Minesweeper

By Ravenhull, in X-Wing

Sensor Upgrade

Minesweeper

You may Lock device templates that are within range 1-3.

If you have a lock on a device, during the Engagement Phase, you ma perform a primary weapon attack on the device, which has a base agility of 0. If you achieve at least 2 hit or critical results, remove it from play.

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Sensor slot because it takes specialized sensors to do it. Saying ‘device’ rather than mine so that it can target Nym delayed bombs. Fairly cheap because it’s very situational in use.

I like it, I would make it automatically remove the device though. Having to give up your attack AND possibly action (to lock the device, though I see now that it isn't a requirement) for a turn to still possibly miss the device might be too steep of a price for it to ever see use. With it happening in the engagement too, you have to already know the device is there, meaning you could dial in a move next turn to avoid hitting it.

Maybe make it activate during the system phase? When a device template is dropped during the System Phase, if it is within range 1 - 3 in your arc, roll 3 red dice. If there combined 2 hits and crits, remove the device. Skip your perform action step this round.

Specific counter-upgrades are bad design that change the focus of the game towards matchup luck rather than player input

Edited by ficklegreendice
7 minutes ago, ficklegreendice said:

Specific counter-upgrades are bad design that change the focus of the game towards matchup luck rather than player input

Generally I agree, though the line can be hard to draw between offering counter play and hard-counter upgrades.

I kind of like the idea of having a way to destroy devices before they go off, but it should really only be for ships that want to pay for that privilege, like interceptor Aces. Not sure.

devices being farted out during the system phase gives you more than enough counter-play options

in the SINGLE case of genius, you can still prevent it with a bump