Buzz droids for the Separatists, please!

By thomedwards, in X-Wing

Surely there will be buzz droids for the CIS, right?

Just having fun and spitballing.... It’s like a hybrid mine and debris field that can be dropped like a device but it is the size of the debris field from Rigged Cargo Chute. Fly through it and get the Buzz Droid Attack condition card assigned to you. This condition has 2 charges, and does one damage per charge per turn. Remove 1 charge by forfeiting your action or receiving a stress token. (You can remove both in one turn.) Or maybe remove up to 2 if a pilot at or above I5 is range 0.

What say you? Design the card/condition and let’s see what we can come up with.

Edited by thomedwards

I love the debris field idea. How bout 3 att for overlap, evade allowed, if you score any hits at all the ship recieves 1 crit and cancel all dice results? Can be targetted and destroyed, 1 agi, 1 hull 0 shields. It’s harsh if you hit it but being destructible makes it very situational. I think the reward should mirror risk.

I like the idea of debris for them, but I think it would have to be a smallish cloud.

If you overlap, you get the Buzz Droid condition:

At the beginning of the end phase, suffer one damage.

Action: remove this card and receive one stress token

I think the device/cloud/condition card is a great idea.

I too believe that it should be a smaller cloud, not the big one, purely for gameplay reasons. It might get out of hand quickly otherwise.

The condition, I think should be along these lines:

Buzz Droids

2 charges

In the beginning of the engagement phase, if your [charge] is active, suffer 1 critical damage.

Action: Remove 1 [charge].

They get a critical because they are nasty little buggers. It is sort of a delayed bomb effect that you can mitigate somewhat by actioning, but it will always do nasty things, especially to smaller ships.

Ooooo I dig that

I suspect the buzz droids will be a missile, not a cloud, based on how we see them used during the movie.

I think it would be more of something that puts in a condition such as this thing.

swx73-harpoon-missiles.png

Condition I can see as try to discard condition if fail discard upgrade instead. Opponent may discard this condition to rotate the dial to an adjacent maneuver.

4 hours ago, Commander Kaine said:

Buzz  Droids 

2 charges

In the beginning  of the engagement phase, if your [charge] is active, suffer 1 critical damage.

 Action: Remove 1 [charge]. 

I would change " suffer 1 critical damage" for " deal 1 facedown damage card". I pilots critical wouldn't be relevant, but under the shield damage seem good enough.

I love the idea, but really, it could be as simple as a Debris Field and that's it. Forget the condition card - it's kind of overkill - you're adding another obstacle to the field and you could have multiple shots to do so and it would likely be launched as a missile, which Rigged Cargo Chute cannot do. It would be a smallish field, but it would remain in play, causing stress and possible crits to any ship that rolls over it. That's pretty powerful as is. It would have to be some new hybrid mechanic of launching mines as well, but in the engagement phase (?) - not sure.

The conditions you guys are proposing are a it too damaging for 2E. They feel like 1E Harpoons, which isn't a good thing, but the idea is still solid. Great spit-balling! :)

7 hours ago, Marinealver said:

I think it would be more of something that puts in a condition such as this thing.

swx73-harpoon-missiles.png

Condition I can see as try to discard condition if fail discard upgrade instead. Opponent may discard this condition to rotate the dial to an adjacent maneuver.

I hate to say it but harpoons special makes complete sense on buzz droids. They should spread like a virus. I still think they should cause crits though. These things are like 50’s gremlins on steroids, stress is not adequate for them.

Like when you gain the buzz condition you roll 1 att die at the beginning of turn before reveal, on a blank nothing happens and lose the condition, on a focus you suffer 1 face down damage and lose the condition, on a hit you suffer 1 face down damage and infect any friendly at range 0-1 lose the condition, on a crit recieve 1 face up card and infect 1 friendly at 0-1 and keep the condition. Kinda wordy but these are complicated little guys.

Edited by LordFajubi

Did buzz droids shift between fighters on their own? I dont remember them doing that, just being a "cloud" they flew through or actively shot at the fighter.

26 minutes ago, Bad Idea Comics said:

I love the idea, but really, it could be as simple as a Debris Field and that's it. Forget the condition card - it's kind of overkill - you're adding another obstacle to the field and you could have multiple shots to do so and it would likely be launched as a missile, which Rigged Cargo Chute cannot do. It would be a smallish field, but it would remain in play, causing stress and possible crits to any ship that rolls over it. That's pretty powerful as is. It would have to be some new hybrid mechanic of launching mines as well, but in the engagement phase (?) - not sure.

