Maybe this upgrade....

By FlyingAnchors, in X-Wing

With debris gambit and Test Pilot blackout literally around the corner, let us not forget this little gem from the ARC-170 pack:

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Of course finding a way to run 6 of them in 100 points is tough and actually eats up alot of your list building options, but it could be nice to have 1 just in case.... thoughts?

Definitely don't load up. Instead of trying to destroy all the asteroids, I'd say really just one or two when you think it will hurt your opponent most.

It is a torpedo. The gunboat has reload.

Oh and the gila-monster. Rebels will have to settle for just destroying one or two.

Edited by grandmoffjoe
52 minutes ago, grandmoffjoe said:

It is a torpedo. The gunboat has reload.

Oh and the gila-monster. Rebels will have to settle for just destroying one or two.

That was my thought as well. Do not overload them, it is still RNG crap, no guaranted success.

But with new Kylo here and there and everywhere (at least now in the beginning), and some other debris huggers as well, you remove their cover and advantages. Thus a cheap OS gunbloat slamming around the map blowing up the obstacles. Or the Kimogila, a lot more punch, but also more expensive. And crappy dial, like the Bwings and G1As probably dying much too fast :(

3 hours ago, Managarmr said:

That was my thought as well. Do not overload them, it is still RNG crap, no guaranted success.

But with new Kylo here and there and everywhere (at least now in the beginning), and some other debris huggers as well, you remove their cover and advantages. Thus a cheap OS gunbloat slamming around the map blowing up the obstacles. Or the Kimogila, a lot more punch, but also more expensive. And crappy dial, like the Bwings and G1As probably dying much too fast :(

It's guaranteed to blow up the rock . Anything else is optional.

If you have 2 points spare and a spare torpedo tube, there are much worse things you could buy - in a squad with 3-4 heavy fighters, being able to blow a rock out of the way and shove 3 guys through the resulting gap that your opponent didn't expect to be there can be game-winning even if it never does a single point of damage.

At the same time, if you time it right, turning two obstacles into an instant-detonating bomblet can be very satisfying, because you often find that whilst you can't get arc on the Protectorate or TIE interceptor, you can get a shot on the rock they're hiding behind, and a 50/50 chance of a hit on them is worth losing an action over.

I wouldn't pack more than 2 of them, though. You might be able to get some mileage by a weird combination of rigged cargo chute and seismics but I suspect that's more trouble than it's worth in practice.

6 hours ago, Managarmr said:

That was my thought as well. Do not overload them, it is still RNG crap, no guaranted success.

But with new Kylo here and there and everywhere (at least now in the beginning), and some other debris huggers as well, you remove their cover and advantages. Thus a cheap OS gunbloat slamming around the map blowing up the obstacles. Or the Kimogila, a lot more punch, but also more expensive. And crappy dial, like the Bwings and G1As probably dying much too fast :(

Just keep in mind, you don't have target locks on the obstacles, so the Missile Boats will have to wait a turn after reloading/SLAMming.

I have had a looooot of fun with Quin-jast and Joustero with this torp. Joustero once took out a VI N'dru with cruise missiles in the action fase.

1 hour ago, JJ48 said:

Just keep in mind, you don't have target locks on the obstacles, so the Missile Boats will have to wait a turn after reloading/SLAMming.

It's not an attack, either. You just need an action - so Advanced SLAM lets you use seismic torpedoes regardless of what title you have (or even with no title) - OS-1 is not required.

Not quite, Magnus, AdvSLAM lets you perform another action from the ships action bar, which excludes the upgrade card actions (like these torps). Experimental Interface would allow you to use them after a SLAM action - provided you dont mind the stress aspect.

1 hour ago, Magnus Grendel said:

It's not an attack, either. You just need an action - so Advanced SLAM lets you use seismic torpedoes regardless of what title you have (or even with no title) - OS-1 is not required.

Ah, I missed that it was an Action. So as Cap pointed out, you'd just need EI and all is well in the world.

1 hour ago, Cap116 said:

Not quite, Magnus, AdvSLAM lets you perform another action from the ships action bar, which excludes the upgrade card actions (like these torps). Experimental Interface would allow you to use them after a SLAM action - provided you dont mind the stress aspect.

Apologies, forgot the update.

I have considered R4-E1 along with seismic torpedoes on a Kimogila. Perform a red hard 1 turn or a k-turn and still launch the torpedo. Then, decide if if the stress is a problem and shed it if need be (sacrificing the droid). Reload if there is nothing better to do down the road.

It's a bit costly, but it could catch people by surprise.

If you have 2 extra points on your XG-1, don't count this out.

Nu Squadron Pilot — Alpha-class Star Wing 18
Seismic Torpedo 2
Heavy Laser Cannon 7
Jamming Beam 1
Long-Range Scanners 0
XG-1 Assault Configuration 1
Ship Total: 29

it is my goal to have a game where 1 gunboat takes out every rock lol.

Dont care if its not practical.

I know there was an old Bossk list which ran a Scyk with Seismic Torpedo. Everyone's favorite tea lizard would set up in a corner behind the biggest rock, and kind of castle there with the Scyk until ready to go with some K4/Cluster Missile action. At which point, Scyk busts open the rock, and away we go. I also recall at least one of the triple-Jumpmaster players putting it in there to avoid being countered by asteroids.

In general, I like the card, but find it hard to justify in some ways. Many games it just won't be that important, and points on things so situational are risky. If there's ever some sort of "Variable Warhead Ordnance" upgrade which could switch itself into a bomb/missile/torpedo after the fashion of Ciktaro Vizago, these seem like must-haves to keep handy.

8 minutes ago, theBitterFig said:

I know there was an old Bossk list which ran a Scyk with Seismic Torpedo. Everyone's favorite tea lizard would set up in a corner behind the biggest rock, and kind of castle there with the Scyk until ready to go with some K4/Cluster Missile action. At which point, Scyk busts open the rock, and away we go. I also recall at least one of the triple-Jumpmaster players putting it in there to avoid being countered by asteroids.

In general, I like the card, but find it hard to justify in some ways. Many games it just won't be that important, and points on things so situational are risky. If there's ever some sort of "Variable Warhead Ordnance" upgrade which could switch itself into a bomb/missile/torpedo after the fashion of Ciktaro Vizago, these seem like must-haves to keep handy.

I think that sounds like a great job for a Combat Utility Vehicle . It could be cheap, weak, and have an ability like allowing nearby friendly craft to replace a piece of ordnance with another piece of ordnance of the same type. (Of course, there would be some sort of restrictions and/or limitations.)

Personally, I'd love it if such a card didn't have to be the same type, as long as it was something your ship could equip. Maybe make it an upgrade which could be placed in any torp/missile/bomb slot, and it gets replaced, rather than replacing a different upgrade. I'd have it cost a premium, though. Perhaps a 4-point version which can be swapped for a non-unique 3-point upgrade, as a dual-card with a 6-point version which can be swapped for any non-unique bomb/missile/torpedo. Maybe put a limit of 6 points, in case something really nutty shows up in the future. And then there are the headaches around Extra Munitions and Ordnance Silos. I'm sure everyone has their own preferred way of building such thing, but the core concept is dang cool.