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Spaceman Spiff

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Everything posted by Spaceman Spiff

  1. Title: Linked fire systems Tie punisher only Cost: 0 After you perform an attack, you may perform a second attack with a secondary weapon (that weapons ordinary prerequisites still apply) Title: Bomb something something Tie punisher only Cost: 0 You may drop one extra bomb or mine during your activation but not two simultaneously. You may drop bombs when you reveal your maneuver dial and/or at start of the perform action step. When revealing your maneuver dial you may perform one free action that must be used for dropping mines. (This counts as a perform action step)
  2. How about this one.. Title: Linked Fire (Tie Punisher only) Cost: 0 After you perform an attack, you may perform a second attack with a secondary weapon. If so, lower the attack value by 1 for both attacks. Your attack dice modifications from the first attack also affect the second attack. Can be combined with fire control system or gives some more dice if you already have a target lock. Should mostly be useful against low agility ships.
  3. Advanced Tracking Device Modification cost: ? Action: At the start of the combat phase you may put a target lock on one ship that is within range three and your firing arc. You may have two target locks at the same time.
  4. I have been thinking about something similar as a potential fix for X-wings and E-wings. I want something that adds to the flexibility of those two ships without making them, named pilots or interactions overpowered. It would be more interesting and also help with the power level if a tactical benefit comes at a cost so that you have to choose if or when to use it. I also like the idea of incorporating some themes from the video games into this game. So with this in mind, here it is: X-wing and E-wing exlusive titel (or modification ?) Name: Power Converter cost: ? At the start of your activation you may choose one of the following (once): * Spend one shield token to add one dice to your next primary weapon attack this turn. Your green moves count as white this turn. * Regain one shield token, add a ion token to your ship, you may not attack this turn. * you may perform boost actions this turn, your primary weapon attacks are reduced by one dice each this turn. I don´t know if this would be any good or not. What do you think?
  5. Here is my try for a fix.. Modification: Advanced Tracking Device. cost: 0 P. Action: at the start of the combat phase you may get up to two target locks on one enemy ship that is within range three and your firing arc. This would help low PS pilots to acquire target locks. High PS pilots are helped to a lesser degree. You get an extra target lock so it helps with dice modification when using ordnance but not really when using other weapons. You can use one of the target locks for an attack and save the second so it is somewhat useful also when you don´t use ordnance.
  6. My suggestion for a change is something like this: If a torpedo or missile attack hits (one or more damage is dealt to the defender) then one more (face down) damage is dealt to the defender. I think this would benefit all missile and torpedo carriers approximately equally. It would not make it easier for the attack to hit but give it a bigger punch when it does. This would make them more worthwile to use, especially against low AG ships. I think this is quite a small change that would be easy to introduce. Either as a rule change in a FAQ or as an upgrade, for example a ship modification: Overcharged Munitions, cost 0-2 Points, effect for the ship as above. Thoughts?
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