Electro-Proto Bomb

By heychadwick, in X-Wing

I'm trying to find bits and pieces of this in several threads, but I can't seem to find all the info I need.

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Someone was saying that there was something about having a Shield required to do something? I don't understand. Am I missing anything here?

If not, what do people think of this bomb? Will the fuse turn people off from it?

I'm very excited to use it in CIS, but thematically and mechanically disappointed it's available to factions other than CIS/Republic.

I'm not sure if it's good but it's so cool.

Just now, svelok said:

I'm very excited to use it in CIS, but thematically and mechanically disappointed it's available to factions other than CIS/Republic.

I'm not sure if it's good but it's so cool.

I think someone in another thread said that it was designed by the Republic vs. the Confederates Separatists. So, I'm just glad that we get it, too! I'm also happy that every roll means SOMETHING.

1 minute ago, heychadwick said:

1: Someone was saying that there was something about having a Shield required to do something? I don't understand. Am I missing anything here?

2: If not, what do people think of this bomb? Will the fuse turn people off from it?

1: WTF?!? The only thing I see as close is that shield less ships have no shields to be removed by them rolling blanks so are not as concerned about it as ones with shields (TIE/Lns and Torrents have less to worry about than Z-95s for example. It'll still suck to end up getting hit by one for those ships though).

2: Mayhem, beautiful mayhem. The fuse doesn't bother me, I kind of like the balancing factor of it since it gives the opponent some agency to avoid the blast.

Yeah, that is what I was thinking about Shields. I saw the comment in some conversation about reloading, which didn't make sense.

11 minutes ago, heychadwick said:

Yeah, that is what I was thinking about Shields. I saw the comment in some conversation about reloading, which didn't make sense.

They might be mentally transposing the alternative reload mechanic that Bomblet Generator has onto the Electro-Proton Bomb. The two cards do appear layered on each other in the Hyena spread in the Wave 4 announcement article.

The new bomb doesn’t have any shield requirements.

I am actually really looking forward to seeing them. Nasty stuff potentially, although you have a round to dodge it. Challenge is, 0-2.

My only contribution shall be this:

Electro-Proton Bomb & Sabine Crew

I just want to watch the world burn.

Edited by Innese
31 minutes ago, svelok said:

I'm very excited to use it in CIS, but thematically and mechanically disappointed it's available to factions other than CIS/Republic.

I'm not sure if it's good but it's so cool.

You did notice that you have to have the RELOAD action to be able to use the Bomb, right? That at least limits which ships can use it.

9 minutes ago, Innese said:

My only contribution shall be this:

Electro-Proton Bomb & Sabine Crew

I just want to watch the world burn.

Considering this and static discharge vanes to boot.

Edited by Tyhar7

Oh dear gods that thing is disgusting...

Ablative Plating only negates damage, ignore me

Edited by Innese
1 minute ago, Innese said:

I was thinking Ablative Plating, if it becomes HS Legal.

Won't do anything. Your not getting damaged.

Just now, Tyhar7 said:

Won't do anything. Your not getting damaged.

Yea I went and reread it after my response haha. I haven’t looked at anything Extended in months

So, it can only be dropped by a ship with the reload action. It can't be reloaded. You drop it in the system phase and place a fuse token on it. It DOES NOT detonate at the end of the activation phase? During the next system phase, you remove the fuse token then it detonates at the end of that activation phase?

It does have a nasty effect but a whole extra turn to avoid. Will be good for area denial!

I still have to wonder about about the fuse, though. It goes out with 1 fuse, so won't pop until the next turn. That's 2 rounds of movement to get out of the way.

It does make Trajectory Simulator interesting, though. Let's say you have a slow rolling opponent, you can toss that sucker out there and really have a laugh. If you have enemy ships that like to Arc Dodge or Tie Phantoms or something, you could launch it on your flank and pretty much know the enemy isn't going to go near that side of the board. That's always good to know. I'm just not sure if I see a use besides with TS.

