Curious - is there a play aid anyone has knocked out that lists all the different bomb effects?

By xanderf, in X-Wing

Something of a minor annoyance, that the bomb upgrade cards only cover the deployment of the bomb, while leaving the effect rules on the larger external cards. (I mean, silly in the first place, as the deployment rules almost never change - basically only ever one of two things, an action or a dial reveal - while the weapon effects vary GREATLY. Of the two things to put on the upgrade or have an external card for...*sigh*... But, I digress...)

ANYWAY - surely, someone has a play aid out there that has all the bomb types and their damage effects on a single sheet, right?

X-Wing Miniatures Secondary Weapons Charts

Missiles

Weapon

Points

Range

Dam

Attack

Text

Proton Rockets

3

1

2+(1-3)

Focus (Discard)

+1 die per Agility up to 3.

Cluster Missiles

4

1-2

3x2

Target Lock (Spend+Discard)

2 attacks of 3.

XX-23 S-thread Tracers

1

1-3

3*

Focus (Discard)

Each friendly ship at Range 1-2 acquires target lock.

Advanced Homing Missiles

3

2

3*

Target Lock (Discard)

1 face-up damage card.

Assault Missiles

5

2-3

4

Target Lock (Spend+Discard)

Each other ship at range 1 of the defender suffers 1 damage.

Concussion Missiles

4

2-3

4

Target Lock (Spend+Discard)

Change 1 blank to a Hit.

Ion Pulse Missiles

3

2-3

3*

Target Lock (Discard)

1 damage + 2 ion.

Homing Missiles

5

2-3

4

Target Lock (Discard)

Target cannot spend Evade token.

Unguided Rockets

2

1-3

3

Focus

2 slots. Can only be modified with Focus.

*Then cancel all dice results.

Torpedoes

Weapon

Points

Range

Dam

Attack

Text

Extra Munitions

2

--

--

--

Double all Missiles, Torpedoes, and Bombs.

Advanced Proton Torpedoes

6

1

5

Target Lock (Spend+Discard)

Change 3 Blanks to Focus.

Flechette Torpedoes

2

2-3

3

Target Lock (Spend+Discard)

+1 Stress token if Hull is 4 or less.

Plasma Torpedoes

3

2-3

4

Target Lock (Spend+Discard)

Deal damage plus remove 1 Shield.

Proton Torpedoes

4

2-3

4

Target Lock (Spend+Discard)

Change 1 Focus to a Crit.

Ion Torpedoes

5

2-3

4

Target Lock (Spend+Discard)

Defender and each ship at Range 1 receives an Ion token.

Seismic Torpedo

2

1-2

1+Spcl

Discard

All ships at Range 1 suffer a 1 die attack + Remove obstacle

Bombs

Weapon

Points

Deploy

Detonate

Text

Ion Bomb

2

Maneuver Dial

End of Activation

2 Ion tokens at Range 1.

Seismic Charges

2

Maneuver Dial

End of Activation

1 Damage at Range 1.

Thermal Detonators

3

Maneuver Dial

End of Activation

1 Damage and 1 Stress at Range 1.

Proton Bombs

5

Maneuver Dial

End of Activation

1 face-up Damage at Range 1.

Proximity Mines

3

Action

Overlap

3 Attack

Cluster Mine

4

Action

Overlap

2 Attack

Connor Net

4

Action

Overlap

1 damage, 2 Ion, skip Perform Action.

Cannons

Weapon

Points

Range

Dam

Attack

Text

Autoblaster

5

1

3

1 ship

Hits cannot be canceled by Defense Dice.

Tractor Beam

1

1-3

3*

1 ship

Gain a Tractor Beam token.

Flechette Cannon

2

1-3

3*

1 ship

1 Damage + Stress token (if not Stressed)

Ion Cannon

3

1-3

3*

1 ship

1 Damage + 1 Ion token.

Mangler Cannon

4

1-3

3

1 ship

Change 1 Hit to a Crit.

Heavy Laser Cannon

7

2-3

4

1 ship

Change all Crits to Hits.

ARC Caster

2

1

4*

1 ship*

*If attack hits, damage 1 other ship at Range 1. Needs recharge. Rebel and Scum only.

*Then cancel all dice results.

