So, those cruise missiles...

By Flaren48, in X-Wing

They need a target lock, but not to spend it. Also it seems that they let you roll an additional number of dice equal to the manouver speed. Maybe at low cost and range 1, 2 attack dice? (like proton?) Intended for still fast but low evade ships just like scurrg or maybe imperial missile carriers?

Edited by Flaren48

WANT ON MY A WINGS!

They still have a maximum of attack dice like proton rockets

source?

3 minutes ago, Rakaydos said:

source?

You can read zooming on the spoiler of the scurrg

swx65_spread.png

I'm curious to see the exact wording on these, particularly the range bands. One thing to keep in mind is that approaching at a high speed will make using these on a low PS platform difficult depending on the range bands allowed. Approaching fast while your target also closes quickly can create issues for low PS pilots who move before their target and don't have the range to pick up the TL or who do have the range for the TL but then their target moves and ends up too close to fire the missiles. Depending on the specific mechanics, Long Range Scanners may prove to be essential to making these work effectively on mid-low PS platforms. In light of the Bomber/Punisher fixes in this wave, that may be intentional.

I think it'll let you reroll dice, not roll extras.

Might it be based on the target speed, not yours?

It would be interesting if it was a long range missles that worked at range 3+

I hope they are interesting and cheap. Otherwise they're not interesting and too expensive. But not too interesting or too cheap otherwise they make everything else uninteresting and too expensive.

So yah. I hope lots.

Cost and max will determine how good it is, but I like the concept.

Could be a subtle Imperial buff if it's good. They have a good assortment of fast ships with Missile slots. The while pile of bomb/Biggs/TLT shenanigans get a lot less crummy if Backdraft/Quickdraw/Vader/Inquisitor can slam 5 hits into something on the first exchange. Not that anybody asked for more alpha strike in the game, but apparently FFG thinks we want more bombs, Biggs, and TLTs, so who knows.

TL requirement makes it LESS biggs ;)

I am going to say:

Cruise Missile - 3 points
Attack Value: 2. Range 3
Attack [Target Lock]
Discard this card to perform this attack. You may roll additional attack dice equal to the speed executed maneuver, to a maximum of 3 additional dice.

This will then replace Homing Missile on VI Bossk for that sexy K4 Security Driod + 4LOM + Boba + Guidance Chip PS9 alpha strike with VI Ketsu + Dengar + Title.

Two attacks, ten potential damage on a single target which may or may not be on a rock at that point.

Love it.

Beyond that, Gamma Veterans with Deadeye and Guidance Chips doing a speed 3 or 4 to engage will be quite a nice alpha.

VI + Glitterstim + Guidance Chips N'Dru could potentially let off a six dice fully modified attack at PS9 as well.

Airen Cracken as well maybe with a Bandit support, both with Cruise Missile?

10 minutes ago, Viktus106 said:

VI + Glitterstim + Guidance Chips N'Dru could potentially let off a six dice fully modified attack at PS9 as well.

I would love it! One of the more frequent pilots i played :P always used homing missiles. The only thing that can go wrong is that you supposed a range 3, otherwise it will be less effective..

Edited by Flaren48

If it's range 3 only I doubt it'll see much use, it's a very fine margin to get into at high speed.

25 minutes ago, thespaceinvader said:

If it's range 3 only I doubt it'll see much use, it's a very fine margin to get into at high speed.

Unless it's cheap with a high dice cap, then it gets, interesting. But otherwise, yeah.

15 hours ago, Biophysical said:

Could be a subtle Imperial buff if it's good. They have a good assortment of fast ships with Missile slots. The while pile of bomb/Biggs/TLT shenanigans get a lot less crummy if Backdraft/Quickdraw/Vader/Inquisitor can slam 5 hits into something on the first exchange. Not that anybody asked for more alpha strike in the game, but apparently FFG thinks we want more bombs, Biggs, and TLTs, so who knows.

I was thinking the same thing, to be honest.

Of course, I'm not thinking of just those 4 pilots you mentioned. There are a lot more than could use it. Tie Bomber can go 4. Tie Punisher can go 3. All the TAP V1's have missile slots and when they get a TL they also get an Evade.

Even Z-95's could love it.

17 minutes ago, Biophysical said:

Unless it's cheap with a high dice cap, then it gets, interesting. But otherwise, yeah.

ven then high PS will be needed to make it work, otherwise you won't get the TL and keep range 3 without blockers or LRS, or deadeye or targettiung sync or etc.

Edited by thespaceinvader

Reminds me again that ships should be able to take multiple zero(printed) point cost mods.

Bombers should not have to choose between long range scanners and guidance chips. They really want both.

LRS let's Bombers threaten a 5K and missiles from behind. But without chips, that attack is lacking accuracy.

3 minutes ago, gamblertuba said:

Reminds me again that ships should be able to take multiple zero(printed) point cost mods.

Bombers should not have to choose between long range scanners and guidance chips. They really want both.

LRS let's Bombers threaten a 5K and missiles from behind. But without chips, that attack is lacking accuracy.

Maybe that will be the Imperial bomber buff, a second title for both the punisher and bomber that allows them to take two modifications not exceeding 2 points.

I think that this is going to be like Proton Torps where it is really only going to come in scum expansions, because the only two scum expansions that come with missiles are the Firespray and the Hound's tooth (Hound's tooth comes with Homing and Firespray with Homing and Assault). (BTW I only play scum) So basically if you only buy scum expansions (if you count the Firespray as a scum expansion [I have most-wanted]) you only get two copies of Homing and one copy of Assault missiles. Just because scum get very little misssiles, I think that Cruise Missiles will be really unique to scum.

1 hour ago, heychadwick said:

I was thinking the same thing, to be honest.

Of course, I'm not thinking of just those 4 pilots you mentioned. There are a lot more than could use it. Tie Bomber can go 4. Tie Punisher can go 3. All the TAP V1's have missile slots and when they get a TL they also get an Evade.

Even Z-95's could love it.

Sure, there are a lot of other possibilities, I'm just listing off the premiere Imperials at the moment. Hell, I'm actually most excited for in on the TIE/D. This sounds weird, but that ship is a little weak for the points at long range, and a good long range missile that gave bonuses for speed would be perfect for them.

Say they are ~3-4 points and you either get to reroll number of dice equal to your speed that round or they are cheaper, like 2-3 points and you roll extra dice up to 4 based on your speed that round.

Now let us say the PS3 with EPT is 26 or 27 points.

Remember Deadeye? :D hopefully these will not let you roll 5 dice.


Edit: oh yeah, Concussion Missiles already exist.

Edited by Polda

@Princess LeidAnEgg You get your first like for your name.

Don't forget that Captain Nym has a Rebel variant, so the Scurrg expansion and its upgrades will be available to Rebels too.

Edited by Force Majeure