A fun fix for Punishers/E-wings

By rafcpl6868, in X-Wing

Upgrade that fills Torpedo and System slot:

Guided Torpedoes 3pts

Attack:

Deploy a guided torpedo token out the front guides of your ship using a 3(straight, bank, or turn). At the end of the activation phase, the guided torpedoes perform a 3 (straight, bank, or turn). They detonate when their maneuver overlap an enemy ship or obstacle.

Detonation Reference card: When this token detonates, you may roll 5 attack die, deal all damage critical damage accordingly to the overlapped enemy ship and remove it from the playing area.

Edited by rafcpl6868
9 minutes ago, rafcpl6868 said:

Upgrade that fills Torpedo and System slot:

Guided Torpedoes 3pts

Attack:

Deploy a guided torpedo token out the front guides of your ship using a 3(straight, bank, or turn). At the end of the activation phase, the guided torpedoes perform a 3 (straight, bank, or turn). They detonate when their maneuver overlap an enemy ship or obstacle.

Detonation Reference card: When this token detonates, you may roll 5 attack die, deal all damage critical damage accordingly to the overlapped enemy ship and remove it from the playing area.

That is a neat idea!

Instant FAQ: torpedo token cannot be targeted or attacked. Torpedo does not count as an obstacle.

6 minutes ago, GrimmyV said:

Instant FAQ: torpedo token cannot be targeted or attacked. Torpedo does not count as an obstacle.

OTOH, what if it could, like in TFA? Give it like 6 unmodifiable AGI?

Edited by Darth Meanie
1 minute ago, Darth Meanie said:

OTOH, what if it could, like in TFA? Give it like 6 AGI?

Oh that would be cool, but would require more text and complications of that sort.

I see you are taking a que from Armada, but first lets realize that Armada's boarding upgrade have not been tested yet. They could end up like X-wings proton torpedo and concussion missiles and could be so ineffective they may remain largely unused.

Now for X-wing the precedent is only for double upgrade slots and that is double crew or double missile slots. So right now we don't have mixed slots, but we do have mandatory upgrade equipment. You could make a system upgrade that could be 0 but you must equip a torpedo weapons. But then again making a sensor slot that only works for <torpedo> secondary weapons work just as well as your mixed upgrade slot.

One could make a sensor upgrade where all torpedoes you have equipped do this

15 minutes ago, rafcpl6868 said:

Oh that would be cool, but would require more text and complications of that sort.

Not that!! This game has simple, streamlined rules (and a 20 page FAQ).

There was a post a ways back that had a guided Torp/missile idea. You could fire it with any 1 speed template you wanted, if it didn't hit anything, the next turn you could use and 2-speed template, if nothing hit the next turn you could use any 3-speed template.

Iirc it even had something about if it hit an obstacle I did splash damage in a 1 range radius.

i thought I was kinda neat, because you could simply fire it round1, no TL or anything and try to land a shot on the approaching enemies :)

I have always been an advocate of this idea. It's basically Heavy Rockets from TIE Fighter and yes please. Definitely make them detonate like action-bombs, if a ship or its template overlaps them, as well, though.

I'd also make them destroy obstacles they overlap.

Love the idea

I thought of something a few weeks back just to fill the torp slot on the X and E. Kind of a single use Snap Shot meets Autoblaster.

Lightweight Torpedo (1 point)

2 attack, range 1-3

Discard this card to perform this attack.

Your hit results cannot be cancelled by defence dice.

The defender may cancel critical results before hit results.

You cannot modify your attack dice.