X-wing 1.0 Balance Mod

By MajorJuggler, in X-Wing

8 hours ago, Giledhil said:

Loads of points reduction here. Do you get rid of Extra Munitions?

Also, I feel that Sabine should be limited to the normal range of the bomb : at Range 1 for a dial-drop bomb, under the template for action-drop mines.

They might even need a hair more cost reductions.

I haven't settled on Extra Munitions yet, but am leaning towards making it cost half the total of all equipped bombs/missiles/torpedoes. Pain for the squad builder though.

Sabine having a range limitation instead of a stress limitation is an another potentially good idea. But it's tricky finding the right range, because you don't want to be at range 1 of an auto-exploding bomb, and if Sabine's range covers 1-2, that essentially makes her work 100% of the time with dropped bombs from that ship. Which brings us back to the original problem of having no tactical tradeoff for a very powerful ability.

Edited by MajorJuggler
7 hours ago, MajorJuggler said:

Sabine having a range limitation instead of a stress limitation is an another potentially good idea. But it's tricky finding the right range, because you don't want to be at range 1 of an auto-exploding bomb, and if Sabine's range covers 1-2, that essentially makes her work 100% of the time with dropped bombs from that ship. Which brings us back to the original problem of having no tactical tradeoff for a very powerful ability.

Why not just make Sabine once per game?

26 minutes ago, HolySorcerer said:

Why not just make Sabine once per game?

Eh, if she's a one time use then that's not worth much at all, that goes too far in nerfing her. Spending a crew slot to get a single reverse hull upgrade that you can slap on the other player is not worth many points.

32 minutes ago, HolySorcerer said:

Why not just make Sabine once per game?

... Because it's best to strive to have cards be at least considered for play?

(That said, Sabine getting one "Shaped Charge token for each [bomb] upgrade in her squadron" (or maybe "on the ship on which she is equipped") seems kinda legit.)

Edited by Jeff Wilder

I think the extra bomb slot and a crackshot for bombs is worth 2 points.

20 minutes ago, gamblertuba said:

I think the extra bomb slot and a crackshot for bombs is worth 2 points.

It is, but it's not worth the crew slot given all the other excellent crew available to Rebels

"Crackshot for bombs" is an interesting way to think of it. Would probably be worth about 1 point in the stock game.

Turrets

Changes are highlighted .


Overview

  • Turrets other than TLT have only been been balanced for PS2 Y-wings so far. Final costs are tentative, but the costs here should be in the right ballpark.
  • Twin Laser Turret no longer grants the 2nd attack when shooting at range 3 out of arc, but has had its cost reduced to compensate.
  • Blaster Turret still requires a focus to use, but no longer requires a focus be spent to perform the attack.
  • Synced Turret no longer requires a Target Lock to use.
  • Blaster Turret, Dorsal Turret, and Synced Turret have had wording changes that now provide increased efficiency if the defender is in arc.

Autoblaster Turret

  • Attack range: 1
  • Attack dice: 2
  • Attack requirement: [none]
  • Cost: changed from 4 to 3 / 3 / 4
  • Card text: Attack: Attack 1 ship (even a ship outside your firing arc). Your hit results cannot be canceled by defense dice. The defender may cancel critical results before hit results.

Blaster Turret

  • Attack range: 1-2
  • Attack dice: 3
  • Attack requirement: [focus]
  • Cost: changed from 6 to 9 / 11 / 13
  • Card text: Attack: Attack 1 ship (even a ship outside your firing arc). If the defender is inside your primary firing arc, you may change one blank result to a <eye> result.
  • Note: removed the requirement of spending a focus to perform this attack, increased the efficiency when the target is in arc, and adjusted the cost.

Dorsal Turret

  • Attack range: 1-2
  • Attack dice: 2
  • Attack requirement: [none]
  • Cost: changed from 6 to 3 / 4 / 5
  • Card text: Attack: Attack 1 ship (even a ship outside your firing arc). If the target of this attack is inside your primary firing arc or at range 1, roll 1 additional attack die.

Ion Cannon Turret

  • Attack range: 1-2
  • Attack dice: 3
  • Attack requirement: [none]
  • Cost: changed from 10 to 7 / 8 / 9
  • Card text: Attack: Attack 1 ship (even a ship outside your firing arc). If this attack hits the target ship, the ship suffers 1 damage and receives 1 ion token. Then cancel all dice results.