The conditions you guys are proposing are a it too damaging for 2E. They feel like 1E Harpoons, which isn't a good thing, but the idea is still solid. Great spit-balling! :)

I dig this. I don't think people would enjoy anything that was remotely akin to Harpooned! Which Buzz Droids could come dangerously close to.

The ability to fire a debris cloud would be pretty cool though and could definitely mess enemy ships up. You'll be launching it their faces after all, it would be hard to miss.

Perhaps it's a simple missile attack. If this attack hits, the defender suffers 1 damage. Then place one Buzz Droid token under the offended ship. This token remains in play while your charge is active?

They'll get the debris cloud effect as they move off on their next turn. Shaking the ship like a wet dog.

Either that or treat it like a launched prox mine.

18 minutes ago, Cuz05 said:

I dig this. I don't think people would enjoy anything that was remotely akin to Harpooned! Which Buzz Droids could come dangerously close to.

The ability to fire a debris cloud would be pretty cool though and could definitely mess enemy ships up. You'll be launching it their faces after all, it would be hard to miss.

Perhaps it's a simple missile attack. If this attack hits, the defender suffers 1 damage. Then place one Buzz Droid token under the offended ship. This token remains in play while your charge is active?

They'll get the debris cloud effect as they move off on their next turn. Shaking the ship like a wet dog.

Either that or treat it like a launched prox mine.

I was actually thinking you launch it using maneuver templates - either using any straight template or go nuts and permit any template. That would give it a range of 1-2 and should always be within arc, but sticking to straights is more streamlined. It's a special rule, which I hatehatehate adding, but could work. The simplest version is you just launch it using standard launch rules, making it a mine equivalent and have it use the spd 3 straight. Trajectory Simulator would permit it to be launched with the spd 5 and Skilled Bombardier would provide more options (spd 2-4). That's probably the way to make that work without having to write tons of new rules and concepts into the game.

38 minutes ago, Vineheart01 said:

Did buzz droids shift between fighters on their own? I dont remember them doing that, just being a "cloud" they flew through or actively shot at the fighter.

I haven’t seen on film them do this but it’s kinda common sense. If you were making a machine, lots of them, capable of targetting key systems and destroying them would you want them blowing up on ship destruction or would you program them to abandon ship and proceed to next target? They have limited mobility but if Leia can fly through space a little ball can jump to a neighbor.

9 hours ago, Herowannabe said:

I suspect the buzz droids will be a missile, not a cloud, based on how we see them used during the movie.

I never noticed the droids coming out of a missile! Just watched the scene and it is clear as day. I am going to stick by my "cloud" idea, though, because it looks like it could have been avoided by Ben with some fancier flying. So maybe the droids are launched kind of like Trajectory Simulator?

11 hours ago, Greebwahn said:

I think it would have to be a smallish cloud.

I didn't think about it being too big. It really could unwieldy at Rigged Cargo Chute size, especially since there could be several. I didn't mention it, but I envisioned the cloud going away once overlapped so there wouldn't permanent clouds everywhere, but it would still get pretty crowded if they weren't smaller.

I see the condition as being a good decision point. First, you can decide to avoid it by avoiding the cloud. If you don't avoid it, you can take some damage and keep your action, or you can negate the damage but you have to pay another price. Having 2 charges gives even more things to decide upon. If you REALLY don't want any damage, take a stress and no action.

I saw some concern about it being too close to Harpooned. I don't think it's like that at all. There is no splash damage, and no automatic damage. It might be thematic if you could transfer the condition to a friendly at range 0-1, though!

Damage is boring, spice it up! :P I imagine the condition would make you roll a die every turn, blank does nothing, hit gives stress, focus gives ion, crit gives a crit.

Or maybe tractor or jam tokens if ion is too punishing, you get the idea.

Considering this is system phase, doesn't cost action, and will be launchable, it shouldn't be too powerful. Something like a simple 'action: discard this card", or "action: roll a die and resolve effect, then discard" should be there to limit its potential.

Edited by eMeM

Should you also lose one if you get hit by an attack?

40 minutes ago, eMeM said:

Damage is boring, spice it up! :P I imagine the condition would make you roll a die every turn, blank does nothing, hit gives stress, focus gives ion, crit gives a crit.

Or maybe tractor or jam tokens if ion is too punishing, you get the idea.