Turrets

Weapon

Points

Range

Dam

Attack**

Text

Autoblaster Turret

2

1

2

1 ship

Hits cannot be canceled by Defense Dice.

Dorsal Turret

3

1-2

2

1 ship

+1 Attack at Range 1

Blaster Turret

4

1-2

3

Spend Focus

--

Ion Cannon Turret

5

1-2

3*

1 ship

1 Damage + 1 Ion token.

Twin Laser Turret

6

2-3

3* x2

1 ship

1 Damage (x2 attacks).

Synced Turret

4

1-2

3

Target Lock

If inside primary arc, can reroll dice = primary attack value.

*Then cancel all dice results. **Even a ship outside firing arc.

Hardpoints

Weapon

Points

Range

Dam

Attack

Text

Quad Laser Cannon

6

1-2

3

1 Energy

Spend 1 Energy to attack again on a miss.

Dual Laser Turret

5

1-3

3

1 Energy

Even a ship outside of firing arc. Gozanti only.

Ion Cannon Battery

6

2-4

4*

2 Energy

1 Crit + 1 Ion token.

Single Turbolaser

8

3-5

4

2 Energy

Change 1 Focus to a Hit. Defender rolls double Agility.

Heavy Laser Turret

5

2-3

4

2 Energy

Even a ship outside of firing arc. C-ROC only.

*Then cancel all dice results.

Above is awesome.

Also in the pinned thread, there's a big reference card that I think has it

51 minutes ago, Shenannigan said:

Above is awesome.

Also in the pinned thread, there's a big reference card that I think has it

First place I looked, but all of the play aids linked there (including the maneuver sheets, near as I can tell), are at least a full wave out of date...sometimes more.

Study that chart too. It is good to have a reference but to have the different bombs memorized is super useful. I have had opponents using bombs and not know the effects of their own weapon lol

Looks like the early missiles really spoiled my perception of the the rest. While I knew about the "Attack: Focus" missiles part of me thinks I need to burn the token with no benefit to use them. It also makes the Torpedoes look that much worse.

The list could mention Ordnance Tubes as a way to replace hardpoints with Missiles or Torpedoes. Although the cost is great and you'll basically have to telegraph your attacks with a TL it sure is nice compared to most of those hardpoints. The Dual Laser Turret seems like the bargain there except it's so limited in where it can be used.

Has anyone ever tried Seismic Torpedoes with Ordnance Tubes? It would almost see thematic of the Star Destroyer blasting its way through the asteroid field in ESB.

The Aurora Squadron app also have the ref card text. Very useful.

29 minutes ago, Pewpewpew BOOM said:

The Aurora Squadron app also have the ref card text. Very useful.

Pretty much all the apps do. But what I'm really looking for is something like the Ordnance Quick Sheet, by @IG88E...

ordnance_xwing5.jpg

...as a printable thing, that's very cool.

But...sadly...very out-of-date.

2 hours ago, xanderf said:

Pretty much all the apps do. But what I'm really looking for is something like the Ordnance Quick Sheet, by @IG88E...

Dammit, Xanderf, I'm a doctor, not a graphics designer!

12 hours ago, xanderf said:

Something of a minor annoyance, that the bomb upgrade cards only cover the deployment of the bomb, while leaving the effect rules on the larger external cards. (I mean, silly in the first place, as the deployment rules almost never change - basically only ever one of two things, an action or a dial reveal - while the weapon effects vary GREATLY. Of the two things to put on the upgrade or have an external card for...*sigh*... But, I digress...)

ANYWAY - surely, someone has a play aid out there that has all the bomb types and their damage effects on a single sheet, right?

My BIG Reference Card is a compilation of ALL the current reference cards as well as some of the commonly looked up rules like obstacles/debris, etc. So it includes the full text for the effects of all bombs.

5 hours ago, xanderf said:

Pretty much all the apps do. But what I'm really looking for is something like the Ordnance Quick Sheet, by @IG88E...

ordnance_xwing5.jpg

...as a printable thing, that's very cool.

But...sadly...very out-of-date.

I will see what I can do ;)

(after vacancies until 14th of may)

Edited by IG88E

A compilation I have done some time ago (having everything in one place makes it easier to play with children, as you anyways are quite occupied keeping the "flee circus" together):

Rules summary Bombs and Mines in X-wing:

Each Bomb Upgrade allows a ship to drop a specific type of bomb token and indicates when the bomb detonates. When a bomb detonates, it produces the effect indicated on its Bomb Token Reference card. A ship may only drop one bomb per round.

