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Rogue Dakotan

Bomb/Missile Design Contest

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Calling all bomber pilots!

 

swx52_preview.jpg

 

As excited as I am about the Imperial Veterans pack, I'm pretty disappointed that there are neither any new bombs, nor missiles/torpedoes coming in this, even though it's introducing a McDibs, a pilot who likes bombs, and both ships in the pack can carry missiles. 

 

Tisk tisk. 

 

Well to alleviate my disappointment, The Jodo Cast is doing a little contest here on the forums. 

 

All you have to do is come up with a bomb upgrade card or a missile upgrade card (or a torpedo if you really want to). 

 

Designate what kind of upgrade it is and all the card text necessary for it to work in the game, including point cost. You don't have to photoshop anything (but it doesn't hurt), just write it up. 

 

If your upgrade requires a bomb token, describe or illustrate the size of the token.

 

Include any flavor or theme explanations if you want. 

 

I'll be picking my two favorites (so be creative) in the thread and the winners will get a fancy super rare* scimitar squadron pilot alt card! Oooooooo.

 

 

 

$_1.JPG

*not super rare.

 

 

Bonus: If you Tweet at us @TheJodoCast with the hashtag #AllHailMcDibs (and are following us) We'll pick a random person from that to also receive a Scimitar card. 

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Is there a ruling that prevents one from using ordnance to remove asteroids from the board? Perhaps blasting an asteroid and the debris affecting ships on the other side of it so the action isn't totally a bust in terms of aggression, although I would think strategically removing obstacles is worthwhile.

Edited by Ob3ron

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Is there a ruling that prevents one from using ordnance to remove asteroids from the board? Perhaps blasting an asteroid and the debris affecting ships on the other side of it so the action isn't totally a bust in terms of aggression, although I would think strategically removing obstacles is worthwhile.

fair game

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nCbPJoQ.png

 

Same size and shape token as Seismic Charges and Proton Bombs (which are totally something different shutup).

 

Bomb Rules Card!

 

HEAVY SPACE BOMBS

 

Drop this token as normal. After the ship that dropped this token has completed its Activation, place a 2-Straight Manoeuvre Template in the front guides of this token and move it as a ship performing a 2-Straight. Do this again at the end of the Activation phase. 

 

Any ship that overlaps this token, or that this token overlaps, receives two Damage cards. If this token detonates, it does nothing.

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Interdiction Mine

Bomb

5 points

Action: Discard this card to drop 1 Interdiction Mine token.

 

When a ship ends its maneuver at Range 1 of this token, it detonates.

 

Interdiction Mine Token:

When this bomb detonates, the ship that ended its maneuver at Range 1 rolls 2 attack dice and suffers all damage or critical damage rolled. During the Combat Phase, any ship at Range 1-2 of this token that has it in its firing arc may declare its attack with this token as the target, as if it were a ship with 0 agility. If the ship rolls any damage or critical damage results, discard this token.

 

The token itself is a circle an inch in diameter, depicting a multi-pronged mine, each prong being a laser cannon.

 

This is inspired by the minefields from SWtOR.

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A low-damage munition that persists on the field with a low chance of being removed each time it is triggered.

Like only remove it if you roll a crit against the target.  Call it cluster-mines... Oh wait, dangit!

 

 

What about a Bomb for the VY-666, where it deploys Z-95's with deadman's switch instead of seismic charges :P

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Posted this in another topic, but it fits here too:

 

Flash Bomb

When you reveal your maneuver dial, you may discard this card to drop 1 flash bomb token.

This token detonates at the end of the Activation phase.

Flash Bombs Token: When this bomb token detonates, each ship with the token in arc and range 2 receives a weapons disabled token.  Ships with turrets or auxiliary arcs receive a weapons disabled token if within range 1

 

The token is the same size as the Proximity Mine token.

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Magnetic Pulse Bombs:

Action to drop

At the end of each combat phase each mag pulse bomb MAY perform a 1(straight) or 1(bank) maneuver from its front template guides.

If the bomb token overlaps a ship or is overlapped by a ship this token detonates.

When this token detonates deal 1 damage to the overlapping ship and place a weapons-disabled token on the ship.

Size is the same as a thermal detonator. 3 points.

If you catch them at the end of combat it just does damage. But if you can get in front of them and get overlapped you can switch off their weapons for that round. Bonus: you get to chase them around with a bomb while they try to point at your ship without getting their weapons switched off.

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I think there's already a good variety of ordnance in this game, but Mag Pulse weapons and the above Heavy Space Bomb (which I love!) would be welcome additions.

