Lets face it, rebels have the best bombers in the game. The K-Wing has the bulk and action efficiency to outshine the Bomber, Y-Wing, and Punisher any day of the week. I want Imperial Bombers to have at least one unique, cool thing they can do with bombs that isn't just barrel roll+bomb deathfire.
What if mines where you roll for damage had a higher chance of hitting? What if bomber could put a timer on their bombs for a few turns, like a delayed explosion? What if you could detonate a bomb with certain triggers on maneuvers? What if you could sling bombs ahead of you like a bombing run?
I have some ideas, which will get more value out of the mind-games like most abilities do.
Detonator Malfunction- Title/Torpedo- 1 point
You may acquire target locks on [bomb] tokens.
After enemy ship's executes a maneuver and is within range 1 of the locked [bomb] tokens, you may spend your target lock to cause that ship to suffer 2 damage and then remove the [bomb] token.
Heavy Armor- Modification- 1 (or maybe even -1) point [Tie only]
When defending, if the total cost of your undiscarded [bomb], [Missile], and [Torpedo] upgrades is 5 points or greater, you may cancel one enemy [Crit] result. You may equip one additional Modification that is 1 point or less.
High-Yield Explosive- Torpedo- 1 point [Tie Only]
When an enemy ship at range 1-3 rolls attack dice after moving through or overlapping a [bomb] token, they must change all [Focus] results to [Hit] results.