If they let you reroll as many dice as the speed of the last maneuver, and they are like attack 4, it could be nice for Punishers to equipe one of these, a bomb, munitions and long range scanners.
They targetlock before approaching, then when they are at combat range, they focus, attacking with double modifications and keeping the target lock. Then they can stay engaged by just focusing and releasing more missiles, or disengage to target someone else and drop bombs behind to avoid pursuers.
So, those cruise missiles...
I bets its somewhat cheap and interesting, but not effective.
Name and artwork are cool, though.
Here's what we figured out over here :
Cruis[e]
Missil[es]
Attack[Target Lock]:
Discard th[is card to]
preform th[is attack.]
You may re[roll a number of]
attack dice [up to the]
speed of t[he maneuver you]
executed [this round, to a]
maximum of [_ dice]
We figured it would be 4 dice, range 1-2, maximum rerolls of one less reroll than number of dice, 4-5 points, rdepending on the reroll requirements (all dice vs dice of your choice).
Interestingly enough, this is an Attack[Target Lock] missile, but doesn't require you spend your target lock. Seems redundant given the reroll requirement.
Cruise Missile suggests 2-3 more than 1-2. Not spending the TL would make it pretty brutal for the Havoc titled Scurrg. With R4B11 you can spend a Target Lock to force the target to re-roll defense dice. It would also be great with Deadeye. You Focus and move fast, fire the missile, get re-rolls, and you have the Focus to spend for further modification.
Cruise missile seems like the best concept for a range 3+ anti-fortress missile.
How long ago was "camping" against Miranda bombers an issue?
AND combo's well with LRS, for when you can't disengage far enough to re-lock.
8 hours ago, Mattman7306 said:Here's what we figured out over here :
Cruis[e]
Missil[es]
Attack[Target Lock]:Discard th[is card to]
preform th[is attack.]You may re[roll a number of]
attack dice [up to the]
speed of t[he maneuver you]
executed [this round, to a]
maximum of [_ dice]We figured it would be 4 dice, range 1-2, maximum rerolls of one less reroll than number of dice, 4-5 points, rdepending on the reroll requirements (all dice vs dice of your choice).
Interestingly enough, this is an Attack[Target Lock] missile, but doesn't require you spend your target lock. Seems redundant given the reroll requirement.
I'm more in for a "roll" over "reroll". If it is reroll, they are made for deadeye.
What if this Missile has no damage base and what ever speed manoeuvre you do prior to firing is the damage dice you roll, that way maximum damage is still 5 and would make for interesting decisions of manoeuvres to get the best shots?
9 hours ago, Mattman7306 said:Here's what we figured out over here :
Cruis[e]
Missil[es]
Attack[Target Lock]:Discard th[is card to]
preform th[is attack.]You may re[roll a number of]
attack dice [up to the]
speed of t[he maneuver you]
executed [this round, to a]
maximum of [_ dice]We figured it would be 4 dice, range 1-2, maximum rerolls of one less reroll than number of dice, 4-5 points, rdepending on the reroll requirements (all dice vs dice of your choice).
Interestingly enough, this is an Attack[Target Lock] missile, but doesn't require you spend your target lock. Seems redundant given the reroll requirement.
On the grounds that it does not specify that you must spend your target lock to perform the attack, just have one like a Homing Missile, it would be logical to assume that it is "you may ROLL" as opposed to RE-ROLL a number of dice.
Unless anyone has a CSI-Las Vegas style image enhancer, you know the one where they can enhance an image of a hubcap so much that they can make out the face of a killer and room in further on the button his shoe to show a clear reflection of a second suspect, I am guessing this is about as close to the wording we are going to get until release.
On another note, since they have already borrowed from Epic, wouldn't it be great if this was a range 2 - 4 missile?
I doubt it's that from the wording etc, but that is kind of what a cruise missiles does!
I suspect it will be 'roll' as well, just because in the picture, the next letter after 're'/'ro' seems to be a "high" letter like an l, definitely not something small as you can see by the smudge. So 'roll' matches the picture more than reroll because of the higher smudge
47 minutes ago, Viktus106 said:On another note, since they have already borrowed from Epic, wouldn't it be great if this was a range 2 - 4 missile?
If this was the case the pack would have to include the 1-5 ruler.
1 hour ago, Polda said:If this was the case the pack would have to include the 1-5 ruler.
Whilst I do agree with you, I think every player has access to a way of measuring range 6 these days.
Especially between two players.
4 minutes ago, Viktus106 said:Whilst I do agree with you, I think every player has access to a way of measuring range 6 these days.
Especially between two players.
For casual play sure, but imagine people arguing on tournaments about range 4/5 close calls and not holding the rulers next to each other the right way. :-/
Plus you probably don't want to give low PS alpha strikes longer reach as the area covered by the arc increases as well.
Edited by PoldaOn 20/06/2017 at 11:14 AM, Viktus106 said:I am going to say:
Cruise Missile - 3 points
- 3 points, seems a bit good!
Just now, Deadfool said:- 3 points, seems a bit good!
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Why else would you take them?
5 hours ago, MrMaggles said:What if this Missile has no damage base and what ever speed manoeuvre you do prior to firing is the damage dice you roll, that way maximum damage is still 5 and would make for interesting decisions of manoeuvres to get the best shots?
Yeah, I was wondering if this might be the case.
