13 hours ago, gryffindorhouse said:Not super adventurous, but good.
Honestly makes a little more sense than the original design. Better visibility.
Aw, and here they had the chance to put the cockpit on the port side and really shake things up!
13 hours ago, gryffindorhouse said:Not super adventurous, but good.
Honestly makes a little more sense than the original design. Better visibility.
Aw, and here they had the chance to put the cockpit on the port side and really shake things up!
Maybe they'll do an FO Punisher with even more pods and the inverted Interceptor wings, but add one extra pod just for reasons.
4 minutes ago, NakedDex said:Maybe they'll do an FO Punisher with even more pods and the inverted Interceptor wings, but add one extra pod just for reasons.
My body, err wallet, is ready ~
34 minutes ago, Darth Meanie said:Aw, and here they had the chance to put the cockpit on the port side and really shake things up!
For some reason I initially interpreted this as "on the far port", and then I was thinking of that TIE experimental x3 or something with the gun and the cockpit on the sides of one wing.
I actually kind of want that to be Canon though. Kind of like the TIE/sf but side by side.
58 minutes ago, Darth Meanie said:Aw, and here they had the chance to put the cockpit on the port side and really shake things up!

2 hours ago, Darth Meanie said:Aw, and here they had the chance to put the cockpit on the port side and really shake things up!
You could always...just fly it upside down?
You know...go inverted?
27 minutes ago, xanderf said:You could always...just fly it upside down?
You know...go inverted?
For a little foreign relations?
Bad idea Mav.
You know, the finger?
I'm sorry, I hate when it does that.
16 hours ago, NakedDex said:I guess you could do a dive bomber mechanic as ship ability. Sort of the inverse of Nimble Bomber giving you options for direction on a dropped bomb, Dive Bomber could give you options for straight line launch speeds. Launch at one speed above whatever your dial was, to a maximum of 5. I could get behind that.
Something like an inherent but manoeuvre-limiting version of Trajectory Simulator? Could be good. I'd say use the same speed for the sake of simplicity.
The only problem is how that interacts with turn order; you'll have set your dial before the system phase, but normally it's not revealed until the ship activates in the activation phase. Voluntarily revealing your dial to launch a bomb might work, though; I guess going into a screaming 'bombing run' makes it obvious where you're going?
No, I take that back.
If you launch a bomb with speed 4, then move speed 4, you end up parked on top of the bomb, which is stupid. You really need the unique ability to let you launch the bomb after moving in the activation phase (which also takes the sequencing problems out of it). That definitely means it needs to be bombs not devices, because flinging mines like that could easily be overpowered.
Tie FO Bomber
Ship Ability - Dive Bomber (1 Charge)
After fully executing a one Straight or Blank you may spend a charge to launch a bomb.
After executing a manuveur less than speed 3 lose a charge.
After fully executing a Straight more than speed 3 gain a charge.
So go fast in a Straight line, and slam the brakes to launch a bomb or keep at speed three or higher and launch later
What do you think?
Edited by Scum4Life
I don't think any chassis ability currently uses charge - and it's going to mess with any pilots wanting charges for pilot abilities. I'd stick with a 'same turn' ability for simplicity.
Ship Ability:
Dive Bomber - after fully executing a
,
, or
manoeuvre of speed 3-5, if you have not dropped or launched a device this round, you may launch a bomb using a
template of the same speed as your revealed manoeuvre.
Yeah, I worded it incorrectly. I should have included the caveat that you launched after the maneuver. Revealed dial speed +1 was to essentially make any bomb always travel between 2 and 5, because travelling 1 would catch yourself, and I doubt any bomber is going to have speed 5.
That said, simpler wording is always better: After executing a speed 2-4 straight or bank, you may launch a device using a straight template matching the speed on your revealed dial.
You keep the 2 speed minimum, but lose the speed 5 range. It'll probably have a sensor slot for Trajectort Sim anyway, so if you really want that extra range, pay up. No bank templates on the bombs, because that would be madness. Hilarious, but broken in half.
