Ragemumble?
First Order TIE Bombers (now with pic and Preview)
11 minutes ago, reqent said:Ragemumble?
Now that's a sweet band name if I've ever heard one
I love the Dive Bomber idea. I have had thoughts that go a different way, which I suggest below. It focuses much more on what I find most frustrating about the Tie Bomber - being alive long enough to spend your payload. I figured that the First Order would catch onto that and make this a more sturdy ship. Of course the dial is also more standard to FO. It would likely come in a little cheaper in points than the suggested ships by Prosk, mainly because I've stuck to a 2 red dice primary.
2 Attack / 2 Agility / 4 Hull / 2 Shields
Focus, Lock, Barrel Roll, Boost, Reload
Talent, Device, Device, Missile, Tech
Speed 1 - Blue straights and banks, Red turns
Speed 2 - Blue straight, white banks and turns
Speed 3- White straight, banks and turns, Red S-loop
Speed 4 - White straight
Speed 5 - Red K-turn
Shiped Ability - Lightweight Frame: After you drop or launch a bomb, you may perform an evade action.
Pilots
Initiative 1 Unique: While you defend, if you have not spent a charge on any of your equipped bomb upgrade cards, you may change 1 blank result to 1 evade result.
Initiative 2 Unique (2 Charges): After you fully execute a red manoeuvre, you may spend 1 charge. If you do, you may recover 1 charge on one of your equipped bomb upgrade cards.
Initiative 4 Unique: When a friendly ship at range 0-2 is defending, if the attacker is in your front arc, you may spend a lock you have on that ship. If you do, you may cancel one hit/crit result.
Initative 5 Unique: While you are shielded, you ignore the effects of bombs and mines.
Edited by Jammydude44It definitely would be tougher. It's also gave me a catch 22 vibe. I could just picture some pilot dropping bombs and going in evasive maneuvers as quickly as possible.
It will be a while but this will be fun thread to bring back when they announce this thing!