Future remote ideas

By Roller of blanks, in X-Wing

Just gonna leave this thread here to see other's opinions on new remotes

My idea:

The thing from episode IV that luke trains against on the falcon.

In a novel I read, the protagonist used a bunch of these things in an abandoned jedi temple to temporairily disable a band of pirates giving chase, so how about this:

H-4 marksmanship drones

Init-0

Atk-2

Agil-3

Hull-1

If this attack hits, the defender receives 1 ion token. Then cancel all dice results. you may only attack targets at range 1-2. When attacking at range 1, do not apply the range one bonus. You my relocate using the 1 or 2 speed templates.

I don't think this is even remotely likely.

Edited by Darth Meanie

1YUfJTU.png

5mcMzxw.png

Laser mines. Just a probe droid with a range 2, 2-dice attack that can’t move or only moves in a straight line.

@ImperialAce95 But. Why not make them a bit different?

2 minutes ago, SpiderMana said:

@ImperialAce95 But. Why not make them a bit different?

Yeah, I wanted to give it the ability to make attacks against an enemy ship at range 0-1 with only 1 attack dice (it's not a ship, calm down), but I thought it might be too powerful. Imps would love the extra locks and jam as is, so I just left it at that. What ideas did you have for Vipers?

31 minutes ago, Darth Meanie said:

I don't think this is even remotely likely.

Badum-tsh

34 minutes ago, TasteTheRainbow said:

Laser mines. Just a probe droid with a range 2, 2-dice attack that can’t move or only moves in a straight line.

If it's just a mine, maybe reduce their Agility by 1, but upgrade them to the mines that launch a Homing Missile at whatever destroys them! (So they're very easy to destroy and have a relatively weak attack, but if someone kills one, it does either a 4-dice attack or a flat damage before it dies.)

Sensor Decoy. 3 Agility, 1 Hull. [skipping all the various overhead about movement and overlaps] When an enemy ship acquires a target lock, it must lock a Sensor Decoy if able.

So it really messes up opponents who want to use lock-based strategies. Phrased as "must lock a Sensor Decoy" instead of "lock this Remote" so that there isn't a conflict between two Sensor Decoys in the same list.

14 minutes ago, theBitterFig said:

Sensor Decoy. 3 Agility, 1 Hull. [skipping all the various overhead about movement and overlaps] When an enemy ship acquires a target lock, it must lock a Sensor Decoy if able.

So it really messes up opponents who want to use lock-based strategies. Phrased as "must lock a Sensor Decoy" instead of "lock this Remote" so that there isn't a conflict between two Sensor Decoys in the same list.

That's an interesting idea, but it needs to be reigned in a bit. Rolling a die and/or disabling the effect after the remote has a red lock token would probably do it.

Remotes could also be weakened by having fewer defence dice, particularly if they have a strong effect.

I'm very hesitant about any ideas for drones that can shoot, because at that point you're essentially bringing another ship. A drone with a gun needs to cost at least somewhere close to 20pts (unless it has a self destruct timer like the scum autopilot drone).

Powerful drone abilities could also be limited by charges on the drone itself, but that's a lot of added complexity over say, a bomb, at that point.

1 hour ago, ImperialAce95 said:

Yeah, I wanted to give it the ability to make attacks against an enemy ship at range 0-1 with only 1 attack dice (it's not a ship, calm down), but I thought it might be too powerful. Imps would love the extra locks and jam as is, so I just left it at that. What ideas did you have for Vipers?

Well, they have a self destruct mechanism, so give it two hull and a seismic charge eff (but at range 0)?

29 minutes ago, gadwag said:

That's an interesting idea, but it needs to be reigned in a bit. Rolling a die and/or disabling the effect after the remote has a red lock token would probably do it.

Fair enough. It was seeming pretty potent when I was typing it up, but the core of it was an idea I'd had for a while. Text depending on it not-being-locked makes sense. "When an enemy ship acquires a lock, it must [lock][choose] an unlocked Sensor Decoy if possible." First ship gets a lock on it, and can radio over to their buddies that... well... it's a trap.

