Droid Gunship Bomb - Its Concussion

By dsul413, in X-Wing

Found this snooping around the internet today. Any thoughts as to what a concussion bomb would have for an effect? If already posted I'll delete, I didn't see it earlier.

New points are awesome, and Wave 6 looks great, but Wave 7 looks to be wicked awesome as well.

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Something similar to Concussion Missiles I'd guess, so along the lines of flip a damage card then roll some dice for additional damage.

It's impossible to get much but am I right in thinking it doesn't have the normal "spend a charge to drop a bomb using the 1 straight template"? Drop is in there, but feels like it's got way more ahead of that than bombs normally do.

The rules for detonation not being on the card itself, of course.

Very interesting.

Btw, and this is pure speculation based on the picture. But that cannon could be a "twin-laser cannon", similar to 1e twin-laser turret.

10 hours ago, CaptainJaguarShark said:

It's impossible to get much but am I right in thinking it doesn't have the normal "spend a charge to drop a bomb using the 1 straight template"? Drop is in there, but feels like it's got way more ahead of that than bombs normally do.

The rules for detonation not being on the card itself, of course.

I bet you launch it and then you must move it forward each systems phase and it detonates when it hits something.

Just a squinty guess really, but on the I3 pilot on the left, special ability seems to read something like "After you barrol roll or sideslip...."

I'd be happy with basic Range 1 explosion, 1 regular damage, but just 3 charges. Make it 6-7 points, so it'd be cheaper-per-charge than Proton Bombs, but with a higher cost and a weaker boom.

2 hours ago, Ablazoned said:

I bet you launch it and then you must move it forward each systems phase and it detonates when it hits something.

Seems awkward, with the lack of a second set of pegs. Most stuff that moves (all stuff that moves?) has at least two guides for a movement template.

10 minutes ago, theBitterFig said:

I'd be happy with basic Range 1 explosion, 1 regular damage, but just 3 charges. Make it 6-7 points, so it'd be cheaper-per-charge than Proton Bombs, but with a higher cost and a weaker boom.

That's weaker than Seismic Charges...

50 minutes ago, theBitterFig said:

I'd be happy with basic Range 1 explosion, 1 regular damage, but just 3 charges. Make it 6-7 points, so it'd be cheaper-per-charge than Proton Bombs, but with a higher cost and a weaker boom.

Seems awkward, with the lack of a second set of pegs. Most stuff that moves (all stuff that moves?) has at least two guides for a movement template.

Yeah you're right.

I hope this ship gets a Torpedo slot. It says right there in that page - it can carry those! :P

2 hours ago, Rossetti1828 said:

Just a squinty guess really, but on the I3 pilot on the left, special ability seems to read something like "After you barrol roll or sideslip...."

Ooo you've got me looking now, and the i3 unique looks to be an anti-butter bot? Same exact deal, but it takes one instead of giving.

1 hour ago, SpiderMana said:

Ooo you've got me looking now, and the i3 unique looks to be an anti-butter bot? Same exact deal, but it takes one instead of giving.

Yes I reckon so, he takes a Calculate from a friend.

Also, the two-pip I2 "Geonosian ..." pilot seems to allow removing a Tractor token from its target to reroll missile and (cannon?) attack dice.

And... the thing that is probably a new Tactical Relay, with 3^^^ charges, has the word "lock" on it, so it may be able to give out up to 3 locks a turn if some condition is met.

Edited by Rossetti1828
23 minutes ago, Rossetti1828 said:

Also, the two-pip I2 "Geonosian ..." pilot seems to allow removing a Tractor token from its target to reroll missile and (cannon?) attack dice.

Aaah I didn't think too hard about what they might remove, but that makes sense, especially if it's a Geonosian-made droid.

7 hours ago, Hiemfire said:

That's weaker than Seismic Charges...

Seismic have two charges, and you can only blow up obstacles. Sometimes that's better, but it wouldn't suit some other lists. I feel like, say, if I was playing Strikers, I'd rather leave the obstacles in. Or maybe Struts Hyenas.

Anyhow, a simple, non-exciting plain bomb of some sort is something I think would fill a niche, and having 3 charges rather than 2 would be a nice way to accomplish it. Not all ships can reload, and some which can reload would also no doubt love to have three charges.

9 hours ago, Rossetti1828 said:

And... the thing that is probably a new Tactical Relay, with 3^^^ charges, has the word "lock" on it, so it may be able to give out up to 3 locks a turn if some condition is met.

That Tactical Relay is noone more, noone less than Kalani!

13 hours ago, Rossetti1828 said:

Just a squinty guess really, but on the I3 pilot on the left, special ability seems to read something like "After you barrol roll or sideslip...."

Interesting. I caould have sworn Max on stream briefly gushed about the 'strafing mechanic' of the gunship.

49 minutes ago, rawbean said:

Interesting. I caould have sworn Max on stream briefly gushed about the 'strafing mechanic' of the gunship.

They definitely mentioned it, something like, "I can't wait to show this strafing mechanic" and then they just moved on.

5 hours ago, CaptainJaguarShark said:

They definitely mentioned it, something like, "I can't wait to show this strafing mechanic" and then they just moved on.

Probably on the back of the config

7 minutes ago, MasterShake2 said:

Probably on the back of the config

What if it's something like... "You may only perform 1 and 2 speed maneuvers. Treat these as a barrel roll of similar difficulty. After you fully perform a maneuver, if you are not stressed, flip this card."

That way you can kind of crab-walk across the table

Perhaps the Strafing is something along the lines of "when revealing a [turn] maneuver, instead do a barrel roll with the 1,2,3 straight template?

Edit: Seems I wasn't the first to think of that xD

Edited by RejjeN

Or perhaps it has some forward movement where you execute a turn, but then rotate your ship 90 degrees so it's facing the original direction it was facing. I've been wanting to see a maneuver like that for years.

Edited by MikeEvans

I think unusual barrel rolls replacing manuevers is likely what it's got. It's definitely not on the LAAT or HMP dial, so the config seems to be the most likely source.

I think having speed 1 manuevers operating as a barrel roll makes a lot of sense. I'm not sure, though, as two of the speed 1 manuevers are red. Speed 2 manuevers seems somewhat unlikely because of the 2 turns. So, I'm unsure if they'd go with this route but I think it could be quite interesting, even if it's only speed 1. I hope the config lowers difficulty as well, but that's more of a wish. Don't want to be stressed on that bank roll.

Anyone else notice that the actions include a Reload > red Calculate, but the spread shows no Disarmed tokens?

47 minutes ago, feltipern1 said:

Anyone else notice that the actions include a Reload > red Calculate, but the spread shows no Disarmed tokens?

It was mentioned somewhere else too. (well, the action part, not the lack of disarmed tokens part).

I still believe its a defensive calculate, or some form of token sharing mechanic rather than shoot after reloading.

However, I really hope I'm wrong. ;)

57 minutes ago, feltipern1 said:

Anyone else notice that the actions include a Reload > red Calculate, but the spread shows no Disarmed tokens?

I'm going to put this up to a mistake in the spread for now, as I believe for the platform as a whole to avoid disarmed tokens would require it being in the ship ability, rather than in an optional upgrade.