New missile and torpedo ideas

By impspy, in X-Wing

Harpoons have shown that ordinance can be great again, but as its too many things rolled into one (no spend TL, splash damage, condition card, AND 4 points) I think that it will be nerfed at some point. That being said, I think there are plenty of ways to bring new ordnance into the game that can revitalize ships without becoming too massively OP.

"Advanced Cluster Missile:" cost 5 SPT, 3 die attack range 1-2

ATTACK (TARGET LOCK): Discard this card to perform this attack twice

Once per attack, you may change one of your blank results to a "hit" result.

"Seeker Proton Torpedoes:" cost: 5 SPT,  4 die attack, range 2-3

ATTACK (TARGET LOCK): Discard this card to perform this attack.

The defender cannot spend evade tokens during this attack.

You may change 1 of your focus OR blank results to a hit result.


"Nano missiles (unique):" cost: 3 SPT, 3 die attack, range 1-3

ATTACK (TARGET LOCK): Attack 1 ship.

If this attack hits, the defender suffers 1 damage. Then cancel all dice results.

My though process is that advanced clusters and seeker torps allow you to unleash a devastating one-time salvo, while Nano missiles give you a cheap way to equip a 3 attack missile that never goes away, balanced with only dealing one damage and being unique.

Thoughts?

Edited by impspy
Upped Advanced Clusters

Something that can be fired in or out of arc, but rolls 1 fewer damage die out of arc.

Something that lets you place an obstacle of some kind (special debris cloud token?) in your firing arc, sort of the opposite of Seismic Torpedo.

Better control stuff -- stress, ions, tractor beams, things that rotate the target 90 degrees or 180 degrees.

I think Advance Clusters seems less than good, as you'd need two focus tokens to make use of it. Though I guess Marksmanship would make it good.

I wouldn't mind a torpedo that forces the discard of an upgrade, a la Boba Fett.

Pulsary torpedo- range 2-3

attack 4

Attack (Target lock): After the deal damage step, if you do not have a focus or blue target lock assigned to your ship, discard this card.

You cannot equip this card if you have a turret upgrade equipped.

Cost- 4

29 minutes ago, DagobahDave said:

Something that can be fired in or out of arc, but rolls 1 fewer damage die out of arc.

Hmmm, wonder if "seeker" versions of torpedoes could be made to do that. It seems that it would fit thematically

5 minutes ago, Lego Leonidas said:

I think Advance Clusters seems less than good, as you'd need two focus tokens to make use of it. Though I guess Marksmanship would make it good.

I wouldn't mind a torpedo that forces the discard of an upgrade, a la Boba Fett.

Good point; changed to a hit unless there are objections.

1 minute ago, Kdubb said:

Pulsary torpedo- range 2-3

attack 4

Attack (Target lock): After the deal damage step, if you do not have a focus or blue target lock assigned to your ship, discard this card.

You cannot equip this card if you have a turret upgrade equipped.

Cost- 4

Nice, although I wonder if it might be better to change it to

Attack (focus): Spend a focus token to perform this attack. After the deal damage step, if you do not have a focus or blue target lock assigned to your ship, discard this card.

I’d like to see a rear guides modification that lets ships with an auxiliary arc shoot whatever secondary weapons they have from them (I guess that’s mainly the Arc and SF).

Buzz droid missiles are a must at some point now that we have conditions in this game. Just don't make them as broken as harpoons.

I'd say range 2-3. Probably 3 attack dice. Whether you keep TL/focus to use is debatable.

If it hits you take one damage plus get the buzz droid condition. It does something bad to you each round until you fix it. Not damage necessarily though, something that hurts your ship like less attack dice or defensive dice, or hindering movement, or something. Use an action to remove it, but probably have to roll a hit or crit.

Cost: 2-3 points maybe?

Wait, you want more on the level of harpoons?

Edited by Blail Blerg
1 hour ago, markcsoul said:

Buzz droid missiles are a must at some point now that we have conditions in this game. Just don't make them as broken as harpoons.

I'd say range 2-3. Probably 3 attack dice. Whether you keep TL/focus to use is debatable.