22 hours ago, Whalers on the moon said:Oh no! I laughed at the last Kaz joke. I can feel myself going through the process of dumbening.
In my defense, I do watch every week with my 6 year old.
I must say, I actually really enjoyed Kaz as a character. He has a great heart, is a terrific pilot, and I must admit to even finding him quite humorous. Very much looking forward to Season 2!
And the TIE/FO Bomber looks terrific. Can't wait to see it in action on the show. And perhaps in Episode IX? Though with the TIE Echelon supposedly making an appearance, along with the all-new TIE Dagger, TIE Whisper, and TIE Whisper/Interceptor (Kylo's replacement for the Silencer), I can't imagine how they'd be able to fit it in. Lest we forget, the original trilogy had just three TIE variants TOTAL (and yes, I'm lumping the TIE shuttle and bomber together).
I really like the dive bomber concept. I hope the pilot abilities really emphasize bombing because we already have great ordinance options in the sf and silencer (and very soon the TIE/ba).
The bomber and the echelon are the two potential ships that I'm most excited about as they have the potential to shake up the faction the most.
12 hours ago, Magnus Grendel said:Something like an inherent but manoeuvre-limiting version of Trajectory Simulator? Could be good. I'd say use the same speed for the sake of simplicity.
The only problem is how that interacts with turn order; you'll have set your dial before the system phase, but normally it's not revealed until the ship activates in the activation phase. Voluntarily revealing your dial to launch a bomb might work, though; I guess going into a screaming 'bombing run' makes it obvious where you're going?
No, I take that back.
If you launch a bomb with speed 4, then move speed 4, you end up parked on top of the bomb, which is stupid. You really need the unique ability to let you launch the bomb after moving in the activation phase (which also takes the sequencing problems out of it). That definitely means it needs to be bombs not devices, because flinging mines like that could easily be overpowered.
Hmm. Maybe: "During the System Phase, while you drop a bomb, you may flip over your dial. If you do launch the bomb instead with a straight template matching the speed of your selected maneuver."
Doesn't get around the 4 straight landing on the bomb launched with a 4 straight, but it means you can dial in a slower turn or bank and then roll out.
Love everyone running with the quick dive bomber idea. Now I'll be disappointed if FFG doesn't implement at least 3 of these ideas as a ship ability.
I agree these ideas are creating hype for a ship that's probably at the earliest 2 or 3 waves away. I'm already trying to predict stats.....
Please please no activation phase bombs that don't self-damage. Genius is okay. All others are a hard pass from me.
Do you really want 1.0 Nymanda back?
I didn't notice anyone suggesting that you could ignore the bombs but I agree with the sentiment. It isn't fun and it encourages bad flying.
I dealt with nymgar more than nymanda, bad times....
These look pretty big compared to the FO. Any chance they might be a medium base?
How do you differentiate it from the Bomber or Punisher? They made a joke today about lots of strain tokens... take a strain to boost after you drop a bomb?
14 hours ago, PaulRuddSays said:These look pretty big compared to the FO. Any chance they might be a medium base?
How do you differentiate it from the Bomber or Punisher? They made a joke today about lots of strain tokens... take a strain to boost after you drop a bomb?
It's hard to say because you cant tell the distance between the FO and the bombers. Medium based would make it more interesting.
So besides the standard FO treatment (better dial, shields) all the other bombers (except the separatists one) have a gunner slot. So they could go with crew. Having an effect that results in strain or deplete would be nice. Just to develop that more.
Ship ability after a barrel roll or boost action you can reload for a deplete tolen.
On 10/2/2019 at 4:13 PM, Imperial Advisor Arem Heshvaun said:
****, First Order... That's senselessly brutal, yikes.
Also, ISDs. Interesting.
On 10/2/2019 at 2:46 PM, Rmcarrier1 said:Lest we forget, the original trilogy had just three TIE variants TOTAL (and yes, I'm lumping the TIE shuttle and bomber together).
Tie Interceptor, Tie Advanced x1, Tie Fighter, Tie Bomber, Tie Phantom (it was cloaked)