Synced Turret

  • Attack range: 1-2
  • Attack dice: 3
  • Attack requirement: [none]
  • Cost: changed from 8 to 10 / 12 / 14
  • Card text: Attack: Attack 1 ship (even a ship outside your firing arc). If the defender is inside your primary firing arc, immediately after you roll attack dice you may acquire a target lock on the defender .
  • Note: removed the target lock requirement to attack; if target is in-arc-check then it grants an immediate target lock instead of dice reroll; changed cost.

Synced turret FAQ : The text "If the defender is inside your primary firing arc" only applies when performing the synced turret attack, not for primary weapon attacks or other secondary weapon attacks.

Twin Laser Turret

  • Attack range: 2-3
  • Attack dice: 3
  • Attack requirement: [none]
  • Cost: changed from 12 to 8 / 10 / 12
  • Card text: Attack: Attack 1 ship (even a ship outside your firing arc). If the defender is at range 2 or is in your primary firing arc, perform this attack twice , otherwise perform this attack once . Each time this attack hits, the defender suffers 1 damage. Then cancel all dice results.

Edited by MajorJuggler

K-wings


Overview

Miranda gets nerfed so her ability is only in arc. The rest of the K-wings just see cost adjustments.

Pilot Tiers

  • Miranda Doni is tier 2.
  • All other K-wings are tier 3.

Pilot Cost and Ability Changes

  • Warden Squadron Pilot (PS2): cost decreased from 46 to 38.
  • Guardian Squadron Pilot (PS4): cost decreased from 50 to 41.
  • Esege Tuketu (PS6): cost decreased from 56 to 45.
  • Miranda Doni (PS8): cost decreased from 58 to 48, and pilot ability changed to: "Once per round when attacking a ship inside your firing arc, you may either spend 1 shield to roll 1 additional attack die or roll 1 fewer attack die to recover 1 shield."

Key Card Changes

See Turrets and Bombs .

Sample Loadouts

  • PS2 + TLT (51 points)
  • PS4 + TLT (54 points)
  • Esege (PS6) + TLT (58 points)
  • Miranda (PS8) + TLT (63 points)
2 hours ago, MajorJuggler said:

K-wings

Have you thought about taking away their PTW? So that the R1 hole of the TLT wouldn't be covered by their primary anyway (and other turrets like dorsal might become more interesting to them).

Don't want to piss on your parade or anything, I am completely not interested in this alternative format and I evade this topic like a plague, but I have one question.

Why does the title of the thread is "Community Mod"?

It is clear as day that it is not an initiative of X-Wing community as a whole but initiative of one dude: Major Juggler. Wouldn't this thread should be named "Major's Juggler X-Wing mod"? As it stands description "Community Mod" is a complete misuse.

Keep in mind that turrets could also be differentiated by " outside your primary firing arc." Obviously that's significantly more valuable, but it does require some thought in flying to get the benefit.

3 hours ago, Embir82 said:

Don't want to piss on your parade or anything, I am completely not interested in this alternative format and I evade this topic like a plague, but I have one question.

Why does the title of the thread is "Community Mod"?

It is clear as day that it is not an initiative of X-Wing community as a whole but initiative of one dude: Major Juggler. Wouldn't this thread should be named "Major's Juggler X-Wing mod"? As it stands description "Community Mod" is a complete misuse.

So if someone had the plague, you would mostly ignore them unless you really disagreed with something that they said. In which case you would get right up in their face and be as rude as possible while stating that you don't mean to be rude.

Edit: and if you avoid the topic, how do you know what kind of back and forth is going on? or the facebook group and polls that are going into this?

Edited by gamblertuba
13 minutes ago, gamblertuba said:

So if someone had the plague, you would mostly ignore them unless you really disagreed with something that they said. In which case you would get right up in their face and be as rude as possible while stating that you don't mean to be rude.

In what way is my post rude? I have nothing against house rules, if someone wants to play some homebrewed version of some game in his home it is his right. I am not here to tell him otherwise.

Having said that you must understand that I just pointed out that thread is titled disapropriately. It is initiative of one guy who is not satisfied with original ruleset. Meanwhile thread title suggests as if this initiative was backed up by community of X-Wing as a whole, which is just not true. Because majority of community prefers standard X-Wing. Hence my earlier post.

