2.0 Intimidation... the heck?

By Frostthorn, in X-Wing

Just now, Forgottenlore said:

The cards for ordnance specify what ranges that weapon can attack at, Rhymer changes those values. So if a torpedo lists range 1-2 as valid ranges for the weapon, when it is equipped to Rhymer is effectively says range 0-3 is a valid range for that torpedo.

Which sparks an interesting idea. They could produce a secondary weapon that would allow any ship to attack at range 0. Would a mediocre weapon like that be worth a couple points as insurance against bumping?

i was literally just thinking that.

Something that probably doesnt do damage but causes a lot of token applying or damage exposing. Otherwise people would just dive into your face, even if it was a pathetic attack, because you cant fight back w/o them yourself.

7 minutes ago, Vineheart01 said:

i was literally just thinking that.

Something that probably doesnt do damage but causes a lot of token applying or damage exposing. Otherwise people would just dive into your face, even if it was a pathetic attack, because you cant fight back w/o them yourself.

Indeed. Definitely sounds like an illicit slot weapon to me.

9 minutes ago, Vineheart01 said:

i was literally just thinking that.

Something that probably doesnt do damage but causes a lot of token applying or damage exposing. Otherwise people would just dive into your face, even if it was a pathetic attack, because you cant fight back w/o them yourself.

Kind of like the 1.0 Flechette Cannon but just causes stress and is range 0? Maybe a tractor effect instead to screw with bumpers?

3 minutes ago, Forgottenlore said:

Indeed. Definitely sounds like an illicit slot weapon to me.

That or a mod slot to expand its availability.

49 minutes ago, Vineheart01 said:

Lots of things have changed in 2.0, please read the rules before making rule assumptions or we get a lot of confusion.

I was extraordinarily careful to make no rules assumptions, and to qualify my post.

Maybe if Jamming Beam had been range 0-2 it wouldn't have been 3 points overcosted, but alas, Jamming Beam is still useless.

1 hour ago, Forgottenlore said:

Indeed. Definitely sounds like an illicit slot weapon to me.

They could easily have made Feedback Array a range 0 secondary weapon instead of the current wording (a special effect that "replaces" your attack by giving you a disarm token). That might have been cleaner, but the current wording also ends up being pretty simple.

38 minutes ago, kerbarian said:

They could easily have made Feedback Array a range 0 secondary weapon instead of the current wording (a special effect that "replaces" your attack by giving you a disarm token). That might have been cleaner, but the current wording also ends up being pretty simple.

Attacks roll dice and have specific triggers, which is probably why they did Feedback array the way they did.

Concealed Autoblaster

Modification slot
1 red, range 0-1 you may engage ar range 0-1 outside your firearcs

So it can shoot 360 with perfect knowelege, can be equipped to both the Falcon (ESB) and Black One (TFA), for only stormtrooper killing damage (1 red, plus range bonus), and DOES NOT provide an additional primary firearc for the purpose of abilities and Outmaneuver.

I'd like to see it the other way - a really strong weapon that only works if you can force the bump somehow. Maybe doing 5 dice to everything else at range 0 of you, so that there's a counter of making your own ships bump you.

11 hours ago, Jeff Wilder said:

Wait, wait, wait ... this Rhymer thing seems suspect.

Just because the range requirement for a weapon is adjusted (say, to R0) that doesn't affirmatively give the ability to attack at R0.

If the main rules say a ship can't attack at R0, Rhymer's ability is not going to change that.

(To be clear, I don't know what the rules say ... I'm just saying that Rhymer's ability does not necessarily logically make him able to attack at R0 if he otherwise can't attack at R0.)

There is no such restriction. Primary Weapons have a listed minimum range of 1, and no currently published secondary weapons have a minimum range of 0. However in both cases pilots exist who can attack at range 0, or else reduce a weapons range to 0.

Anti-pursuit lasers are now the Lambda's rear guns, but I agree a range 0 'popout' weapon could be used if ion projector was to be brought back. Note that it would still need a defined arc of fire, which would help make it more suited to the bumper or bumpee. (unless you can reverse it's hard to end up at range 0 of someone in a rear arc, for example)

6 hours ago, thespaceinvader said:

I'd like to see it the other way - a really strong weapon that only works if you can force the bump somehow. Maybe doing 5 dice to everything else at range 0 of you, so that there's a counter of making your own ships bump you.

Your thinking Zeb on a Ghost. Otherwise it's way too swingy.