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DariusAPB

Guidance chimps: Is ordnance sufficiently fixed now.

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0 point modification, changes a blank to a hit OR for people with 3 attack dice a crit.

 

 

At this point we've gotta be there.

 

 

I wonder how heavily this will compete with int. astromech.

 

I will say I can't see me putting it on a TIE/inq. Autothrusters, afterall.

Edited by DariusAPB

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0 point modification, changes a blank to a hit OR for people with 3 attack dice a crit.

 

 

At this point we've gotta be there.

 

 

I wonder how heavily this will compete with int. astromech.

it wont... if you're flying an Xwing then its IA because thats ITS fix, and being x-wing only solves that problem. chimps is for ordinance carriers...

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So as it's best on ships with more ordnance and no obvious modification (and good primaries), who's going to get the most out of it?

(IA is not THE X-Wing fix.)

Edited by Rawling

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Anything that has a spare torpedo slot for extra munitions could get some mileage out of Guidance Chips.

 

So B-Wings, Y-Wings, Punishers, K-Wings, Tie-Bombers, Firesprays (with title). 

 

If you want to make an alpha strike list, Guidance Chips on everything plus the Tracers on a higher PS ship could lay in some hurt.  Lt Blount with Tracers and a mess of Bandit Sqd Pilots with some kind of missile and Guidance Chips everywhere could be a good alpha strike.  Captain Jonus leading Tie-Bombers and/or Tie-Punishers could work.

 

On paper it works on a lot of different set ups, I'm interested to hear from the Vassal guys if it pans out.

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I know what I'll be adding to any JumpMaster I get. Unfortunately, the primary weapon is only 2 so no guaranteed crit. Can't have it all I suppose.

 

You could slap the Punishing One title on him for the 3 attack primary.

Forgot about that. :)

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