If you have a lot of things like Ion weapons and Tractor Beams in your list, you can try to limit an enemy's movement

It's going to be interesting. It's on the verge of broken power levels, but is restrained by the fuse mechanic and the massive requirements to bring it to the map. I'm definitely looking forward to it enough that while I had dropped the Hyena from my pre-order list, (I'm very unsatisfied by CIS so far,) it's going right back on.

And yeah, I'm looking at Sabine crew as well. I've no idea if it'll be good (lot of investment for a one use device) but it would probably be fun.

The area denial this offers is huge .

Taking full advantage of that may need some clever play. As will countering it.

I'm cautiously liking the design.

Emon Azzameen with Boba crew will be trolling.

38 minutes ago, Tyhar7 said:

Considering this and static discharge vanes to    boot. 

38 minutes ago, Innese said:

A  blative   Plating only negates damage, ignore me    

You wouldn’t be able to equip them anyway, unless you have more than 1 mod slot...

.

Edited by Archangelspiv

Rebel Han can potentially reroll all the dice. Teehee.

1 hour ago, heychadwick said:

I still have to wonder about about the fuse, though. It goes out with 1 fuse, so won't pop until the next turn. That's 2 rounds of movement to get out of the way.

It does make Trajectory Simulator interesting, though. Let's say you have a slow rolling opponent, you can toss that sucker out there and really have a laugh. If you have enemy ships that like to Arc Dodge or Tie Phantoms or something, you could launch it on your flank and pretty much know the enemy isn't going to go near that side of the board. That's always good to know. I'm just not sure if I see a use besides with TS.

If you have a lot of things like Ion weapons and Tractor Beams in your list, you can try to limit an enemy's movement

I have a feeling this bomb is going to be pricey since its area is massive and it can be pretty game changing. I feel like FFG will cautiously price this pretty high, which hey tend to do that with newer mechanics. I wouldn't be surprised if this is in the 7-10 point range. Paired with Trajectory Sim you are looking at a pretty hefty investment. Now they may drop Trajectory Sim a bit since its all but disappeared from what I've seen, but personally I hope they don't.

Anyway, I actually see some great uses for the bomb dropping it with the standard 1 template for a couple of scenarios. It should be great against jousting lists or lists that want to maintain a tight formation. You need to time the engage so that you drop the bomb on the turn prior that they plan to K-turn to deny that area of the map a means to turn around. That way they are forced to K-turn into the bomb zone and just eat it, or turn hard left or right which should let you get unopposed shots into their flanks. Another good use is to completely mess with a flanking enemy ace. One of these bombs can force them to take a shallower flanking route on your formation making it easier to turn into them to engage. Or after they commit to an engagement you can deny them an escape route.

What I like about this bomb is that even with ships without shields, you really don't want to be hit by it. Getting ion'd or getting your weapons disabled at the wrong time can really swing a match. Barring price I may always bring one of these on board a Scimitar bomber.

Edited by Jo Jo

It's interesting, but I'm not sure how damning it actually is. I play scum, so we have few shields to begin with and ion is a lot more of an issue for those droids than me. It can't be reloaded either, so it's one disruptive charge and that's it. I half expect that players will fly crazy circles to avoid it the first few weeks after release, only to find later that you might as well just take the hit and not worry about it too much.

Personally I hate the new bomb. I really hope it’s 15+ points. You should not be able to deal out weapon disabled tokens to enemy ships.

1 hour ago, drail14me said:

So, it can only be dropped by a ship with the reload action. It can't be reloaded. You drop it in the system phase and place a fuse token on it. It DOES NOT detonate at the end of the activation phase? During the next system phase, you remove the fuse token then it detonates at the end of that activation phase?

It does have a nasty effect but a whole extra turn to avoid. Will be good for area denial!

Not quite. If any device has a fuse when it would detonate the fuse would be removed instead.

It's that simple. It deploy with one fuse, so the first round it would go off, you remove the fuse. The second round, boom. It's a potent area control mechanic.

I like the fuse concept generally, it makes rear deploy.ent bombs a lot easier to work with.