12 hours ago, Flaren48 said:I'm more in for a "roll" over "reroll". If it is reroll, they are made for deadeye .
11 hours ago, Viktus106 said:On the grounds that it does not specify that you must spend your target lock to perform the attack, just have one like a Homing Missile, it would be logical to assume that it is "you may ROLL" as opposed to RE-ROLL a number of dice.
Unless anyone has a CSI-Las Vegas style image enhancer, you know the one where they can enhance an image of a hubcap so much that they can make out the face of a killer and room in further on the button his shoe to show a clear reflection of a second suspect, I am guessing this is about as close to the wording we are going to get until release.
11 hours ago, JayDestroyaC said:I suspect it will be 'roll' as well, just because in the picture, the next letter after 're'/'ro' seems to be a "high" letter like an l, definitely not something small as you can see by the smudge. So 'roll' matches the picture more than reroll because of the higher smudge
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Roll does make more sense, and now that I'm looking at it more closely, it does look that way.
reroll makes a little more sense to me as the design would be similar to synced turret. They are potentially more viable if it is reroll. Adding attack dice based on speed is a bit gimmicky and would not be consistent enough over the course of a tournament.
6 hours ago, Dengar5 said:reroll makes a little more sense to me as the design would be similar to synced turret. They are potentially more viable if it is reroll. Adding attack dice based on speed is a bit gimmicky and would not be consistent enough over the course of a tournament.
Since you don't need to spend your target lock, which allows you to re-roll your dice during the attack, having a built in ability that allows you to re-roll your dice seems rather redundant.
Unless of course, the new unrevealed crew card in the Havoc pack is a 1 point crew that allows you to re-roll a re-roll.
6 minutes ago, Viktus106 said:Since you don't need to spend your target lock, which allows you to re-roll your dice during the attack, having a built in ability that allows you to re-roll your dice seems rather redundant.
Unless of course, the new unrevealed crew card in the Havoc pack is a 1 point crew that allows you to re-roll a re-roll.
Astromech, and I doubt it.
The real benefit here of nor spending your lock might just be... keeping your lock. If you take the lock at r3, and don't have to spend it, you get into r1 with lock and focus.
Also, if you only went speed 1 to keep the relevant range, keeping your lock gets you more rerolls.
Suffice it to say i think this will be a very interesting missile - it will *really* reward people who know their rule of 11 well, if it's cheap and allows rerolls based on speed. I'm wondering if it's the first 3 point 4 die missile, to match Plasma Torpedoes.
6 minutes ago, thespaceinvader said:Astromech , and I doubt it.
The real benefit here of nor spending your lock might just be... keeping your lock. If you take the lock at r3, and don't have to spend it, you get into r1 with lock and focus.
Also, if you only went speed 1 to keep the relevant range, keeping your lock gets you more rerolls.
Suffice it to say i think this will be a very interesting missile - it will *really* reward people who know their rule of 11 well, if it's cheap and allows rerolls based on speed. I'm wondering if it's the first 3 point 4 die missile, to match Plasma Torpedoes.
Oh cool, now I am looking forward to it more.
Being that the majority of the pilots are scum and the title trades crew for Aggromech, are we even sure its an Astromech?
I'm still in the "roll more dice" camp, reason being that red dice are on the increase and seeing Miranda lock on via Long Range Scanners turn one, perform a three bank, focus, fire a two dice cruise missile at range 3, add three dice due to speed, add a sixth via ability and a seventh from Jan Ors in the HWK would just be hilarious and fitting of the power creep and be enough to punch a hole straight through a jumpmaster.
Add in the TLT shot from Jan and maybe even a two dice primary from Airen Cracken and that its a nice PS10 > PS10 > PS8 alpha for the rebels.
Just now, Viktus106 said:Oh cool, now I am looking forward to it more.
Being that the majority of the pilots are scum and the title trades crew for Aggromech, are we even sure its an Astromech?
I'm still in the "roll more dice" camp, reason being that red dice are on the increase and seeing Miranda lock on via Long Range Scanners turn one, perform a three bank, focus, fire a two dice cruise missile at range 3, add three dice due to speed, add a sixth via ability and a seventh from Jan Ors in the HWK would just be hilarious and fitting of the power creep and be enough to punch a hole straight through a jumpmaster.Add in the TLT shot from Jan and maybe even a two dice primary from Airen Cracken and that its a nice PS10 > PS10 > PS8 alpha for the rebels.
Well, Salvaged Astromech, anyway, not regular. I thought that was pretty obvious. It has a title that lets it use a unique trashmech, and there's only one that's especially good for it, so I would expect that to be the unique card we've not seen yet that appears to have a picture of an astromech on it, yes
"Fixing" jumps by powercreeping Miranda would be pretty much the definition of cutting off your nose to spite your face.
2 minutes ago, thespaceinvader said:Well, Salvaged Astromech, anyway, not regular. I thought that was pretty obvious. It has a title that lets it use a unique trashmech, and there's only one that's especially good for it, so I would expect that to be the unique card we've not seen yet that appears to have a picture of an astromech on it, yes
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"Fixing" jumps by powercreeping Miranda would be pretty much the definition of cutting off your nose to spite your face.
I can just see it being something FFG would release, more dice, more damage, shorter, more "interesting" games for streaming.
Also, I was right about Cad Bane crew and crossing my fingers for being two for two on predictions.