Ideas for new or reworded huge ship weapons?

By pickirk01, in X-Wing Epic Play

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

We are probably just see the same weapons however huge ships will be able to have missile and torpedo slots just as well. With the new charge mechanic huge ships rules can be reworked into giving charges out to those weapons so they never run out of missiles or torpedoes.

On 6/24/2018 at 6:54 PM, Marinealver said:

We are probably just see the same weapons however huge ships will be able to have missile and torpedo slots just as well. With the new charge mechanic huge ships rules can be reworked into giving charges out to those weapons so they never run out of missiles or torpedoes.

On 5/24/2018 at 11:37 AM, pickirk01 said:

I was just wondering what kind of ideas or home brewed weapons any of you had for the big ships. 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.

(stuff)

What are your thoughts?

Um, yeah but what does that really have to do with what I posted? I was thinking about 1st edition and possible ideas for home brewed casual play and if others had ideas.

Based on the fact the the first response took 30 days and didn't address the topic I guess I was the only one. ?

My opinion, for what it's worth, is I'd like to see a weapon with range 1-3, like your adjustment to the Quad Laser Cannons.

Then I'd want to playtest that before changing anything else.

I really like the point defense laser. Gives some defensive protection.

I was was working on a Dornean Gunship so the I could use it in Epic. One of the things I noticed about it, depending on the source, is that it is armed with 8 Turbo Laser turrets, or 4 Double Turbo Laser turrets. Also, it is supposed to be an anti-fighter platform. However, given the rules for Turbo Lasers that allow them to double their agility, that just isn't going to work.

So I was thinking to create a Double Turbo Laser turret.

Double Turbo Lasers (Energy 2, Attack 4, Range 2-4) - Attack (Energy): Spend Two energy form this card to perfo rm this attack. If you have a Target Lock on the defender, reduces it's agility by one (minimum 0), before it doubles it's agility value against this attack.

Then throw in an upgrade that allows for the ship to take multiple TL's.

Edited by acesandeights
5 hours ago, acesandeights said:

I really like the point defense laser. Gives some defensive protection.

I was was working on a Dornean Gunship so the I could use it in Epic. One of the things I noticed about it, depending on the source, is that it is armed with 8 Turbo Laser turrets, or 4 Double Turbo Laser turrets. Also, it is supposed to be an anti-fighter platform. However, given the rules for Turbo Lasers that allow them to double their agility, that just isn't going to work.

So I was thinking to create a Double Turbo Laser turret.

Double Turbo Lasers (Energy 2, Attack 4, Range 2-4) - Attack (Energy): Spend Two energy form this card to perfo rm this attack. If you have a Target Lock on the defender, reduces it's agility by one (minimum 0), before it doubles it's agility value against this attack.

Then throw in an upgrade that allows for the ship to take multiple TL's.

Well, Weapons Engineer can get you an extra lock. The Raider's Impetuous title gives a lock when you destroy a ship, so shoot something with another weapon and kill it and then use the new lock for the Double shot.

Something I'd love to see for the CR-90 and Raider would be a "Hanger Module" upgrade (well, for the Raider, have this baked into a Corvis title). What this would do is take up a cargo slot (maybe 2) and allow to keep up to 3 small base fighters in reserve. Now, you might be thinking "BUT THIS WOULD NEGATE THE USE OF THE GOZANTI!", well, unlike that ship where if it's destroyed, the fighters only suffer a single damage, ANY reserve fighters which are not launched are destroyed.

I’ve always thought about using Armada red dice for Huge ship attacks. An Accuracy result would prevent use of evade, reinforce or focus tokens. I must try it someday.

On 6/26/2018 at 4:58 PM, pickirk01 said:

U  m  , yeah  but what does that really have to do with what I posted?    I  was thinking about 1st edition and possible ideas for home brewed casual play and if others had ideas.

Based on the fact the the first response took 30 days and didn't address the topic I guess I was the only one. ?

@Marinealver ‘s post inspired two thoughts for me. First Huge ships taking ordnance without Ordnance Tubes. Secondly, the idea of charges used as energy. So I would think any 2.0 ordnance could very easily be adapted for use on a 1.0 Huge ship. Big buff for 1.0 Huge ships as you get to keep your Target Locks on all 2.0 ordnance. Doesn’t really get more casual or home brew than mixing two editions ?

On 5/24/2018 at 11:37 AM, pickirk01 said:

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?

I like the idea of a point defense laser for bigger ships, so they are not as vulnerable to missile/torp attacks, especially since most epic ships have no agility, thus no defense dice..

Also like the tractor array.. As for cost, i'd say 5 for the PDL, and 7 for the tractor array.

I had created this for my custom huge ship. I called it an anti-starfighter point defense battery but I think I'm going to rename it to anti-starfighter laser battery and make a separate point defense battery to defend against ordnance attacks like yours.

For the point defense battery I'm thinking maybe tweaking yours to something like:

Point Defense Battery (Energy 4) - When defending against an attack from a Missile or Torpedo secondary weapon, you may spend any number of energy from this card to add that many "evade" results to your defense roll. Kind of like an improved reinforce but only against ordnance attacks and limited by energy available.

