Would a 1 or 2 pt Torpedo or Missile break the game?

By Ram, in X-Wing

If I was to suggest this:
<some topredo/missile>
ATTACK (TARGET LOCK): Spend your target lock and discard this card to perform this attack.
Attack value: 4
Range: 2-3
1 or point(s).

How many of you would consider that broken? If so, why?

According to the vast majority on this forum, nearly everything breaks the game.

Plasma and Proton torps are 3 and 4 points. They are already very powerful on ships that are set up to use them. Making a cheaper but still 4 attack torp would only be balanced if you also add restrictions: eg guidance chips don't work and single slot ships only (such as on an X-Wing, which then still wants to have Integrated Astromech).

I think there needs to be stipulations on it. Once this card is discarded it cannot be flipped faceup. Because Scavenger Crane is a thing.

Also, if it's a missile (which it needs to be because Torp Scouts), it needs to be Limited, otherwise with a torp and 2 missile slots that's 4 x 4 dice missiles for just 6 points.

But no, with the right wording, for 2 points, it would not be broken

IMO, it would be over powered. As Gilarius posted, we already have 4 damage point missiles and torpedoes that are more expensive. As they should be. At one point cost, you could field eight Z95s and half would be armed with a 4 damage point weapon. Or field seven, all carrying the missiles with added upgrades on some.

My question back to you is why? Why do you think it's needed?

On the other hand, a one or two point missile/torpedoe, that did Zero damage but had some effect on pilots or affected ship's systems might not be a bad thing.

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With the right restrictions it could work. With few, none or wrong ones it would be very broken.

My reasoning behind this:
* The attack is a 4 naked dice modified by Chips and Focus at most.
* We have loads of 4 dice attacks in the already today and most of them modified.
* The difference between this and a Plasma torpedo is 1-2 squad points and then the Plasma actually also adds the shield strip.

In my mind, perhaps with some restriction like "When you equip this, you can not equip any other Torpedo or Missile", this might not be that unfair at all. In some sense, this feels similar to BMST Scum Z:s and I would love for some reasonable new tools for X-wings and Zs in particular.

Edited by Ram
56 minutes ago, Jarval said:

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That's a good example but the other ships acquiring the TL have to be within range 3 of the ship hit with the XX-23. I was thinking more along ths lines of a temporary "critical" hit. Similar to a Blinded Pilot crit but no damage. It would require a means to track the temp hit, which could be a pain in the butt, but could be worthwhile if the effects were different enough from the presently available critical damage.

These wouldn't be bad for ships that can't take extra munitions. Generally a torpedo isn't worth the points and action for 3 die primary ship, but for only 2 points to get the extra die once and cancel out range 3 it has some value, but there would need to be some type of built in modifiers (like change 1 focus to a hit) or its DOA.

This could make use of the Torpedo slot on Xwings and Starvipers. Make it a torpedo or missile and it works for several ships.

57 minutes ago, Ram said:

My reasoning behind this:
* The attack is a 4 naked dice modified by Chips and Focus at most.
* We have loads of 4 dice attacks in the already today and most of them modified.
* The difference between this and a Plasma torpedo is 1-2 squad points and then the Plasma actually also adds the shield strip.

In my mind, perhaps with some restriction like "When you equip this, you can not equip any other Torpedo or Missile", this might not be that unfair at all. In some sense, this feels similar to BMST Scum Z:s and I would love for some reasonable new tools for X-wings and Zs in particular.

Torpedoes require the spending of a TL now which can be modded by focus and Chips. I might be able to get behind a naked, unmodified 4 dice attack but being able to mod the dice results just gives you a strong, cheaper missile or torp attack. Drop thd requirement to spend the TL but keep it an unmodded dice throw.

Here's one I though up a while back. 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.

ATTACK (TARGET LOCK): Spend a focus and discard this card to perform this attack. Your attack dice can be modified only by spending a focus token for its standard effect.
Attack value: 4
Range: 2-3

Fletchette torpedoes are decent for 2 points.

Perhaps that real estate could be reserved for ship-restricted options on ships that need a "fix".

34 minutes ago, markcsoul said:

Fletchette torpedoes are decent for 2 points.

I was about to mention this. This is another reason whay a 4 dice munition would be undercosted at only 1-2 points.

I think Plasma torps changed the game quite a bit at 3 points.

If you have a 4-dice attack where you did not need to spend the TL to fire it - it should be at least 3 points to be in line with Plasma Torps.

Edited by USCGrad90

I could see something like this:

4 (5?) Dice, Range 2-3, Limited

Attack (Target Lock): Make an attack. If this attack hits, cancel all dice, deal 1 damage card, then REMOVE this card from the game.

So the purpose would be to provide those ships who have no chance at hitting those super turtled up ships a way to do so, but by requiring the TL, it prevents it from being automatic. Being that the card is REMOVED from the game, prevents it from having EM placed on it, and limited means you can't take more than one. And by tying the removal to hitting, it also is never "wasted." It's a situational card, highly accurate, but low damage, and one time use... Exactly what you would expect a 2 point card to be. I would personally lean closer to 5 attack dice for it at 2 points. Though if it was 1 point, I think it might be over powered even at 4 dice.

1 hour ago, markcsoul said:

Fletchette torpedoes are decent for 2 points.

I know. Everyone forgets about Flechette Torps!

If you made a 2 pt ordnance that gave 4 dice you would pretty much price out every other ordnance in the game. They would rarely be used.

This was my approach:

I want a "dirty bomb" missile that appeals to my gambling nature. Something like 5 or 6 red dice, but you can't modify it all.

There's also design space for an Attack: Evade that hasn't been explored yet. And if it was a missile it would rule out both JM5K and Protectorates. Would probably need some form of modification for dice since you're looking at evade actions/tokens

5 hours ago, Stoneface said:

IMO, it would be over powered. As Gilarius posted, we already have 4 damage point missiles and torpedoes that are more expensive. As they should be. At one point cost, you could field eight Z95s and half would be armed with a 4 damage point weapon. Or field seven, all carrying the missiles with added upgrades on some.

My question back to you is why? Why do you think it's needed?

I dont really think it is needed, its more of a mental experiment what it would spawn. The thing is, no ship except perhaps Bossk and some procket ships that has just one torp or missile slot packs ordinance. I feel that a single shot missile or torp could help a lot of the smaller ships without really breaking stuff.

3 minutes ago, Ram said:

I dont really think it is needed, its more of a mental experiment what it would spawn. The thing is, no ship except perhaps Bossk and some procket ships that has just one torp or missile slot packs ordinance. I feel that a single shot missile or torp could help a lot of the smaller ships without really breaking stuff.

There is Flechette Torps out there for just 2 pts. I find them worth it. Plasma Torps are already 3 pts and do well. I think 2 pt ones would be too cheap.

6 minutes ago, heychadwick said:

There is Flechette Torps out there for just 2 pts. I find them worth it. Plasma Torps are already 3 pts and do well. I think 2 pt ones would be too cheap.

Even if you can only take one and no extra munitions? Even if dice cant be modified?

35 minutes ago, piznit said:

I want a "dirty bomb" missile that appeals to my gambling nature. Something like 5 or 6 red dice, but you can't modify it all.

Just fire an Adv Proton Torp without getting a Focus. Done.

28 minutes ago, piznit said:

There's also design space for an Attack: Evade that hasn't been explored yet. And if it was a missile it would rule out both JM5K and Protectorates. Would probably need some form of modification for dice since you're looking at evade actions/tokens

While game mechanically it can happen, it doesn't make a whole lot of sense fluff-wise. I mean, are you dodging or shooting?