Secondary Weapon Prediction thread.

By Marinealver, in X-Wing

So this is for all the 1st edition secondary weapons that have not crossed over. So what 1st edition torpedo/missile/canon/turret or even bomb or illicits that act as secondary weapons.

I guess I'll start.

Plasma Torpedoes

Firepower 4

Range 2-3 Fore Arc

Charge 2

[Target Lock] Spend 1 charge from this card to perform this attack. If this attack hits the defender must discard a shield token if able.

So this makes use of the new shield tokens to set up a new dynamic or mechanic. In edition to a 4 firepower attack, this reduces the shield value on a ship. So I kept the charges low since 2 is enough to permanently strip the shields off of an X-wing. The Defender doesn't have to discard an active token and on timing may take the damage on shields first then discard the deactivated shield token. Anyway it is another way to keep shield regen in check if it ever makes a come back.

Edited by Marinealver

2 predictions: we will not see a full damage range 1-3 cannon like Mangler.

We will not see a full damage attack 4 Missile without some option to obviate the damage or dice numbers.

3 primary ships with missile slots will continue to not use missiles ever.

47 minutes ago, thespaceinvader said:

2 predictions: we will not see a full damage range 1-3 cannon like Mangler.

We will not see a full damage attack 4 Missile without some option to obviate the damage or dice numbers.

3 primary ships with missile slots will continue to not use missiles ever.

1-3 is possible but it would likely be bulls eye arc which is just as restrictive.

Edited by Marinealver
2 hours ago, thespaceinvader said:

2 predictions: we will not see a full damage range 1-3 cannon like Mangler.

We will not see a full damage attack 4 Missile without some option to obviate the damage or dice numbers.

3 primary ships with missile slots will continue to not use missiles ever.

I agree. The Plasma Torpedo was basically a fix for the 1.0 Proton Torpedo, back when they wouldn't change card text. If it returns, it'll do something different, although disabling shields could still be a part of it somehow.

3 hours ago, thespaceinvader said:

3 primary ships with missile slots will continue to not use missiles ever.

This is why I predicted they will eventually introduce tiered pricing for secondary weapons -- one price if the weapon increases the number of red dice you roll, another if it doesn't. As things stand I don't see anyone using munitions in the second case. (There's discussion about this going on in another thread so we don't need to go into much detail on it, but I wanted to get my prediction down here.)

My prediction: We will rarely see a secondary weapon going forward that isn't tied to it's faction. They will show up but it will be rare. We might go 3-5 waves without seeing one.

Conversely I don't think cost should scale with primary value. But cost of lock based munitions absolutely should go up the higher the pilot's init value.

28 minutes ago, thespaceinvader said:

Conversely I don't think cost should scale with primary value. But cost of lock based munitions absolutely should go up the higher the pilot's init value.

If secondary weapons cost less based on 3 or even 4 die primary weapons, and local based weapons cost more based on initiative, it will get quite confusing to list build.

It is the most balanced way, but it is a degree of complexity I think most don't want.

I just want my mag pulse for the TIE SF

3 hours ago, Okapi said:

I agree. The Plasma Torpedo was basically a fix for the 1.0 Proton Torpedo, back when they wouldn't change card text. If it returns, it'll do something different, although disabling shields could still be a part of it somehow.

That would be quite interesting. Say something like a 3/4 dice attack which if it hits the shields does 1 damage and then all other damage is cancelled but all remaining shield tokens are flipped until the end of the round (or create a disabled shield token). Could be a way to push through hull damage and get a pilot like Thane engaging his ability early in the game. However I would only give it one charge and make it quite expensive.

Assault Missiles

Firepower: 3
Range: 2-3 Fore Arc
Charge: 2

[Target Lock]: Spend 1 charge from this card to perform this attack. If this attack hits, each ship within range 0-1 of the defender suffers 1 <boom> damage. Then cancel all dice results.

Prediction:

With the introduction of Jedi they will have a faction specific (so to speak) missile, cannon or torpedo what will only trigger based on the use of force charges.

15 minutes ago, Cgriffith said:

Prediction:

With the introduction of Jedi they will have a faction specific (so to speak) missile, cannon or torpedo what will only trigger based on the use of force charges.

? Example? The only Force based secondary I'm recalling are the Shadow Torps "fired" by the Shadow Xs' Jedi pilots during the Vong invasion in Legends...

5 hours ago, Covered in Weasels said:

This is why I predicted they will eventually introduce tiered pricing for secondary weapons -- one price if the weapon increases the number of red dice you roll, another if it doesn't. As things stand I don't see anyone using munitions in the second case. (There's discussion about this going on in another thread so we don't need to go into much detail on it, but I wanted to get my prediction down here.)

tiered pricing for secondary weapons REALLY has to start with Initiative scaling

target-lock requirements WAY too heavily favor higher initiative pilots. Imo, they should pay accordingly

3 hours ago, ficklegreendice said:

tiered pricing for secondary weapons REALLY has to start with Initiative scaling

target-lock requirements WAY too heavily favor higher initiative pilots. Imo, they should pay accordingly

Well that was the case with 1st edition, on the other end of the spectrum you had [focus] attacks that favored the lower skill pilots because they can avoid getting blocked better than higher skilled pilots.

You are always going to have optimal pairings of pilots/upgrades. trying to make every possible pilot/upgrade combination cost the exact amount in according to power is just ludicrous. You just need some good [focus/calculate] secondary weapons to offset the initiative advantage that [target lock] weapons provide and it will be fine. I see no need in having Wedge pay double the cost for Proton torpedoes, when a Pheonix squadron pilot isn't taxed for taking photon rockets instead of concussion missiles.

Edited by Marinealver
9 minutes ago, Marinealver said:

Pheonix squadron pilot isn't taxed for taking photon rockets instead of concussion missiles.

a single 5 die bullseye arc range 1-2 shot vs 2 quad die front arc range 2-3 attacks that will crit. Cost difference at moment 2 pts. It is easier to focus in general, yet the Lock req on Prots is almost a non-issue for Wedge while getting that bullseye lined up with the Phoenix's can be a *****.