I love that you gave the Interceptor +1 hull! It makes it more like the Rogue Squadron ones (they're tougher than the TIE/LN).

Considering that the TIE Interceptor is described in The Stele Chronicles as having a targeting computer, should it get one natively (or allow it to equip it for free/low cost, possibly combined with the free hull upgrade)? It's always bugged me that I had to put one on with a mod slot.

Keep up the good work!

8 hours ago, Giledhil said:

Have you thought about taking away their PTW? So that the R1 hole of the TLT wouldn't be covered by their primary anyway (and other turrets like dorsal might become more interesting to them).

Certainly thought about it, but when in doubt "keep things the same as the stock game" (see points #3 and #4 from Core Philosophy). Having a primary weapon turret + a secondary turret upgrade slot is a unique capability which increases the design space, which is a good thing, all else being equal. The K-wing is a less points efficient TLT carrier than Y-wings anyway. Final point cost pending of course.

On 11/27/2017 at 11:00 PM, MajorJuggler said:

Core Philosophy and Long-Term Goals

  1. Improve balance and build diversity for each pilot in the game .
  2. Zero long-term powercreep .
  3. Stay as close as possible to FFG’s stock “X-wing 1.0” design from a mechanical perspective . This means no new dice, no new dials*, and no fundamental changes to primary weapon turrets other than point adjustments. There’s a lot of good ideas that could get incorporated in a real “X-wing 2.0” but that is not the goal of this mod.
  4. When possible keep the changes as simple as possible. Anything that reduces the barrier of entry of going from stock X-wing to "Mod-Wing" is good because it will increase the playerbase, and less complicated changes are usually more fun too. Keeping things simple includes introducing as few new custom cards as possible, although this is at odds with goal #1.
  5. Use math to obtain initial estimates for ship balance, and further refine with analytical playtesting and tournament results .
  6. Eventually explore making balance changes voted on by committee .
  7. Balance Epic too .

4 hours ago, Embir82 said:

Don't want to piss on your parade or anything, I am completely not interested in this alternative format and I evade this topic like a plague, but I have one question.

Why does the title of the thread is "Community Mod"?

It is clear as day that it is not an initiative of X-Wing community as a whole but initiative of one dude: Major Juggler. Wouldn't this thread should be named "Major's Juggler X-Wing mod"? As it stands description "Community Mod" is a complete misuse.

Legitimate question! First off, thank you for taking the time to post here even though you are not interested in playing the format. Even after this mod gets fully polished and supported by a squad builder and vassal integraton, I still expect only a small portion of the X-wing population will be interested in it, probably something around 10% to 35%. So feedback in any form is welcome. :)

To answer your question, I don't want to exclusively own the maintenance of this project in perpetuity (I do have other things to do), but I also don't know anyone else with the technical capability and/or ambition to get this project bootstrapped. The work I am doing now is more than just getting a draft revision of point costs and changes out there, it is to get a technical analysis and evaluation infrastructure in place, and knowing exactly what sort of analytical data to look for during beta testing. Bear in mind that this is still in alpha testing, not even beta yet. Also as was previously mentioned, I frequently put up polls on Facebook to get the community's thoughts. The answer to your question is probably summarized in point #6 of the Core Philosophy statement in the OP here ( emphasis added ):

On 11/27/2017 at 11:00 PM, MajorJuggler said:

Core Philosophy and Long-Term Goals

  1. Improve balance and build diversity for each pilot in the game .
  2. Zero long-term powercreep .
  3. Stay as close as possible to FFG’s stock “X-wing 1.0” design from a mechanical perspective .
  4. When possible keep the changes as simple as possible.
  5. Use math to obtain initial estimates for ship balance, and further refine with analytical playtesting and tournament results .
  6. Eventually explore making balance changes voted on by committee . Several people have mentioned the community-driven 40k ITC project, where format changes are voted on by a committee of tournament organizers. I think this is a great direction to go long-term. This mod is probably more ambitious than 40k ITC from a technical balance perspective, so the implementation of a voting board would probably end up looking a little different than it does for 40k ITC. Once the mod is close to a stable release I would like to see what that kind of approach would practically look like for this format, and gauge the community’s interest in participating, provided that the mod stays true to the previously listed “Core Philosophies” here. However, since this mod is just getting up and running and I'm the only one really driving it, it’s currently a one-man show when it comes to making executive decisions . The entire power curve is getting readjusted from scratch, so this is the most effective way to get the initial version off the ground with consistency and reasonable technical accuracy.
  7. Balance Epic too .