If it hits you take one damage plus get the buzz droid condition. It does something bad to you each round until you fix it. Not damage necessarily though, something that hurts your ship like less attack dice or defensive dice, or hindering movement, or something. Use an action to remove it, but probably have to roll a hit or crit.

Cost: 2-3 points maybe?

In Empire At War, the buzz droids appeared like clouds of them.
To represent that, and how they are used in Episode III. What about this:

Buzzer Missiles
Attack 3, Range 2-3
Discard this card to attack one ship.
If this attack misses , place a Buzzer Droid Cloud obstacle token at range 2 of the defender.

Buzzer Droid Cloud obstacle
If you overlap this obstacle, you must discard one upgrade card or deal a face up damage card to your ship.

The idea is that this missile can be used in two different ways. If it hits, it deals damage, 3 dice, that is just okay, but at least doesn't spend the target lock, and perhaps doesn't cost too much. Against clumsy ships it will just hit and deal damage.
However if the attack misses, the missiles explode releasing a cloud of buzzer droids as it happened in Episode III. You must place the cloud at range 2 of the defender, so they have a chance to avoid it if they do a turn, depending on where you place it. What is interesting is that it gives you some kind of control against very agile ships or aces. You will probably not hit them with this missile, and most likely they will avoid the cloud in their next move, but you are forcing them to turn in a particular direction, unless they fly thru the cloud.
The cloud can be nasty enough not to want to fly thru it. It make the target get an face up damage card or discard an upgrade card. Depending on the ships, this could be more or less devastating. A ship with extra munition tokens, or a ship with reload will happily lose some ordnance. But a tightly packed ship with the most essential upgrades (like aces usually go around) will not want to lose their EPT, their autothrusters, or their tech.

47 minutes ago, Blail Blerg said:

Wait, you want more on the level of harpoons?

If FFG nerfs Harpoons (as I think they probably will) we'll still need new ordnance that's somewhere in power level between Harpoons and the existing ordnance to hit the sweet spot.

I think energy torpedoes are a good idea for the "double-slot infinite torpedo" mechanic, they're magnetically pinched plasma which are unguided, but fast and have good range. I think a 1-3 torpedo with a rule similar to Unguided Rockets, but having to reload itself by being a dual card would be good. Maybe with an inherent mod or kick it up to 4 ATK dice to give it an edge over UGR and advantage to having to delay firing. Other than maybe the ship it came on the only thing a double-torpedo upgrade would benefit are some underused ships. Ghost and Gunboat already have real nasty options to throw red dice.

Buzz droid missiles with a condition is I think one of the few things people have actually wanted out of condition cards since they became a thing.

Emitter Missile - 2 cost - attack Target Lock (do not discard)
3 attack - 2-3 range
If this missile hits, cancel all dice results. Assign the defender an "Emitter" condition card.

Emitter - Before you reveal your maneuver dial, assign 1 red target lock to this ship and 1 blue target lock to an enemy ship. Then, discard this condition card.

1 hour ago, DagobahDave said:

If FFG nerfs Harpoons (as I think they probably will) we'll still need new ordnance that's somewhere in power level between Harpoons and the existing ordnance to hit the sweet spot.

uhm... as a concussion player (i hit my head) since wave6, lemme say... concussion missiles are GOOOOOOOOD.

As an observation on "advanced clusters" - advanced weapons (advanced protons, advanced homing) are generally more fiddly to use (range 1 and needs 2 tokens, range 2 only).

Cluster missiles are a fiddly weapon to use by default because it's two attacks (expertise or accuracy corrector are generally prerequisites), so I'm not sure what I'd do.

Things that currently don't exist which wouldn't be a bad call:

  • A torpedo equivalent to unguided rockets (unlimited ammunition)
  • A torpedo equivalent to Cluster Missiles (range 1-2) or Proton Rockets (range 1, focus only), both of which are good for lower PS generics without needing Long Range Scanners or Deadeye to use them effectively
  • A missile or torpedo equivalent of a turret which can fire on a target outside arc with some limitation on performance (needs to be balanced carefully though to avoid turning the missile slot into a new twin laser turret!)