QsP9poR.jpg

Edited by Bullox

Very nice card there. Seeing all these 'home made upgrade cards' over the past few weeks, i am wondering what program people use to create them.

1 hour ago, LTuser said:

Very nice card there. Seeing all these 'home made upgrade cards' over the past few weeks, i am wondering what program people use to create them.

Most people use Strange Eons. The link to the most recent version is on page 10 of this post:

Strange Eons was created by community member @Hinnyboy - it's a beautiful, beautiful piece of software!

Edited by Bullox
On 5/24/2018 at 8:37 AM, pickirk01 said:

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?

Did you mean for your version of the Ion Cannon to deal out up to 4 damage cards in addition to ionizing ships?

2 hours ago, Hiemfire said:

Did you mean for your version of the Ion Cannon to deal out up to 4 damage cards in addition to ionizing ships?

If you roll 4 hits and the defender blanks, then yes so they act just like Ion Torpedoes except without the splash Ion effect. Then I would probably bump up their cost by 2-4 points.

I have never found them to be effective enough on my Huge ships as they are. Only doing 1 Crit max is a hard sacrifice for a Huge ship to make when they can use so many other great damage dealing weapons. If I need to dish out ion control I bring Bombers or Y-Wings.

9 hours ago, Bullox said:

This would make for interesting choices. In addition to getting run over, it discourages enemies from getting too close. It will be hard to get a lot of damage out of it but it may help keep enemies at bay where your other weapons can do their thing. Also, it has a great price so you can fit it in when you only have a few points left.

I was about to say it could be a great mid to late game card when you are low on energy to recharge your other cars but then I realized this does not have its own energy value. If it had a value of say 2 or 3 energy that it started the game with, you could simply bank that energy until ships get in close towards the end of the game and then it almost becomes a last ditch Death Blossom type effect.

52 minutes ago, pickirk01 said:

If you roll 4 hits and the defender blanks, then yes so they act just like Ion Torpedoes except without the splash Ion effect. Then I would probably bump up their cost by 2-4 points.

I have never found them to be effective enough on my Huge ships as they are. Only doing 1 Crit max is a hard sacrifice for a Huge ship to make when they can use so many other great damage dealing weapons. If I need to dish out ion control I bring Bombers or Y-Wings.

Okay, just making sure it was intentional.

On 5/24/2018 at 10:37 AM, pickirk01 said:

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?

Love the ideas you’re running with. Here is my two cents, for what it’s worth:

-Ion Cannon Battery- W/o damage, this won’t be used a whole lot 2 ion vs huge ships isn’t that much. I suggest 2.0 ion attack, one dice for dmg the rest for ion

-Quad Laser cannon: I agree the range 1-3, suggest first attack doesn’t need energy. Huge ships have always been restricted in use and easy targets, when in reality they are anti-fighter ships. (CR90 and Raider)

-Single Turbo Lasers; brilliant idea. This cannon is hard to shoot with but whallops when it does. Maybe require 3 energy?

-Point Defense is awesome. Suggest spending extra energy to cover a friendly

-Barrage Missiles: yes! Make sure the cost isn’t too high since the TL is spent

- Tractor Array: why not the same effect as tractor beam but to include large base ships? K.I.S.S ? ? (no, not calling you stupid. Just saying to keep it simple)

8 hours ago, Bullox said:

Most people use Strange Eons. The link to the most recent version is on page 10 of this post:

Strange Eons was created by community member @Hinnyboy - it's a beautiful, beautiful piece of software!

Much obliged... Guess i need to give that link a look see..

17 hours ago, Ccwebb said:

-Ion Cannon Battery- W/o damage, this won’t be used a whole lot 2 ion vs huge ships isn’t that much. I suggest 2.0 ion attack, one dice for dmg the rest for ion

The dice results are not cancelled so it has the potential to deal out damage including crits.........

On 5/24/2018 at 11:37 AM, pickirk01 said:

  • 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)

23 hours ago, Ccwebb said:

Love the ideas you’re running with. Here is my two cents, for what it’s worth:

-Ion Cannon Battery- W/o damage, this won’t be used a whole lot 2 ion vs huge ships isn’t that much. I suggest 2.0 ion attack, one dice for dmg the rest for ion

You misunderstood. Instead of the old way which if the attack hit, you suffered 1 Ion and 1 Crit, I am saying you suffer 2 Ions and do not cancel the dice, so potentially up to 4 Hits/Crits if the defender blanks.

Edited by pickirk01

Um. Pickirk01.. Look two posts above this one... :) I think Ccwebb realizes how your changes to the Ion Battery works now... :)

2 hours ago, pickirk01 said:

You misunderstood. Instead of the old way which if the attack hit, you suffered 1 Ion and 1 Crit, I am saying you suffer 2 Ions and do not cancel the dice, so potentially up to 4 Hits/Crits if the defender blanks.

Makes sense now. I like it.

1 hour ago, Hiemfire said:

Um. Pickirk01.. Look two posts above this one... :) I think Ccwebb realizes how your changes to the Ion Battery works now... :)

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