2 hours ago, Jeff Wilder said:

Keep in mind that turrets could also be differentiated by " outside your primary firing arc." Obviously that's significantly more valuable, but it does require some thought in flying to get the benefit.

Interesting idea, will keep it in mind.

Edited by MajorJuggler
22 minutes ago, impspy said:

I love that you gave the Interceptor +1 hull! It makes it more like the Rogue Squadron ones (they're tougher than the TIE/LN).

Considering that the TIE Interceptor is described in The Stele Chronicles as having a targeting computer, should it get one natively (or allow it to equip it for free/low cost, possibly combined with the free hull upgrade)? It's always bugged me that I had to put one on with a mod slot.

Keep up the good work!

Yeah, 3 hull behind 3 agility is just not anywhere near as durable now (in the stock game or Mod-Wing baseline) than it was at the initial game release. And it wasn't great then. I recall the TIE Interceptors in the TIE Fighter game having marginally more hull as well, so thematically it works. (20 vs 15? Would have to check my paper copy 'Stele Chronicles' manual back at home). But the real motivation has to be game balance and design. They're still in the same ballpark as Mod-Wing TIE Fighters, which now get Evasive Thrusters, which is generally worth at least half a hull.

Edited by MajorJuggler
On 1/23/2018 at 8:20 PM, MajorJuggler said:

"Crackshot for bombs" is an interesting way to think of it. Would probably be worth about 1 point in the stock game.

On 1/23/2018 at 7:19 PM, gamblertuba said:

I think the extra bomb slot and a crackshot for bombs is worth 2 points.

It's more than just Crackshot, it's an undodgable super crackshot that can hit a totally separate target. It also gives you a bomb slot.

Sabine is stupid.

Auzituck Gunship


Overview

  • Lowhhrick gets an ability wording nerf so it only works if the attacker is inside Lowhhrick's 80 degree primary firing arc .
  • Expertise has been nerfed so it hands out a stress after use.
  • Tactician has been tweaked so it is explicitly more expensive on ships that have a mobile arc or auxiliary arc.
  • The common 4x Wookiee and 3x Wookiee builds are still legal, but lose some minor cost efficiency: loss of one Wookiee Commando on the 4x squad, and no breach specialists on the 3x squad.

Pilot Tiers

  • All Auzituck Gunships are tier 2.

Pilot Cost and Ability Changes

  • Kashyyyk Defender (PS1): cost decreased from 48 to 47.
  • Wookiee Liberator (PS3): cost remains 52.
  • Lowhhrick (PS5): cost remains 56, and pilot ability changed to: "When another friendly ship at Range 1 is defending, if the attacker is inside your primary firing arc you may spend 1 reinforce token. If you do, the defender adds 1 <evade> result."
  • Wullffwarro (PS7): cost decreased from 60 to 57"

FAQ: Lowhhrick's ability can only be used if the defender is inside his 80 degree primary firing arc.

Key Card Changes

Wookiee Commandoes

Cost changed from 2 to 4 / 4 / 4

Breach Specialist

Cost changed from 2 to 2 / 3 / 3

Tactician

Cost changed from 4 to 3 / 4 / 5, and card text changed to: "After you perform an attack against a ship inside your firing arc at Range 2, that ship receives 1 stress token. Increase the cost of this card by 2 if your ship has an auxiliary arc or a mobile arc."

Sample Loadouts

  • Kashyyyk Defender (PS1) + Wookiee Commandoes (51 points)
  • Wookiee Liberator (PS3) + Expertise + Tactician (66 points)
  • Wookiee Liberator (PS3) + Expertise + Tactician + Breach Specialist (69 points)
  • Wullffwarro (PS7) + Expertise (65 points)
  • Wullffwarro (PS7) + Expertise + Tactician (71 points)
  • Wullffwarro (PS7) + Expertise + Tactician + Breach Specialist (74 points)
Edited by MajorJuggler

Rebel TIE Fighter


Overview

Note that Rebel TIE Fighters can also take Evasive Thrusters and Attack Formation, although Evasive Thrusters cannot be taken with Captured TIE (both modifications), and Attack Formation cannot be taken with "Sabine's TIE" (both titles). Ashoka at PS9 with Sabine's Masterpiece and Captured TIE will be less expensive than in the stock game, especially with a tier 3 upgrade cost, but lacks both of the above new upgrades.