29 minutes ago, gadwag said:

Remotes could also be weakened by having fewer defence dice, particularly if they have a strong effect.

I'm very hesitant about any ideas for drones that can shoot, because at that point you're essentially bringing another ship. A drone with a gun needs to cost at least somewhere close to 20pts (unless it has a self destruct timer like the scum autopilot drone).

Powerful drone abilities could also be limited by charges on the drone itself, but that's a lot of added complexity over say, a bomb, at that point.

All wise thoughts.

1 hour ago, ImperialAce95 said:

It has to be the first enemy you encounter in Rogue Squadron.

2 hours ago, theBitterFig said:

Fair enough. It was seeming pretty potent when I was typing it up, but the core of it was an idea I'd had for a while. Text depending on it not-being-locked makes sense. "When an enemy ship acquires a lock, it must [lock][choose] an unlocked Sensor Decoy if possible." First ship gets a lock on it, and can radio over to their buddies that... well... it's a trap.

I was thinking about this, and it might even be simpler to have the remote just die (because it runs out of power) after it gets target locked. That way it doesn't sit around taking up board space, but it can still disrupt alpha strikes. All the same, that's a massively powerful effect so it'd have to be costed fairly high.

Regarding imperial viper probe droids, I'd love to see them in the game. They are a fair bit larger than DRK-1 droids, though, so I think I'd only give them 2 agility, with some other bonus to make up for it. One thematic option is a dead-man's-switch effect: "If you are destroyed while defending, deal 1 damage to each ship at range 0-1". A simpler option is just a second hull point - after all, this is open warfare so a probe droid doesn't need to self-destruct to maintain secrecy.

I'd like to see Super Battle Droid Rocket Troopers as a remote when the HMP gunship gets into the game. I think it could be like a buzz droid that can move on its own like the probe droid can.

I would love to do an attack like what we see when Tup was captured . When your faction is mostly droids, deploying troops in space is a neat option.

12 hours ago, theBitterFig said:

Sensor Decoy. 3 Agility, 1 Hull. [skipping all the various overhead about movement and overlaps] When an enemy ship acquires a target lock, it must lock a Sensor Decoy if able.

So it really messes up opponents who want to use lock-based strategies. Phrased as "must lock a Sensor Decoy" instead of "lock this Remote" so that there isn't a conflict between two Sensor Decoys in the same list.

This wrecks E-wings right? Just have the decoy chill in the corner and all of a sudden they have to come to the corner to blow it up or accept they can't target lock anything for the game.

Maybe a repair droid of some kind.

Maybe a mobile "obstacle:" I1, 0 agility, 4 shield, 1 hull, ability to move 1 or 2 speed like the probe droid. Whenever a shot is obstructed by you, cancel one "hit" or "crit" result. If a "hit" or "crit" result was cancelled, take 1 damage. Or something.

Edited by CaptainJaguarShark
42 minutes ago, pyoinator said:

This wrecks E-wings right? Just have the decoy chill in the corner and all of a sudden they have to come to the corner to blow it up or accept they can't target lock anything for the game.

Yeah, first thought version of it is a bit too much. There's probably a dozen cool ways to make it better.

Maybe it only prevents enemy ships from locking things other than Sensor Decoys within a range (0-1, 0-2 or so) of the Sensor Decoy. Got to keep it close (that is, vulnerable to attack) in order to use it. It'd still get in the way of early locks from E-Wings, but it can't just be kept out of the fight.

Maybe giving it some sort of a clock makes sense, like it has the original text, but disappears after one or two rounds. So someone trying to combat lock-based strategies has to time their decoys/flares right.

Having them disappear after getting locked would also make sense. It'd still be a 1-time long-range jam that might not cost an action.

Decoy Buoy - This remote may be assigned lock tokens. After a lock token is assigned to a friendly ship at range 0-2, if there are less than 2 lock tokens assigned to this remote, transfer the lock token from that friendly ship to this remote.

This would probably be pretty pricey, but it would make for a pretty cool support device.