Resistance Bomber speculation 2e

By Ravenhull, in X-Wing

Partly wondering about how ‘ordnance silos’ might show up. A baked on ability to add 2 more charges? A separate mod card, or, more likely, a configuration? And if a configuration, might we get an alternate one too?

And the pilots. For “Crimson Specialist” (yes, I know they getting ‘names’), I can see this ability staying, though maybe restricted to either mines or bombs. With “Crimson Leader”, I am not expecting Rattled to return in its current form. “Cobalt Leader” might stay the same, with only a clarification that he works with mines, not bombs, in the 2e keywords.

New dial. Blue one straight, red one banks.

I expect a lot more dakka. Maybe 3 reds bowtie, but only red rotates, on a rather bad dial.

32 minutes ago, Admiral Deathrain said:

I expect a lot more dakka. Maybe 3 reds bowtie, but only red rotates, on a rather bad dial.

What about a fixed front arc with a single turret?

Looking at the image, it looks like the front guns are fixed (so front arc, possibly 2 dice). The turret also looks like it's traverse is limited to the rear half of the vessel and the dorsal turret looks like it can fire 360. There's also what appears to be fixed cannons and a turret facing backwards as well.

Perhaps fore and aft arcs with the possibility of a turret upgrade? Or would that be too complicated?

37 minutes ago, Stryker359 said:

Looking at the image, it looks like the front guns are fixed (so front arc, possibly 2 dice). The turret also looks like it's traverse is limited to the rear half of the vessel and the dorsal turret looks like it can fire 360. There's also what appears to be fixed cannons and a turret facing backwards as well.

Perhaps fore and aft arcs with the possibility of a turret upgrade? Or would that be too complicated?

It's not as complicated as the VCX, so go for it

Given this thing is a flying fortress, it's one of the few starships that actually genuinely deserves that wonderful 360 degree PWT.

I;d like to see two independent mobile arcs (maybe giving the ability to combine the dice if they're in the same quadrant). Very difficult to do, but would make it unique.

1 minute ago, thespaceinvader said:

I;d like to see two independent mobile arcs (maybe giving the ability to combine the dice if they're in the same quadrant). Very difficult to do, but would make it unique.

Two independent arcs could work (maybe you can only move one a turn though), and add a rule that says once you've fired with a turret, you may fire with another (but perhaps have no turret slot).

But ultimately, who knows what our lords and masters have planned?

32 minutes ago, Stryker359 said:

Two independent arcs could work (maybe you can only move one a turn though), and add a rule that says once you've fired with a turret, you may fire with another (but perhaps have no turret slot).

But ultimately, who knows what our lords and masters have planned?

Just as long as I can still Fly three of them I’m good.

All I want from it is both a crew and gunner slot, with the Cobalt Hammer title. Let’s have a, not necessary, but synnergistic Rose/Paige combo.

Finch, Nix and Spennie are needed too..

Edited by That Blasted Samophlange

Does not matter to me what it has. As long as I can blast that piece of **** out of the sky, I'm good with it. (FO sympathizer)

It's a Bomber, not a turret

Long as it can trajectory sim protons into swarms, it'll be fine and a necessary addition to the faction

Edited by ficklegreendice

I finally got the 1.0 version and the model is really great; so I'm looking forward to seeing the 2.0 version. I liked the idea of Crossfire Formation, very thematic, and hope that bonus defence effect or something like it will be the built-in ability.

Agree that it should have crew and gunner slots.

1 hour ago, ficklegreendice said:

It's a Bomber, not a turret

Long as it can trajectory sim protons into swarms, it'll be fine and a necessary addition to the faction

To be fair, it's a bomber with turrets which is fairly common.

Sure, I'm just talking about it's gameplay identity

It ain't a turret ship (like the yts), it's a bomber that happens to have a turret

Though in lore too it is also a Bomber which just has turrets to try to (apparently ineffectively) defend itself

1 hour ago, ficklegreendice said:

Sure, I'm just talking about it's gameplay identity

It ain't a turret ship (like the yts), it's a bomber that happens to have a turret

Though in lore too it is also a Bomber which just has turrets to try to (apparently ineffectively) defend itself

They put the turrets in the wrong place: if your ship is slab-sided and slow, you shouldn't put the majority of your firepower facing backwards .

A new ship ability:

ORDNANCE SILOS: When you would be destroyed, your opponent may set your dial to any maneuver and immediately execute it. Then spend all remaining charges on your equipped device upgrades and resolve their detonation effects, treating your base as the bomb token. After these effects are all resolved, remove your ship from play.

Perma-dead-man-switch.

Well, I am sure the old didn’t have a crew was to keep Sabine off it. Having 3 bomb slots with two benefiting from ordnance silos would have been bad.

As for the arc, I would go with a single arc turret, just to keep it from being used as a gunboat.

So what we know so far, based mostly on this https://youtu.be/cD7Unc-6cCw?t=37m56s (Gold Squadron Podcast):

> 9 Hull, 3 Shield. White Actions: Reload, Rotate, Lock, Focus

> Looks like no ship ability.

> It looks like Finch Dallow has Crimson Specialist's ability, specifying it has to be a bomb (not a mine)

> https://www.fantasyflightgames.com/en/news/2018/8/3/spark-of-rebellion-1/

Dial looks like:

Spd 0: Red Stop

Spd 1: Guessing blue banks and straight, red hard turns

Spd 2: Guessing 2 straight is blue, white banks and turns

Spd 3: Red banks, white straight.

________________________________________

For slots, guessing Sensor, Tech, a few devices, gunner slot, maybe crew? Not sure.

Edited by HanScottFirst
4 hours ago, Stryker359 said:

They put the turrets in the wrong place: if your ship is slab-sided and slow, you shouldn't put the majority of your firepower facing backwards .

The majority of the guns don't face backwards... the turrets and back guns can rotate and it still has 4 fixed guns on the front.

2 minutes ago, redxavier said:

The majority of the guns don't face backwards... the turrets and back guns can rotate and it still has 4 fixed guns on the front.

Sssshhhhh. Don't tell him facts. He doesn't accept those because it's something TLJ.

3 minutes ago, redxavier said:

The majority of the guns don't face backwards... the turrets and back guns can rotate and it still has 4 fixed guns on the front.

The reference photo I was going for implied that there were fixed rear guns and a rear turret. If I'm mistaken, so be it :)

Just now, Captain Lackwit said:

Sssshhhhh. Don't tell him facts. He doesn't accept those because it's something TLJ.

Er, what? Because someone criticises a ship design they hate the movie? I actually quite liked TLJ...

Unfortunately none of the turrets move on the existing model so you're right in a way!