Idea Major Rhymer (or BT-1) <crew> upgrade card

By Marinealver, in X-Wing

So I've been thinking about a counterpart to Sabine to make Imperial bombers good and this was what I came up with.

  • Major Rhymer BT-1?

Imperial Only

Add one <torpedo> slot to your ship. Once per round whenever an opponent's ship takes damage from a <torpedo> <missile> secondary weapon or <bomb> token deal 1 face up damage card to that ship.

<Crew> Points (3)

So can anyone think of a Scum counterpart to Sabine (other than Scum Sabine <crew>)?

Edited by Marinealver

That Rhymer crew feels like a carbon copy of Sabine. I think Rhymer crew should benefit his suqadmates:

Major Rhymer (2 points)
Your upgrade bar gains two [torpedo] icons. After you perform a [torpedo] attack, each friendly ship at range 1 of you may perform a [torpedo] or [missile] attack against against the same ship, treating that Attack: [target lock] header as Attack: .

Sabine was a creative ordnance expert, whereas Rhymer wwas a talanted commander - I doubt he loaded his own "special missiles" personally. As such, I think Rhymer's crew ability should be squad-based. Adding two torpedo slots lets him still be used on a TIE Shuttle with two sets of proton torpedoes - Tomax Bren, anyone?

This version of Rhymer also gives low PS bombers a chance to put out a devastating alpha strike with either Homing, Ion Pulse or ADV. Homing missiles, followed up by their own torpedo/ missile shots.

I like it.

We don't need any more direct damage that bypasses shields thank you very much. Seeing as he was a commander I could see something like letting you spend focus tokens from his ship to modify rolls for damage from your bomb tokens. That would make Clusters and Proxies very deadly for the empire when you land them.

Sabine is certainly undercosted considering she effectively adds a Seismic Charge (2pts) to one bomb token per round, but @Marinealver original post proposal is effectively a Proton Bomb (5pts) added to a bomb, torpedo, or missile. Too much flexibility, too much damage :/

I really like @Astech idea, more thematic and helps generics with alpha striking. Probably a bit on the undercosted side, but then again so is Sabine and that's who this idea is emulating :P doesn't do a lot to help imperials with actual bombing though...

Major Rhymer

When you're with subordinates

and they fire ordnance

You can take a hit

Turn it to a crit

At range 1 to 3

for any friendly.

Rhyming Rhymer crew card was the thread premise right?

3 minutes ago, HammerGibbens said:

Major Rhymer

When you're with subordinates

and they fire ordnance

You can take a hit

Turn it to a crit

At range 1 to 3

for any friendly.

Rhyming Rhymer crew card was the thread premise right?

25 minutes ago, Astech said:

That Rhymer crew feels like a carbon copy of Sabine. I think Rhymer crew should benefit his suqadmates:

Major Rhymer (2 points)
Your upgrade bar gains two [torpedo] icons. After you perform a [torpedo] attack, each friendly ship at range 1 of you may perform a [torpedo] or [missile] attack against against the same ship, treating that Attack: [target lock] header as Attack: .

Sabine was a creative ordnance expert, whereas Rhymer wwas a talanted commander - I doubt he loaded his own "special missiles" personally. As such, I think Rhymer's crew ability should be squad-based. Adding two torpedo slots lets him still be used on a TIE Shuttle with two sets of proton torpedoes - Tomax Bren, anyone?

This version of Rhymer also gives low PS bombers a chance to put out a devastating alpha strike with either Homing, Ion Pulse or ADV. Homing missiles, followed up by their own torpedo/ missile shots.

Yeah, maybe BT-1 (with his partner 0-0-0) would be better for theme. Major Rhymer was just something that came to mind when trying to make Bombers more powerful.

Perhaps the face up damage card is too much. Better do Face down and have it work with more upgrade slots such as Missiles and torpedoes. I'm just thinking of a way to make TIE Bombers and TIE Punishers better. Thing is K-wings can do great without bombs, their turret and PWT and slam helps them out just as well. TIE Punishers and TIE Bombers just don't have the same bombing capability as the rebels.

I'd rather the imperial answer to Sabine be an equipment upgrade rather than crew though because their ordinance carriers don't have crew slots. Also fluff reasons :P

With that in mind I'm recalling some ideas for a "bomb chute" that I've seen floating around the forums. It fills the slot of [double missile] or an Imperial only [torpedo] and does one or more of the following:

- Place one extra munitions token on each equipped [bomb] upgrade. (Worded this way is intentional to force you to equip EM to make it useable, but it could include the usage instructions from EM)

- When dropping a bomb, you may use the [left bank 1] template instead of the [straight 1] template, then drop an additional bomb token of the same type using the [right bank 1] template.

- Before/after performing a [barrel roll] or [boost] action you may discard an equipped [bomb] upgrade to drop the matching bomb token. Follow that card's instructions for when that token detonates.

5 minutes ago, nitrobenz said:

I'd rather the imperial answer to Sabine be an equipment upgrade rather than crew though because their ordinance carriers don't have crew slots. Also fluff reasons :P

With that in mind I'm recalling some ideas for a "bomb chute" that I've seen floating around the forums. It fills the slot of [double missile] or an Imperial only [torpedo] and does one or more of the following:

- Place one extra munitions token on each equipped [bomb] upgrade. (Worded this way is intentional to force you to equip EM to make it useable, but it could include the usage instructions from EM)

- When dropping a bomb, you may use the [left bank 1] template instead of the [straight 1] template, then drop an additional bomb token of the same type using the [right bank 1] template.

- Before/after performing a [barrel roll] or [boost] action you may discard an equipped [bomb] upgrade to drop the matching bomb token. Follow that card's instructions for when that token detonates.

Agreed, at first I thought maybe a <system> upgrade would be better but again had to give it the Corran Horn test. So Imperial Sabine it was.

But I am starting to think Major Rhymer was the wrong one. BT-1?

5 minutes ago, Marinealver said:

Agreed, at first I thought maybe a <system> upgrade would be better but again had to give it the Corran Horn test. So Imperial Sabine it was.

But I am starting to think Major Rhymer was the wrong one. BT-1?

BT-1 definitely fits the bill better if you're trying to amp up damage, but to be thematic it'd be RNG based with a potential downside... definitely cost zero points in that case though! :)

System slot could be used to buff Punishers and as long as it only buffs bombs, not adding any slots, you don't need to worry about the Corran test. I would worry about the B-wing/E2 combos though!

I still disagree though that the "imperial sabine" should be a crew at all. The [double missile] slot is currently only owned by the TIE Bomber and Punisher (with the Agressor coming soon, but no bomb slots there to benefit) or if you look at all the imperials with bomb slots you expand to include, um, the Decimator and Firespray? That's where the Imperial only [torpedo] comes in, but that's not fluffy enough for me since I think the "bomb chute" upgrade represents a bomber/punisher being refitted for bombing as opposed to the standard multi-role strike/bombing loadout. In my above post option 2 gives bomber/punishers the ability to deal even more bomb damage than Sabine does.