Seeker Torpedoes (and other secondary weapon card ideas)

By LeoHowler, in X-Wing

Alright, I thought it was completely unfair that there's only two types of torpedoes and four types of missiles in this game, so I lifted yet more ideas from the Rogue Squadron game series.

Seeker Torpedo

Attack 4

Range 1-2

Attack (Target Lock)

Spend your target lock and discard this card to perform this attack.

The defender cannot spend evade tokens during this attack. You may change one blank result to an Eye result.

Cost 6

What do you think? :3

The first one that comes to mind:

Beacon Missile

Attack 4

Range 1-2

Attack (Target Lock)

Spend your target lock and discard this card to perform this attack.

If target is hit, ignore all rolled damage. Target takes 1 damage and a beacon token. All attacks against this target may change one Eye result to a Hit result.

Cost 5

I'd like a hunter-seeker droid as a bomb. Drop it like a Proximity Mine, but every turn it moves closer to the ship you currently have target-locked. It remains stationary and cannot detonate if you have no TL.

I'd like a hunter-seeker droid as a bomb. Drop it like a Proximity Mine, but every turn it moves closer to the ship you currently have target-locked. It remains stationary and cannot detonate if you have no TL.

That's an interesting idea but seems difficult to pull off. How much movement would it have per turn? How much damage would it do?

The beacon torpedo is a cool idea. Seeker is meh... homing does that trick.

But Homing Missiles are on entirely different craft (with some exceptions). This also does an extra guaranteed damage, costs a point more and has a shorter range. It's basically "the same but different" principal.

So, the following one is based on an anti-shield torpedo in the books. I'm not happy with the wording.

T-33 Plasma Torpedo

Attack 5

Range 1-2

Attack (Target Lock)

Spend your target lock and discard this card to perform this attack.

Damage from this attack exceeding the current shields of the target are discarded.

Cost 4

Edited by SableGryphon

Another idea I've been toying with, though I'm not fully happy with the wording:

Interceptor Missile

Attack 4*

Range 1-3

When this ship is attacked by a missile or torpedo, before you roll evade dice, discard this card and roll the attack dice. Each hit or crit removes one from the attack.

Cost 4

I'm not sure I understand how the Plasma Torpedo works... does it -only- disable shields and not hull points? If so, I like it but it seems really underpowered for the cost. I mean although the range for a Proton Torpedo is different it effectively does the same damage but better.

The Interceptor Missile is cool, but really just sounds like a use of everyday chaff to me, but in missile form. It also seems kinda broken.

I'm not sure I understand how the Plasma Torpedo works... does it -only- disable shields and not hull points? If so, I like it but it seems really underpowered for the cost. I mean although the range for a Proton Torpedo is different it effectively does the same damage but better.

The Interceptor Missile is cool, but really just sounds like a use of everyday chaff to me, but in missile form. It also seems kinda broken.

Yes, the idea for the Plasma torpedo was that it would remove shields but not do any damage to hull. 6 dice seems way to high for this though, since you are still doing damage. It does do one more dice of damage compared to the photon torpedo for the same cost and would be more effective at breaking a stealth device. As I said, I'm not happy with the wording and you're probably right that it needs some balancing.

As for the Interceptor Missile, I was hoping the one time use and cost would keep this from being broken. The other thing I was thinking was you had to roll equal to or greater number of hits to the attack to cancel the attack. However, that was getting wordy. It wouldn't be as powerful though, which would help.

The old Star Frontiers game had a "Seeker Missile" which was dropped like a mine and when activated, would accelerate towards the nearest ship, faster and faster until it hit.

How about something that was dropped like a bomb, then would do a Straight 1 towards the nearest ship. If it didn't hit, the next turn it would do a Straight 2. Then a Straight 3, Straight 4 and Straight 5. If it hadn't hit anything by the fifth turn, it is expended and removed from the board.

Just a thought.

Edited by Gullwind

Ion torpedos 4 A

Does max of 1 damage but gives 2 ion tokens. And then 1 ion token the next turn.

Purpose so you can ion large ships in one turn and smaller craft for two.

The old Star Frontiers game had a "Seeker Missile" which was dropped like a mine and when activated, would accelerate towards the nearest ship, faster and faster until it hit.

How about something that was dropped like a bomb, then would do a Straight 1 towards the nearest ship. If it didn't hit, the next turn it would do a Straight 2. Then a Straight 3, Straight 4 and Straight 5. If it hadn't hit anything by the fifth turn, it is expended and removed from the board.

Just a thought.

I'd like a hunter-seeker droid as a bomb. Drop it like a Proximity Mine, but every turn it moves closer to the ship you currently have target-locked. It remains stationary and cannot detonate if you have no TL.

That's an interesting idea but seems difficult to pull off. How much movement would it have per turn? How much damage would it do?

I'd say 1 Banks or 2 forward, whichever gets the target ship closer to the center line of movement. When it hits, you roll 3 dice like a Prox Mine, but even though it steers towards the ship you have target locked, it will hit the first ship it runs into, and possibly explode if it hits asteroids or other obstacles.

It'd probably be a 6 pointer, as it gives you a meaningful pre-combat source of damage. Definitely more than 4 points, as you wouldn't want to face a fleet of 5 bombers with this bad boy on board.

