I was just wondering what kind of ideas or home brewed weapons any of you had for the big ships. Here are a couple things that have been kicking around in my head for a while. Only thinking in terms of 1st Edition since we don't know what 2.0 weapon mechanics will look like or when it will be out. Costing and precise wording is open for debate.
Changes to these with the intent on making them a little more powerful for the cost:
- Ion Cannon Battery (Energy 2, Attack 4, Range 2-4) - Attack (Energy): Spend 2 energy from this card to perform this attack. If this attack hits, the defender receives 2 ion tokens. (deleted dice canceling and gave greater Ion benefit against Large & Huge bases)
- Quad Laser Cannons (Energy 2, Attack 3, Range 1-3 ) - Attack (Energy): Spend 1 energy to perform this attack. If this attack does not hit, you may immediately spend 1 energy from this card to perform this attack again.
- Single Turbo Lasers (Energy 2, Attack 4, Range 3-5) - Attack (Energy): Spend Two energy form this card to perfo rm this attack. The defender doubles his agility value against this attack. You may change one of your focus results to a hit result. If this attack hits, cancel all dice results and add 3 Crit results.
Some ideas for new hardpoint weapons:
- Point Defense Lasers (Energy 2) - When (a friendly ship at range 1 is)* defending against an attack from a Missile or Torpedo secondary weapon, before rolling defense dice you may spend any number of energy from this card to cancel that many "hit" results. *Am not sure if this should only protect the big ship or also close in friendlies for a greater cost.
- Barrage Missiles (Attack 3, Range 2-4) - Attack (Target Lock): Spend your Target Lock to perform this attack against the Locked ship and up to 1 other enemy ship at range 1 of the Locked ship.
- Tractor Array (Energy 2, Attack 3, Range 1-3) - Attack (Energy, Target Lock): Spend your target lock and 1 energy from this card to perform this attack against a Small Base ship or 2 Energy against a Large base ship. If this attack hits, cancel all dice results. Then assign the "Tractored" Condition to the defender.
Tractored Condition: Reduce your agility value by 2. You may not perform boost or barrel roll actions. You may not decloak. During the planning phase, do not assign a maneuver dial to this ship. During the Activation phase, this ship moves as if it were assigned a white 0 maneuver. At the end of the activation phase, remove this card.
What are your thoughts, especially, how much should these cost? Should they have worse/better range restriction? More/less attack dice?
Edited by pickirk01