I needs them. Where are they?
WHERE ARE MY MAGPULSE MISSILES?!
coming on the 1st order dreadnought epic. Will make harpoons look like scrambler missiles for usefulness
Just for the extra salt.
Mag-pulse missiles
Range 2-3
Attack: 3
If this attack hits, the defender receives 1 stress, 1 ion, 1 weapons disabled and 1 jam token. Then cancel all results.
Like that? ![]()
11 minutes ago, RufusDaMan said:Mag-pulse missiles
Range 2-3Attack: 3
If this attack hits, the defender receives 1 stress, 1 ion, 1 weapons disabled and 1 jam token. Then cancel all results.
Like that?
TBH if you make it cost 4 points that's not too unreasonable, no direct damage but ruins their day
12 minutes ago, RufusDaMan said:Mag-pulse missiles
Range 2-3Attack: 3
If this attack hits, the defender receives 1 stress, 1 ion, 1 weapons disabled and 1 jam token. Then cancel all results.
Like that?

So this, but with tokens?
Edited by DampfGecko
Mag Pulse Missiles
Imperial Only
A4: R2-3: Points: 6
Attack: {Target Lock}
If this attack hits, all uncancelled {hit} and {crit} results are dealt as facedown damage cards.
If the target is not destroyed, assign one stress and one ion token.
There you go. The next OP.
30 minutes ago, RufusDaMan said:If this attack hits, the defender receives 1 stress, 1 ion, 1 weapons disabled and 1 jam token. Then cancel all results.
Like that?
No.
You forgot the Tractor Beam token.
Just now, FTS Gecko said:No.
You forgot the Tractor Beam token.

yaknow if youre going to make blatently OP cards as a joke at least keep them within reason of what it actually is.
MagPulse weapons are disabling weapons not damage dealer... their strength was they bypassed shields to disable the ships' subsystems but left the engines intact.
A missile/torp that assigns a weapons disabled token would solidify the PS wars so hard it would never, ever falter until they got the nerfbat. Why? Weapons Disabled tokens are USELESS between rounds, so if you didnt fire first the magpulse was useless.
Instead it needs to be along the lines of the crit, where the next attack is cancelled then remove this token. Would still favor higher PS but lower PS could actually use it.
That, or not disable weapons and assign a ton of bad tokens
If you want to one up harpoons, you need that tasty radial effect. On a crit result all ships at range 1 receive a weapons disabled token ![]()
On a serious note, I imagine they are staying away from them as assigning somebody else a weapons disabled token is on the same level as old Biggs ability. It would stifle the game with the new reload action. Anything with high PS could shut down a ship way more efficiently than blind Kylo.
Besides ion pulse missiles is the closest 'fair' card that resembles a mag pulse even though it disables engines instead of weapons.
Edited by BVRCH2 hours ago, Vineheart01 said:yaknow if youre going to make blatently OP cards as a joke at least keep them within reason of what it actually is.
MagPulse weapons are disabling weapons not damage dealer... their strength was they bypassed shields to disable the ships' subsystems but left the engines intact.
A missile/torp that assigns a weapons disabled token would solidify the PS wars so hard it would never, ever falter until they got the nerfbat. Why? Weapons Disabled tokens are USELESS between rounds, so if you didnt fire first the magpulse was useless.
Instead it needs to be along the lines of the crit, where the next attack is cancelled then remove this token. Would still favor higher PS but lower PS could actually use it.
That, or not disable weapons and assign a ton of bad tokens
Assigning a weapons disabled token actually seems pretty fair. If it does no damage, you're basically trading a shot for a shot. It's a limited use defensive card to trade your shot for their shot. It is only useful on higher PS ships, I agree, but it doesn't seem so good that it would make high PS a necessity.
Mag Pulse Missiles
2 points
Attack: [Target Lock] range 2-3, 3 dice
If this attack hits cancel all dice results and discard one secondary weapon on the target ship. If there are no secondary weapons on that ship to discard, assign it a weapons disabled token instead.
If we want them on a Silencer, they'd need to be a Tech upgrade, but that seems fine since they'd also fit on TIE S/F too. Probably include the text "Silencer and S/F Only."
Mag-Pulse Warheads: "Once per turn when attacking, you may increase your primary weapon value by 1. If you do, you cannot perform attacks next turn." This should cost... 3 points? It steps on Corran Horn's toes a little, but it seems interesting to me. Useful if you're playing a hit-and-run style of Kylo where you only get a shot every few turns.
I guess there's some lore about not doing damage, but it looks like they do damage in the movie. ![]()
are we sure those were even magpulse missiles?
3 hours ago, FTS Gecko said:No.
You forgot the Tractor Beam token.
I just came in here to say this. I was very happy to see that it had already been said for me.
How bout making firing it an action?Like plasma torps. Then, it doesn't escalate ps wars, and it's useful for everyone.
Uh plasmas aren't an action. I think you're thinking of seismic?
And yeah pretty sure we saw mag pulses do some big boom in tlj and bf2
7 hours ago, FTS Gecko said:No.
You forgot the Tractor Beam token.
Plus a focus, evade, target lock, and reinforce token.
Mag Pulse: Assign all the tokens!
1 hour ago, Hawkstrike said:Plus a focus, evade, target lock, and reinforce token.
Mag Pulse: Assign all the tokens!
Cloak token. ![]()
9 hours ago, Vineheart01 said:MagPulse weapons are disabling weapons not damage dealer... their strength was they bypassed shields to disable the ships' subsystems but left the engines intact.
This.
I think that a the mag-pulse missile should assign the defender one jamming token for each hit and crit result, then cancel all dice results, or assign 1 stress token and 1 Jamming token.
54 minutes ago, AwesomeJedi said:Cloak token.
Counter-intuitively, it removes a Cloak token.
9 hours ago, skotothalamos said:Mag Pulse Missiles
2 points
Attack: [Target Lock] range 2-3, 3 dice
If this attack hits cancel all dice results and discard one secondary weapon on the target ship. If there are no secondary weapons on that ship to discard, assign it a weapons disabled token instead.
2 point hard counter to Dash? Well, if the points are there...
But it has to be 1 copy per dreadnought, with the model being larger than a cr90 and 1 and a half times the cost. Meanwhile the dreadnought itself is a less effective raider
Edited by Ralgon19 hours ago, Vineheart01 said:yaknow if youre going to make blatently OP cards as a joke at least keep them within reason of what it actually is.
MagPulse weapons are disabling weapons not damage dealer... their strength was they bypassed shields to disable the ships' subsystems but left the engines intact.
A missile/torp that assigns a weapons disabled token would solidify the PS wars so hard it would never, ever falter until they got the nerfbat. Why? Weapons Disabled tokens are USELESS between rounds, so if you didnt fire first the magpulse was useless.
Instead it needs to be along the lines of the crit, where the next attack is cancelled then remove this token. Would still favor higher PS but lower PS could actually use it.
That, or not disable weapons and assign a ton of bad tokens
My main experience with Mag Pulse Missiles is:
The Force Awakens: A single missile totals a TIE S/F in one hit.
Battlefront 2: Kylo has Dual Mag Pulse and they can 70 to 0 a T70/RZ2/Yoda (assuming he hasn't EMP you yet), even if it's astromech is attempting to force regeneration.
That is why I made mine jokingly OP and bypass shields.
15 hours ago, AwesomeJedi said:Cloak token.
It hit you so hard that you turned invisible.