Yeah, you really could do some nasty board control with that. Maybe have the ability to shoot it down though, since it's kinda powerful (we don't even know how much damage it does!). Question: do you have to -spend- your target lock to move it, or just have it on constantly? Does it get spent to perform it's attack? Lots of little questions, because there's nothing saying that you have to -spend- your target lock, you just have to have it, and then you can squeeze off attacks with your target locks in between turns.

Anyway, how about Droid Turrets?

Type: Bomb

Attack: 1

Evade: 3

Hull: 1

Pilot Skill: 0

This droid functions like any craft when deployed on the field. It has a movement dial of 1 forward or 0. It can move or fire in a 360° arc.

Cost 8

Edited by LeoHowler

So, the following one is based on an anti-shield torpedo in the books. I'm not happy with the wording.

T-33 Plasma Torpedo

Attack 5

Range 1-2

Attack (Target Lock)

Spend your target lock and discard this card to perform this attack.

Damage from this attack exceeding the current shields of the target are discarded.

Cost 4

If I were doing an "anti-shield" weapon I'd model it after the Proton Bomb and have it deal damage card, possibly face up. A massive problem with this weapon is that it is brutal against certain types of ships but COMPLETELY worthless against others. To me an anti-shield weapon could have text that:

"If this attack hits deal one damage card (face up depends on upgrade cost) to the target instead of resolving one hit or critical, then resolve all other hits normally."

Other ideas:

Extend Range Missile/Torpedo:

Attack 4; Range 2+; Attack (Target Lock)

Spend your TL and discard this to perform this attack. May attack targets in your arc beyond range 3 but the target of such an attack gets +1 green die for defense.

Cost 5 (?)

Full Missile/Torpedo Launcher

Attack 4; Range 1-3; Attack (Target Lock)

Spend your TL to perform this attack.

Cost 7

The first of these is that extreme range attack which would work best with the Shuttle Tile passing off the TL. The second is what I'd add to a Missile Boat; it is almost like a cannon upgrade except that it requires TL to fire.

Ion torpedos 4 A

Does max of 1 damage but gives 2 ion tokens. And then 1 ion token the next turn.

Purpose so you can ion large ships in one turn and smaller craft for two.

I really like this. Why not 1 ion token and everyone within range 1, roll attack dice, on a hit or crit receive 1 ion token? Kinda a half/half ion splash.

I kind of want an Ion Bomb, that deals 1 Ion Token to every ship at Range 1-2

What, nobody remembers Mag Pulse Warheads from XvT? They wiped all the energy out of a ship for lasers, effectively neutering it until they could be recharged. They were super fast but, since they delt no damage, it balanced out. I'm surprised it hasn't been suggested before.

Mag Pulse Warhead [Range 2-3]

Attack 4

Discard this card to perform this attack. If this attack hits, no damage is dealt but the affected ship cannot perform any primary attacks until it has gone an entire combat phase without firing.

I want a type of a warhead that cost only 3 points

Light Rocket

Attack 2

Range 1-3

Attack (Target Lock)

Spend your target lock and discard this card to perform this attack. You may change 1 blank result to a hit result.

Cost 3

There ya go.

Edited by LeoHowler

I think that would be better if it were thus:

Light Missile (Missile Weapon Slot)

Attack: 3

Range:1-3

Attack(Target Lock)

Spend your target lock and discard this card to perform this attack. You may change one blank result to a focus result.

Cost: 3

This would be awesome on the A-wing, because it would give it some teeth at a range greater than its laser cannons, at a cost which is less than the Concussion Missile, but not much less.

Why should I waste 3 points for a Attack 2 or 3 warhead?

........

Dumpfire Dart Missile:

Attack 4

Range: 2

Attack(Target Lock)

Spend your target lock and discard this card to perform this attack.

Cost: 3

What, nobody remembers Mag Pulse Warheads from XvT? They wiped all the energy out of a ship for lasers, effectively neutering it until they could be recharged. They were super fast but, since they delt no damage, it balanced out. I'm surprised it hasn't been suggested before.

Mag Pulse Warhead [Range 2-3]

Attack 4

Discard this card to perform this attack. If this attack hits, no damage is dealt but the affected ship cannot perform any primary attacks until it has gone an entire combat phase without firing.

I certainly remember those and they were AWESOME against certain ships. Against capital ships I'd hit one with a mag-pulse, often dumb-fired to avoid anti-missile systems, and then take out its ability to counter once its weapons came back online. In X-Wing I think the effect would "Give target an MP token (new token type). A ship with a MP token can not make attacks. At the end of the ship's attack phase (which could be next turn) remove a MP token."

Basically it is a little like Ionization except that instead of screwing with the target's movement phase is screws with the attack phase.

Light Rocket

Attack 2

Range 1-3

Attack (Target Lock)

Spend your target lock and discard this card to perform this attack. You may change 1 blank result to a hit result.

Cost 3

There ya go.

The benefit to that missile certainly isn't worth the cost. Now at range 3 it may negate the bonus green die but spending the TL means you couldn't reroll the 2 attack dice normally used. At range 1-2 it is pretty much useless as spending the TL to reroll your "blank" attack will usually do about as much especially if you have focus besides.

Millennium Falsehood's alteration makes it more useful even if it avoids giving an almost certain "hit" from it.

And usually you try to get in a focus in addition to the target lock anyway when you use missiles, so I figured it would get you a guaranteed hit if you did that.

Eh, i just threw something out there without really thinking about it. I wasn't sure how to balance a cheap secondary.