Random Thought

By Gupa-nupa, in X-Wing

What if we had secondary weapons that, instead of requiring a TL or a Focus, required you to have a negative token (i.e. a stress, deplete, or strain). Just a thought that I had. I'm curious to see what the feedback is. (Obviously this isn't serious...... Or is it????)

I mean, I could easily imagine a superweapon type cannon that gives you a stress or a strain AFTER you shoot it.

I'm having trouble thinking of any other secondary fighter or gunship weapon that would actually need your ship to already be strained in order to fire unless it was like, a timer based charge that you can fire every two or three rounds.

We already have charges working like ammo, so I guess that'd be fine as like a "charging up" kind of thing.

Mechanically, it's potentially interesting, but feels really hard to come up with situations where it makes sense for some reason other than convoluted mechanics. I think it'd feel kinda silly to have a cannon require a deplete token.

One place where it could be sweet with some Talent based weapons. Snap Shot and Foresight are both position-based triggers, but something else might work.

Vengeful: talent, 6 points? When a friendly ship at range 0-3 is destroyed, you may gain 1 strain token. Attack {Strain} 3 dice, range 1-3.

Can't do the attack without strain. Can attack with strain from any source, but there aren't too many ways to gain strain. This gives a swarmer ship a potentially nasty tool to up attack dice, but at a high points cost.

Maybe it's a really bad idea, haven't thought about it. But I kinda like the basic concept of non-mechanical weapons (not turrets or missiles) having requirements like this.

On 6/10/2020 at 8:01 AM, theBitterFig said:

Mechanically, it's potentially interesting, but feels really hard to come up with situations where it makes sense for some reason other than convoluted mechanics. I think it'd feel kinda silly to have a cannon require a deplete token.

One place where it could be sweet with some Talent based weapons. Snap Shot and Foresight are both position-based triggers, but something else might work.

Vengeful: talent, 6 points? When a friendly ship at range 0-3 is destroyed, you may gain 1 strain token. Attack {Strain} 3 dice, range 1-3.

Can't do the attack without strain. Can attack with strain from any source, but there aren't too many ways to gain strain. This gives a swarmer ship a potentially nasty tool to up attack dice, but at a high points cost.

Maybe it's a really bad idea, haven't thought about it. But I kinda like the basic concept of non-mechanical weapons (not turrets or missiles) having requirements like this.

Interesting idea. TIE/ba’s would love it.

6 hours ago, Cpt ObVus said:

Interesting idea. TIE/ba’s would love it.

The BA has a 3 die primary so it wouldn’t use it unless it also provided the same “no bonus” icon of foresight. As a way to rob the opponent of an extra green die at range 3.

ooh! That's a neat idea! I feel like it could be just a generic dark side upgrade. Personally I would like to see them make use of that dilatation more, even outside of force cards.

5 hours ago, ScummyRebel said:

The BA has a 3 die primary so it wouldn’t use it unless it also provided the same “no bonus” icon of foresight. As a way to rob the opponent of an extra green die at range 3.

Oh, @theBitterFig mentioned Snap Shot and Foresight, and my brain read his idea as a bonus attack. As written, I guess it wouldn’t be one. Perhaps it should be!

Secondary weapons that give negative tokens/effects (stress, strain, deplete, etc) is quite an interesting and unexplored idea.

For example a weapon that can fire again but gives you two deplete tokens to do so...

Edited by C3gorach
13 minutes ago, C3gorach said:

Secondary weapons that give negative tokens/effects (stress, strain, deplete, etc) is quite an interesting and unexplored idea.

For example a weapon that can fire again but gives you two deplete tokens to do so...

Reminds me of Corran Horn, perfect example of diadvanatage for a bug hit at one time

I like this idea a lot. I think there are a lot of interesting or silly things that could use that negative effect for a high risk high reward.

"Mega Cannon - Action: Gain one disarm token. During your next engagement phase make a 5 dice attack against ALL ships in your bullseye firing arc."

Or

"Mega Cannon - Action: Gain one disarm token. During your next engagement ALL ships in your bullseye firing arc suffer three critical wounds." (Two charges)

Take out the option to not shoot, possibly endanger your own ships, even highlight what's coming to your opponent...but if you can land it....

On 6/9/2020 at 10:59 PM, Gupa-nupa said:

What if we had secondary weapons that, instead of requiring a TL or a Focus, required you to have a negative token (i.e. a stress, deplete, or strain). Just a thought that I had. I'm curious to see what the feedback is. (Obviously this isn't serious...... Or is it????)

I do not think needing a negative token for a benefit is a good idea. Negative tokens tend to be used as a cost for something and already quite often do not seem to be a high enough cost. With this idea a ship can get two things for one cost. I agree with the characterization of this as "convoluted."

On 6/12/2020 at 2:58 PM, C3gorach said:

Secondary weapons that give negative tokens/effects (stress, strain, deplete, etc) is quite an interesting and unexplored idea.

For example a weapon that can fire again but gives you two deplete tokens to do so...

This would seem more the way to go with secondary weapons and negative tokens.