What would an Imperial anti-bombing upgrade look like?

By TheHumanHydra, in X-Wing

Seismic Torpedos should be erratta'd to be able to blow up mines.

1 hour ago, Rakaydos said:

Seismic Torpedos should be erratta'd to be able to blow up mines.

I would be okay with this.

The card text is really full though I don't know if you can add "or bomb token" physically on it.

Using the new Scurrg as inspiration:

Ion Chaffe

Mod

1 point

Discard this card to prevent a bomb from detonating.

Simple, effective and IMO not OP due to being a one time use

Edited by Deffly
Spelling

The designers have said in the past that they don't want to make tightly focussed cards that might turn out to be useless if your opponent doesn't bring a specific thing in their list. That's why Autothrusters have the range three in arc effect as opposed to being restricted to buffing defences out of arc - they still provide some benefit against lists without turrets.

Keeping in mind the Royal Guard title, a modification along these lines might work:

"Etheric Rudder. 1 point. After rolling dice for obstacle or bomb effects, you may reroll one die. You may equip this card only if you have the <evade> action icon."

Helps Imps without helping Fenn, helps with advanced slam action bombs without doing anything to stop reveal bombs (if you can dodge an arc, you can dodge a bomb). Doesn't invalidate bombs as an option, just slows down their damage so that a Sabined cluster mine isn't a guaranteed death sentence for a squint or a TIE fighter.

Edited by MacchuWA

Broadly speaking, you can 'protect' yourself from mines in two ways - either a ship can have something 'on board' which reduces the chances of being hurt by a bomb, or else you can have an upgrade which turns one of your ships into a "minesweeper".

I'd argue that the latter probably makes more sense:

  • There is no convenient slot you can hang a "dodge mines" upgrade on a TIE advanced Prototype or TIE interceptor without removing something pretty important (such as Push The Limit, Autothrusters, or a title card).
  • By comparison, a support craft (say TIE shuttle or Lambda) is usually awash with 'spare' slots. With Palpatine being less common as a preferred tool (although he does have some use as an anti-dice-mine tool), a shuttle with fleet officer and [x] might be a viable alternative.

The key trick is probably making it do something when not faced with bombs. Yes, they're common, but not that common. Which means you either want a cheap card that does nothing for 3 games out of 4 and auto-wins you the fourth (the one with sabine and the K-wings), which feels like bad game design, or else a moderately expensive card which does something in every game but just so happens to be extra useful where minefields are a thing.

Being able to seismic torpedo a mine is good call, and would be nice. Unfortunately, the big problem children are mines which are dropped and then immediately flown into by the ace without a chance to dodge - there is never an action you could have used to trigger seismic torpedoes because by your action step, it's already gone off.

At the same time, the broad concept - something which helps you deal with damage from obstacle tokens and mine tokens sounds worth investigating. Some sort of "once per turn" (or "one turn per game") 'do not interact with' an obstacle or bomb token might be nice. That'd make it more about mines than bombs (because bombs are going to detonate anyway) but a boost/barrel roll squint can already get out of a blast radius, and doesn't need to be able to do so and still have an untouchable stack of tokens.. What it needs is to be able to dodge a pair of cluster mine tokens and not get killed by hit, hit, sabine with no chance to defend on average rolling......and if the alternate use was to allow the ship to (once) R5-X3 esque zip through a debris field unexpectedly, that could be just as nasty.

19 hours ago, UnitOmega said:

I would be okay with this.

The card text is really full though I don't know if you can add "or bomb token" physically on it.

wouldn't even need to do that Mines are meant to be Obstacles. just add to the FAQ Mines are Obstacles and all effects that apply to Obstacles apply to Mines. Bombs don't need the same rule tho as they are easier to work around and you can barrel roll away

Imps already have good answers to bomber crafts. TIE/D with Ion is very effective IPMs and Ion Torps also work well

I think one should be able to use snap shot to attack bombs before the detonate..

On 2017-6-17 at 10:17 PM, Rakky Wistol said:

Sad but true: It would look exactly like a rebel or scum upgrade except cost more, be less useful in some way, and be for a ship that doesn't need it or has other things in that same slot that it needs.

Happy but won't happen: Defensive thrusters, mod, 2pts- you may perform the Boost or BR action more than once a turn. When you are damaged by a non-weapon source you may discard an evade token to reduce the damage by 1.

x_wing_miniatures___custom_tie_title_upg

Anything that would allow to roll some defense die vs bomb AND thats not for a mod slot. Having to chose between bomb defense or autothruster would be a terrible idea.

3 hours ago, Odanan said:

I like it but it should be a mod and still allow a second tie only mod. Then they can make a tie title regarding tie only mods that does something.

I know that's not super flavorful but it feels like all the old ties really need somthing like that.

First Order Production line, title, tie only: you equip a modification at -1 squad points OR your upgrade bar gains the tech slot. You may not equip this title <insert language here so that it can't be used by first order ships>.

And we still do need a do BR or Boost twice arc dodger or ability.

4 hours ago, X Wing Nut said:

wouldn't even need to do that Mines are meant to be Obstacles. just add to the FAQ Mines are Obstacles and all effects that apply to Obstacles apply to Mines. Bombs don't need the same rule tho as they are easier to work around and you can barrel roll away

Imps already have good answers to bomber crafts. TIE/D with Ion is very effective IPMs and Ion Torps also work well

That'd make Scum Nym pretty strong though - if mines are obstacles then they obstruct AND Nym gives you free evade.

Not sure it works though - there's no such thing as a "mine", all of them are bomb tokens. You'd need to specifically name all "mine" type tokens and update the list every FAQ, it's not a very efficient solution.

Just hard errata royal guard title to give +1 hull.

Think this is op? Look at fenn raus pricing. Soont would be on par, not more.

Edited by MaxPower
23 minutes ago, MaxPower said:

Just hard errata royal guard title to give +1 hull.

Think this is op? Look at fenn raus pricing. Soont would be on par, not more.

Alphas are left in the cold, then.

Also, +1 shield surely?

There is also an elite talent idea -

Asteroids don't concern me

Imperial only

Action: you may choose two small based ships. As long as they end their move within range 1 of an enemy craft, they can ignore all obstacle or bomb tokens

I have a brain-fart kinda idea I'll float here and see what you guys think (pardon the pun): What if the Imps had a crew that was the inverse of Cad and Sabine that, rather than boosted bombs, captured them via a tractor-beam kinda way and could then place them in other locations, potentially saving their own squad or setting up problems for an enemy one?

Yeah, weird, kinda.....and this was a pre-5:00 idea.

Second try:

x_wing_miniatures___custom_tie_title_upg

(death to the enemies of the Emperor!)

Name: Cut the Red Wire

Type: EPT

Restrictions: None

Text: When your ship base overlaps a mine, roll 2 red dice. On 1 or more <focus> results, the mine is removed from play without detonating.

Cost: 1