An EPT for dodging bombs and obstacles.
It only costs 1 point, because it is situational. If you can, you should still avoid asteroids and bombs, but at least you have a chance of coming out of a bomb collision okay.
What do you think?
An EPT for dodging bombs and obstacles.
It only costs 1 point, because it is situational. If you can, you should still avoid asteroids and bombs, but at least you have a chance of coming out of a bomb collision okay.
What do you think?
Then I post it here
I think something along these lines is necessary at some point. Bombs got their well-deserved buff, but now we also need to provide the possibility to defend against them.
Could be an EPT, could be a modification, could be missiles/secondary weapons that "shoot down" the bombs. The important part is that a player should be allowed to prepare for something and to pay the points of the card plus the opportunity cost of not taking something else. It is good if a game allows an arms race in a circle, the rock-paper-scissors.
If it were a modification then it would probably be taken instead of autothrusters. So now a ship with turret AND bombs still has an advantage with one of them. That's why I'm slightly hesistant to make it an EPT because it would allow to take both.
3 minutes ago, GreenDragoon said:
If it were a modification then it would probably be taken instead of autothrusters. So now a ship with turret AND bombs still has an advantage with one of them. That's why I'm slightly hesistant to make it an EPT because it would allow to take both.
With the Scurrg coming and the K-wing, I doubt it would be too fair against imperial players, since both the rebels and scum has access to ship with turrets AND bombs, both of those things being effective against multiple archetypes.
Technically there's the decimator with PWT+Bombs... but I get your point. And of course Sabine can turn any turret with crew into such a ship.
I just think that it is ok to have a weakness. It's not ok to have an overwhelming and crippling weakness.
Let's say it were a modification - now my ace can either try to stay at range 3 for ATs, or get into range 1 for the Evasion. So you get an actual option, which makes the game way more interesting.
If it were on any other slot however, then I don't have to care - my ship will be (relatively) fine either way. Range 3 gives me probably 4+ evade dice + AT + tokens, while range 1 gives me the extra attack while bombs are not a danger anymore.
The way I see it, bombs are an insurance to keep the annoying aces off your back. So it makes sense that these aces get an option to answer - but that option needs to come at a cost. And because aces tend to be too expensive anyway, I'd much rather see it in form of an opportunity cost. Decisions are what make the game so interesting.
Those are actually fair points.
Thanks!
That was only about the slot. I would like an upgrade that only works against bombs with the 1 range radius of explosion. The way you worded it now it would only affect "mines", the ones that have to overlap.
But maybe then you'd have to take the obstacles out?
I have to say I like that the roll works binary, i.e. you completely ignore the effect on a 3/8 chance. That seems fair to me, because the bomb (not mine) could still hit several others, and an unmodifiable green die is not that reliable. Is it maybe too little?
How about something like this?
Interesting. I like that the costs of neutralizing a bomb is relatively high by not attacking. That's exactly one of those decisions I meant before.
Of course it would have to be cheaper then. And I assume this would be during combat phase?
1 hour ago, RufusDaMan said:
I like that but it wouldn't stop a bomb being dropped in your lap would it? That's the real problem with bombs and sabine mixed. 2 unavoidable damage (at least) that you have no chance of dodging and there are a couple of hail mary pilots that make bombs too placeable. I don't feel like making a card but how about a mod that does this:
When you reveal your manuever and your move would cause you to overlap a bomb or obstacle you may roll a green die. On an evade result you may boost or barrel roll before you execute your manuever. This is not considered an action.
Aside from that seismic torpedos should work on bombs. Thematic too if you blow the bomb it hits the dropper. ?
Edit:after looking at it my solution doesn't stop lap bombs either but large ships should be more suseptible to bombs not less. Aces need bomb insurance not transports with the hp's to eat it.
Edited by LordFajubiModification - 1 pt - you may also equip Autothrusters paying it's point cost as usual - if you have 3 or less combined hull and shield value, you may reduce the damage received from (bomb icon) effects by 1.
6 hours ago, GreenDragoon said:Technically there's the decimator with PWT+Bombs... but I get your point. And of course Sabine can turn any turret with crew into such a ship.
I just think that it is ok to have a weakness. It's not ok to have an overwhelming and crippling weakness.
Let's say it were a modification - now my ace can either try to stay at range 3 for ATs, or get into range 1 for the Evasion. So you get an actual option, which makes the game way more interesting.
If it were on any other slot however, then I don't have to care - my ship will be (relatively) fine either way. Range 3 gives me probably 4+ evade dice + AT + tokens, while range 1 gives me the extra attack while bombs are not a danger anymore.
The way I see it, bombs are an insurance to keep the annoying aces off your back . So it makes sense that these aces get an option to answer - but that option needs to come at a cost. And because aces tend to be too expensive anyway, I'd much rather see it in form of an opportunity cost. Decisions are what make the game so interesting.
This is fine, it's Advanced Slam K-Wings with Sabine that aren't good for the game, IMO.
I think if bombing gets balanced between the factions (maybe @heychadwick is correct in his hope in the newest wave), the card is a good idea, the details are debatable though. If it stays like it is currently with the K-Sabine being pretty much it, the card should be a mod for Scum and Imperials only, IMO, Rebels don't need the help at all.