Pilot Tiers

  • All rebel TIE Fighters are tier 3.

Pilot Cost and Ability Changes

  • Zeb Orrelios (PS3): cost remains 26.
  • Captain Rex (PS4): cost increased from 28 to 31.
  • Sabine Wren (PS5): cost decreased from 30 to 28.
  • Ashoka Tano (PS7): cost decreased from 34 to 31.

Key Card Changes

Attack Formation , and Evasive Thrusters : see TIE Fighter post .

Sabine's Masterpiece

Cost remains 2 / 2 / 2

Captured TIE

Cost remains 2 / 2 / 2

Edited by MajorJuggler

TIE/sf


Overview

  • No mechanical changes are made to the TIE/sf, just cost changes.
  • The TIE/sf are not expected to equip the "Attack Formation" title, since it is mututally exclusive with their own native "Special Forces TIE" title.
  • TIE/sf cannot equip "Evasive Thrusters" since they have an agility value of 2, and Evasive Thrusters can only be equipped on TIE Fighters with an agility value of 3.
  • Properly costing Quickdraw needs some data analytics to see how much his ability typically increases his damage output, and how often he's getting a target lock via Fire Control System. The point values here are based on a reasonable estimate of these uncertain data analytics. His cost will certainly get tweaked when we get to beta, but it is clear that he is severely undercosted in the stock game. His base cost only marginally increases, but he has the highest pilot tier, incurring the highest possible cost for each of his equipped upgrades.

Pilot Tiers

  • Quickdraw is tier 1.
  • All other TIE/sf are tier 2.

Pilot Cost and Ability Changes

  • Zeta Specialist (PS3): cost reduced from 46 to 37.
  • Omega Specialist (PS5): cost reduced from 50 to 41.
  • Backdraft (PS7): cost reduced from 54 to 46.
  • Quickdraw (PS9): cost reduced from 58 to 57.

Key Card Changes

Fire Control System

cost changed from 4 to 4 / 6 / 8

Lightweight Frame

cost changed from 4 to 4 / 5 / 6

Advanced Optics

cost changed from 4 to 4 / 5 / 6

Sample Loadouts

All TIE/sf have the Special Forces title.

  • PS3 + LWF + FCS (48 points)
  • PS5 + LWF + FCS (52 points)
  • Backdraft + Veteran Instincts + LWF + FCS (60 points)
  • Quickdraw + Veteran Instincts + LWF + FCS (77 points)
  • Quickdraw + Veteran Instincts + LWF + FCS + Advanced Optics (81 points)
Edited by MajorJuggler

Missiles, Torpedoes, TIE Bombers, and Y-wing tweaks are incoming shortly.

Meanwhile, here's some changes to Veteran Instincts and Adaptability. I'm not getting rid of these cards entirely, because that would just push list building to insane initiative bids instead. I also don't want to increase the cost globally, because it's already fine for lower pilot skills. So the solution is a cost adjustment that only affects higher pilot skill pilots. I'll be going back and tweaking the base cost of some pilots accordingly, like Quickdraw.

Veteran Instincts

  • cost: 1 / 2 / 3
  • Increase your pilot skill by 2. If your printed pilot skill is greater than 6, the cost of this card is increased by your printed pilot skill minus 6.

Adaptability

  • cost: -1 / 0 / 1
  • (Side 1) Increase your pilot skill value by 1. If your printed pilot skill is greater than 7, the cost of this card is increased by your printed pilot skill minus 7.
  • (Side 2) Decrease your pilot skill value by 1. If your printed pilot skill is greater than 7, the cost of this card is increased by your printed pilot skill minus 7.

The easiest way to think of VI and Adaptability is this:

  • The base cost for both remain the same (0 points and 2 points at a 200 point scale).
  • If you are a low tier pilot you pay one less (so adaptability is actually -1 for low tier pilots)
  • If you use Adaptability / VI to go to PS9, you pay a 1 point tax.
  • If you use Adaptability / VI to go to PS10, you pay a 2 point tax.
  • If you use Adaptability / VI to go to PS11, you pay a 3 point tax.

