tool to do it. The range three range ruler isn't going to cut it. I've got a TO worthy call over whether a shot is in arc or not every couple of games. Needing a laser or epic range ruler to measure arc isn't something that you can count on in a game, unless FFG supplies it with this card. Eyeballing it isn't an acceptable way to see if something's in arc.

Edited by Zefirus

Attacking outside range 3 would be worth more than 0 points, but probably would be too complex for the non-epic game due to requiring the extra ruler.

Losing the bonus die isn't worth a point I don't think, personally. Losing the bonus die and denying autothrusters just might be. Losing the bonus die, denying autothrusters and opening Tactician and CLuster Missiles and AHM out to range 3 possibly is.

But it's a VERY competitive slot...

Unless you want to bring in the epic range ruler, you can't readily differentiate between "0.2mm outside range 3" and "the other side of the board".

However, you could achieve a similar effect with a 'targeting relay' equipment (tech, modification or systems) or some sort of 'spotter' or 'snipe' elite pilot talent - such that you can consider a ship within range of a friendly ship to also be at range 3 of you - and you can then tag a range restriction onto the friendly ship acting as your spotter.

So if the target is beyond your range, but within range 3 of your wingman, and your wingman is within range 2 (for the sake of argument) of you, you may take the shot, subject to whatever prerequisites and penalties the card applies.

While I like the idea, there's a slight issue with this card. Namely, you don't actually have to be aiming your ship at a target to shoot at him. If your ship is pointed in the opposite direction, you could literally attack ships behind you. I can't see a way around that without the same issue of needing an epic range ruler.

I wouldn't mind an EPT that allowed you to do this with ordnance though. The X-wing novels have instances of closer ships target locking targets for supporting proton torpedo carriers because while the torpedoes could make the shot, the firing ship didn't have the sensor range to get the lock. And it makes more sense for a torpedo to be able to change directions at long distances than it does for laser cannons.

The suggested card changes the range requirement, it doesn't change the arc requirement of the attack at all.

That's the thing though. Checking arc has the same problems as checking range: you need another tool to do it. The range three range ruler isn't going to cut it. I've got a TO worthy call over whether a shot is in arc or not every couple of games. Needing a laser or epic range ruler to measure arc isn't something that you can count on in a game, unless FFG supplies it with this card. Eyeballing it isn't an acceptable way to see if something's in arc.

Take your range ruler and start measuring arc from the attacking ship, lay a 3 or 4 straight template next to it as a guide and slide it forward.until it reaches the target ship. You just checked arc on something outside of range three without needing anything that didn't come with a core set.