That said, maybe a cruise missile would work, although having another moving game peice on the board could be troublesome.

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Baradium Missile:

 

(2 missile slots)

 

Attack [Target Lock]: Discard this card to perform this attack.

 

If this attack hits, all ships in range 1 of your target suffer 1 critical damage and are assigned one stress token.  

 

If this attack does not hit, you may spend a focus token to cause the target of your attack to suffer one critical damage and assign it one stress token.

 

Attack: 4

 

Range: 2-3

 

Cost: 6 points

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Vortex bomb. 4 pts?

 

Drop before reveal dial. size of a seismic charge. 

 

Detonates at the start of combat.

 

When the vortex bomb detonates, all ships in r1 are hit.

 

Ships hit by a vortex bomb takes 1 damage and must rotate 180 degrees. 

 

Could be used to white K your own ship/squadron (decimator 1 hard S-loop for the cost of a damage? ... not possible in fact, would need to block the deci to keep him in range.), or more probably to get chasers of your back. Might be broken, donnu. But could be fun. 

Edited by Calibri Garamond

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Directed Charges

 

When you reveal your maneuver dial, you may discard this card to drop one Directed Charges token. This token detonates at the end of the Activation Phase.

 

Rules: When this token detonates, place a 1 (straight) template between any two guides on the Directed Charges Token, and move the token to the opposite end of the template.  Then, each ship at Range 1 of this token suffers one damage.  Then, discard this token.

 

 

I picture a hexagonal token, whose edges are the width of a maneuver template, with guide nubs on each corner.  You deploy the bomb, get to see where every ship is moving, and then you may move it towards an enemy or away from an ally before it detonates.

Edited by Engine25

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Tracker Mine (3 points)

Action: Discard this card to drop 1 Interdiction Mine token.

Tracker Mine Token: (small base-sized square token)

Action: Discard this card to drop 1 Tracker Mine token.

If the bomb token overlaps a ship or is overlapped by a ship this token detonates.

When this token detonates roll two damage dice and inflict any damage rolled on the ship.

At the beginning of combat every tracker mine may boost or barrel roll as if they were a ship.

Rocket Bomb (3 points)

When you reveal your maneuver dial, you may discard this card to drop 1 rocket bomb token. When deploying a rocket bomb you may deploy it off the front or back guides of the ship and must use the 3 straight template (Rest is identical to seismic)

Backfire Missile (4 points)

Range 1-2

Attack 4

Attack (target lock): Spend your target lock and discard this card to perform this attack against a target out-of-arc. You may not use a backfire missile against targets in-arc.

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Heat Seeking Missile:

 

Cost 5 points

 

Attack Dice 3

 

Range 1-3

 

Action: Discard this card to fire one heat seeking missile. This missile targets the closest ship to you within range 3, even if outside of your firing arc. Damage from this card can only be countered by evade actions or tokens.

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Heat Seeking Missile:

 

Cost 5 points

 

Attack Dice 3

 

Range 1-3

 

Action: Discard this card to fire one heat seeking missile. This missile targets the closest ship to you within range 3, even if outside of your firing arc. Damage from this card can only be countered by evade actions or tokens.

This is hilarious because as worded it would always hit the ship that fired it.

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Heat Seeking Missile:

 

Cost 5 points

 

Attack Dice 3

 

Range 1-3

 

Action: Discard this card to fire one heat seeking missile. This missile targets the closest ship to you within range 3, even if outside of your firing arc. Damage from this card can only be countered by evade actions or tokens.

This is hilarious because as worded it would always hit the ship that fired it.

 

 

No it's range 1-3, so it would have to be away from you, but not touching.

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Heat Seeking Missile:

 Cost 5 points

 Attack Dice 3

 Range 1-3

 Action: Discard this card to fire one heat seeking missile. This missile targets the closest ship to you within range 3, even if outside of your firing arc. Damage from this card can only be countered by evade actions or tokens.

This is hilarious because as worded it would always hit the ship that fired it.

 

No it's range 1-3, so it would have to be away from you, but not touching.

Ships are range 1 of themselves per faq. That's why you can fleet officer and give yourself a focus. Also why kanan works on the dash he's riding on.

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Advanced ION Pulse Missile

 

5 dice

 

Range1-3

 

Attack (Focus or Target Lock):

 

Spend your focus or target lock and discard this to perform this attack.

If this attack hits the defender suffers 2 damage, receives 2 Ion Tokens. Each other ship at Range 1 of the defender suffers 1 damage and receives 1 ion token. Then cancel ALL dice results.  

 

Cost 7

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