The harder way to think of it is to go through all possible combinations.

Adaptability

  • PS7 or less (PS changed by +/-1): -1 / 0 / 1
  • PS8 (PS changed to PS7 or PS9): 0 / 1 / 2
  • PS9 (PS changed to PS8 or PS10): 1 / 2 / 3

Veteran Instincts

  • PS6 or less (PS increased by 2): 1 / 2 / 3
  • PS7 (increased to PS9): 2 / 3 / 4
  • PS8 (increased to PS10): 3 / 4 / 5
  • PS9 (increased to PS11): 4 / 5 / 6

Equivalently, the cost to get to pilot skill 9 or higher is:

Pilot Skill 9

  • From PS 8 (Adaptability): 0 / 1 / 2
  • From PS 7 (Veteran Instincts): 2 / 3 / 4

Pilot Skill 10

  • From PS 9 (Adaptability): 1 / 2 / 3
  • From PS 8 (Veteran Instincts): 3 / 4 / 5

Pilot Skill 11

  • From PS 9 (Veteran Instincts): 4 / 5 / 6

Edited by MajorJuggler

So to cut down on upgrade spam each subsequent copies of an upgrade card cost more;

Wouldn't that encourage more 2 ship lists?

Edited by Marinealver
3 hours ago, Marinealver said:

So to cut down on upgrade spam each subsequent copies of an upgrade card cost more

I think you misunderstand; the 1 / 2 / 3 base cost for Veteran Instincts refers to the price for pilots of low, medium, and high tier. so a TIE Fighter pays the cheapest price (lowest tier), whereas Corran Horn pays the highest price.

The easiest way to think of VI and Adaptability is this:

  • The base cost for both remain the same (0 points and 2 points at a 200 point scale).
  • If you are a low tier pilot you pay one less (so adaptability is actually -1 for low tier pilots)
  • If you use Adaptability / VI to go to PS9, you pay a 1 point tax.
  • If you use Adaptability / VI to go to PS10, you pay a 2 point tax.
  • If you use Adaptability / VI to go to PS11, you pay a 3 point tax.

Missiles, Torpedoes, and related upgrades

Changes relative to stock are highlighted .

Extra Munitions

  • Cost: reduced from 4 to 0 / 0 / 0
  • Limited.
  • Card text: When you equip this card, place 1 ordnance token on each equipped <Torpedo>, <Missile>, and <Bomb> Upgrade card. When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead. Increase the cost of this card by half the total cost (rounding down) of all Upgrade cards that have an ordnance token placed on it.

Guidance Chips

  • Cost increased from 0 to 2 / 3 / 3

Deadeye

  • cost increased from 2 to 3 / 3 / 3

Long Range Scanners

  • cost increased from 0 to 1 / 1 / 1

Advanced Homing Missiles

  • Cost: reduced from 6 to 4 / 4 / 4
  • Attack (Target Lock)
  • Attack dice: 3
  • Range: 2
  • Card text: Discard this card to perform this attack. If this attack hits, deal 1 faceup Damage card to the defender. Then cancel all dice results.

Assault Missiles

  • Cost: reduced from 10 to 8 / 8 / 8
  • Attack (Target Lock)
  • Attack dice: 4
  • Range: 2-3
  • Card text: Spend your target lock and discard this card to perform this attack. If this attack hits, each other ship at Range 1 of the defender suffers 1 damage.

Chardaan Refit

  • Cost: changed from -4 to 0 / 0 / 0. (Effectively removed from the game)

Cluster Missiles

  • Cost: reduced from 8 to 6 / 6 / 6
  • Attack (Target Lock)
  • Attack dice: 3
  • Range: 1-2
  • Card text: Spend your target lock and discard this card to perform this attack twice.

Concussion Missiles

  • Cost: reduced from 8 to 7 / 7 / 7
  • Attack (Target Lock)
  • Attack dice: 4
  • Range: 2-3
  • Card text: Spend your Target Lock and discard this card to perform this attack. When you perform this attack you may change 1 of your blank results to a <hit> result.

Cruise Missiles

  • Cost: remains 6 / 6 / 6
  • Attack (Target Lock)
  • Attack dice: 1
  • Range: 2-3
  • Card text: Discard this card to perform this attack. You may roll additional attack dice equal to the speed of the maneuver you executed this round, to a maximum of 4 additional dice.