Bomb Upgrade cards are not secondary weapons. Bomb tokens are not obstacles. Dropping a bomb is not an attack.

Bombs can be used by the following ship types:

Empire / First Order:

Firespray-31, TIE Bomber, TIE Punisher, VT-49 Decimator

Rebels / Resistance

K-Wing, Y-Wing (if fielded with Bomb Load out), Rebel ships with a crew slot equipped with Sabine Wren that slot.

Scum & Villainy

Firespray-31, IG 2000 Aggressor, Quadjumper, Scurrg H6, Y-Wing (if fielded with Bomb Load out).

------

To drop a bomb, follow the steps below:

Take the [Straight 1] manoeuvre template and slide it between the rear glides of your ship.

Place the bomb token indicated on the Upgrade card into the play area and slide the guides of the token into the opposite end of the template.

If a bomb token is dropped on a ship, it is placed under the ship's base. The bomb does not immediately detonate unless the bomb's Upgrade card specifies that it detonates when a ship overlaps it.

If a bomb token that detonates when overlapped is dropped under more than one ship's base, the ship that dropped the bomb decides which of those ships detonates the bomb.

If a bomb's effect specifies that it detonates when a ship or the ship's manoeuvre template overlaps it, it detonates regardless of whether the ship was executing a manoeuvre, barrel rolling, or resolving any other effect or ability that changed its position.

The guides on a bomb token count as part of the bomb for the purposes of measuring range and overlapping.

A bomb can be dropped partly outside the play area. The portion of the bomb token that is outside the play area is ignored

If a ship overlaps another ship, only the portion of the manoeuvre template that is between the starting and final position of the ship is counted for the purpose overlapping bombs. Ignore the portion of the manoeuvre template that the ship moved backward along to resolve any overlap.

Ion Bombs (2pts)

When this bomb token detonates, each ship at Range 1 of the token receives 2 ion tokens. Then discard this token.

Proton Bombs (5pts)

When this bomb token detonates, deal 1 faceup Damage card to each ship at Range 1 of the token. Then discard this token.

Seismic Charges (2pts)

When this bomb token detonates, each ship at Range 1 of the token suffers 1 damage. Then discard this token.

Thermal Detonators (3pts)

When this bomb token detonates, each ship at Range 1 of the token suffers 1 damage and receives 1 stress token. Then discard this token.

-----

To drop a mine, follow the steps below:

Use as Action.

Take the [Straight 1] manoeuvre template and slide it between the rear guides of your ship.

Place the mine token into the play area and slide the guides of the token into the opposite end of the template.

If placing cluster mines, place the central cluster mine token first, then place 1 additional cluster mine token in each of the recessed areas of the central cluster mine token.

Mines detonate as ships contact or move through the token:

Cluster Mines (4pts)

When one of these bomb tokens detonates, the ship that moved through or overlapped that token rolls 2 attack dice and suffers 1 damage for each hit and crit (Erratum) rolled. Then discard that token.

Conner Net (4pts)

When this bomb token detonates, the ship that moved through or overlapped this token suffers 1 damage, receives 2 ion tokens, and skips its "Perform Action" step. Then discard this token.

Proximity Mines (3pts)

When this bomb token detonates, the ship that moved through or overlapped this token rolls 3 attack dice and suffers all damage (hit) and critical damage (critical hit) rolled. Then discard this token.

If a ship executes a maneuver in which its maneuver template and/or base overlaps multiple proximity mine tokens, all of the proximity mine tokens detonate, even if the ship is destroyed by the first token it overlaps.

If a ship drops a Proximity Mine so that it overlaps multiple ships, the player dropping the bomb chooses which ship suffers the effects of the Proximity Mine detonating.

Note that a Proximity Mine token that is dropped on a ship is placed under the ship’s base and does immediately detonate. A ship is also considered to be overlapping a Proximity Mine token when it executes a maneuver, decloaks, or performs a boost or barrel roll.

I just played with the different bombs a few times. I found it pretty easy to recall what did what when you used them. They are easy to break down into categories.