It was a missile. Maybe a 3 dice, 2 charge, range 1-2: "Action [lock]: Use one charge and your lock to fire this weapon. If it hits its target it also hits 1 additional enemy ship at range 0 of the ship hit. Cancel the dice results and deal each affected ship a "Buzz Droids!" Card."

Buzz Droids! 2 charges: Each turn during the end phase roll one attack die. On a focus you receive 1 stress token. On a hit you receive 1 ion token. On a crit discard 1 non-talent upgrade or receive 1 face up damage card and resolve its effects (your choice).

Action: remove 1 charge from this card. When the card has 0 charges, return card to owner.

Anakin and Obi were flying close enough that range 0 makes sense, R2 is just a bad *** that kicked the ones affecting Anakin back to the maker. It lacks the Harpoon's chainkill ability and only has a chance of causing damage instead of the Harpoon's guaranteed damage.

Edited by Hiemfire

I feel like they should be more, and more reliably, damaging. Ion doesn't really make sense, though stress does. What about crit on a crit, hit on a hit, and stress on a blank?

5 minutes ago, Greebwahn said:

I feel like they should be more, and more reliably, damaging. Ion doesn't really make sense, though stress does. What about crit on a crit, hit on a hit, and stress on a blank?

I think ion makes sense - think of it as a them messing with the navigation systems.

There should also be some sort of interplay with your astromech, both to reflect them damaging your astromech (something like an Integrated Astromech effect) and your astromech helping to fight them off.

Edited by mazz0
3 minutes ago, Greebwahn said:

I feel like they should be more, and more reliably, damaging. Ion doesn't really make sense, though stress does. What about crit on a crit, hit on a hit, and stress on a blank?

I'd tend to agree and it would work, though it edges really close to what harpoons were doing which I was trying to avoid. Swapping the ion token for a tractor token also gives a similar feel without being too powerful, could be too weak with the tractor token actually. Swapping out the stress for a tractor token then adding a roll on an attack die requiring a hit result to the defusing action (as a combined change) would also get the same feel and give it slightly more staying power. Could also increase the effect range from 0 to 0-1 but leave it at a single additional target...

Here's my version that I think would be cool to see:

Buzz Droid Missiles : [CIS] ( 3 Attack - Front Arc(90) - Range 1-3 - 2 Charge) Attack(Target Lock) : Spend 1 charge. If this attack hits, deal the Buzz Droids condition card to the defender. Then cancel all results.
Buzz Droids (Condition): At the start of the End Phase, roll one attack dice. On a ( damage ) or ( critical ) result, receive one faceup damage card. You may discard an equipped (Astromech) to ignore any dice results. If you perform a red maneuver, discard this card.

Dealing a faceup damage card won't be guaranteed, but the defender would have to roll for it at least once. There's the Astromech thing for thematic purposes, and I think it would be cool to have to "shake" the metal buggers off.

Edited by ImperialAce95

What about this?:

Buzz Droid Missile:

Range 2-3

3 Dice

2 Charges

Attack (Lock): Spend one charge from this card to perform this attack. While performing this attack, you may spend 1 charge from this card to roll 1 additional attack die. If this attack hits, the defender receives the "Buzz Droids!" condition. Then cancel all dice results.

"Buzz Droids!"

3 Charges

At the beginning of the end phase, roll one attack die. On a Crit result, receive one faceup damage card. On a Hit result, receive one facedown damage card. On a Focus result, receive one stress token. On a Blank result, receive one jam token at the beginning of the next planning phase.

When there are no charges on this card, remove it.

Action: Remove one charge from this card.

2 minutes ago, Greebwahn said:

What about this?:

Buzz Droid Missile:

Range 2-3

3 Dice

2 Charges

Attack (Lock): Spend one charge from this card to perform this attack. While performing this attack, you may spend 1 charge from this card to roll 1 additional attack die. If this attack hits, the defender receives the "Buzz Droids!" condition. Then cancel all dice results.

"Buzz Droids!"

3 Charges

At the beginning of the end phase, roll one attack die. On a Crit result, receive one faceup damage card. On a Hit result, receive one facedown damage card. On a Focus result, receive one stress token. On a Blank result, receive one jam token at the beginning of the next planning phase.

When there are no charges on this card, remove it.

Action: Remove one charge from this card.

It doesn't chain which is nice so it could work.

The multi effect rolls are nice guys, hadn’t thought of that. 4 possible outcomes would be pretty sweet and make them the menace they are.