Harpoon Missiles

  • Cost: changed from 8 to 9 / 9 / 9
  • Attack (Target Lock)
  • Attack dice: 4
  • Range: 2-3
  • Card text: If this attack hits, after the attack resolves, assign the "Harpooned!" Condition to the defender.

"Harpooned!" condition

  • Starting the round after you receive this condition, when you are hit by an attack, if there is at least 1 uncanceled critical result, discard this card and receive 1 facedown Damage card.
  • Action: Discard this card.
  • (Players may wish to mark one side of their Harpooned tokens as "active" and flip the token to that side the turn after it is assigned.)
  • Note: added one-round latency to condition taking effect, removed all splash damage including damage-after death effect, and removed chance of receiving damage when removing the condition.

Homing Missiles

  • Cost: reduced form 10 to 8 / 8 / 8
  • Attack (Target Lock)
  • Attack dice: 4
  • Range: 2-3
  • Card text: Discard this card to perform this attack. The defender cannot spend evade tokens during this attack.

Ion Pulse Missiles

  • Cost: reduced from 6 to 5 / 5 / 5 .
  • Attack (Target Lock)
  • Attack dice: 3
  • Range: 2-3
  • Card text: Discard this card to perform this attack. If the attack hits, the defender suffers 1 damage and receives 2 ion tokens. Then cancel all dice results.

Proton Rockets

  • Cost: remains 6 / 6 / 6
  • Attack (focus)
  • Attack dice: 2
  • Range: 1
  • Card text: Discard this card to perform this attack. You may roll additional attack dice equal to your agility value, to a maximum of 3 additional dice.

Scrambler Missile

  • Cost: remains 6
  • Attack (Target Lock)
  • Attack dice: 3
  • Range: 2-3
  • Card text: Discard this card to perform this attack. If this attack hits, the defender suffers one damage , and the defender and each other ship at Range 1 receive 1 jam token. Then cancel all results.

Unguided Rockets

  • removed from the game

XX-23 Thread Tracers

  • Cost: remains 2 / 2 / 2
  • Attack (focus)
  • Attack dice: 3
  • Range: 1-3
  • Card text: Discard this card to perform this attack. If this attack hits, each friendly ship at Range 1-2 of you may acquire a target lock on the defender. Then cancel all dice results.

Advanced Proton Torpedoes

  • Cost: reduced from 12 to 8 / 8 / 8
  • Attack (Target Lock)
  • Attack dice: 3
  • Range: 1 -2
  • Card text: Spend your target lock and discard this card to perform this attack. If this attack hits, before dealing damage, you may add two <crit> results.

Flechette Torpedoes

  • Cost: reduced from 6 to 5 / 5 / 5
  • Attack (Target Lock)
  • Attack dice: 3
  • Range: 2-3
  • Card text: Discard this card to perform this attack. After you perform this attack, the defender receives 1 stress token if its hull value is "4" or less.
  • Note: removed the requirement of spending the target lock.

Ion Torpedoes

  • Cost: reduced from 10 to 8 / 8 / 8
  • Attack (Target Lock)
  • Attack dice: 4
  • Range: 2-3
  • Card text: Spend your target lock and discard this card to perform this attack. If this attack hits, the defender and each ship at Range 1 of it receives 1 ion token.

Plasma Torpedoes

  • Cost: reduced from 6 to 5 / 5 / 5
  • Attack (Target Lock)
  • Attack dice: 4
  • Range: 2-3
  • Card text: Spend your target lock and discard this card to perform this attack. If this attack hits, after dealing damage, remove 1 shield token from the defender.

Proton Torpedoes

  • Cost: reduced from 8 to 7 / 7 / 7
  • Attack (Target Lock)
  • Attack dice: 4
  • Range: 2-3
  • Card text: Spend your target lock and discard this card to perform this attack. You may change 1 of your <eye> results to a <crit> result.

Seismic Torpedo

  • Cost: reduced from 4 to 3 / 3 / 3
  • Card text: Action: Discard this card to choose an obstacle at Range 1-2 and inside your primary firing arc. Each ship at Range 1 of the obstacle rolls 1 attack die and suffers any damage or critical damage rolled. Then remove the obstacle.
Edited by MajorJuggler