Rogue Dakotan 5,213 Posted April 29, 2016 Calling all bomber pilots! 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. *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. 10 Odanan, Calibri Garamond, Ob3ron and 7 others reacted to this Quote Share this post Link to post Share on other sites
JimbonX 214 Posted April 29, 2016 (edited) Edited April 29, 2016 by JimbonX 3 lntrn8, Rogue Dakotan and Rhoaran reacted to this Quote Share this post Link to post Share on other sites
Rogue Dakotan 5,213 Posted April 29, 2016 Please note that if you're doing a missile or torpedo to include the Attack header (focus or target lock or whatever you want) as well as the attack dice, range, etc. Quote Share this post Link to post Share on other sites
Mangipan 695 Posted April 29, 2016 Sure, I'm game. 6 Wilhelm Screamer, JimbonX, TheMoonLord and 3 others reacted to this Quote Share this post Link to post Share on other sites
Ob3ron 167 Posted April 29, 2016 (edited) 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 April 29, 2016 by Ob3ron Quote Share this post Link to post Share on other sites
Rogue Dakotan 5,213 Posted April 29, 2016 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 Quote Share this post Link to post Share on other sites
Tsiegtiez 1,608 Posted April 29, 2016 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. 3 TasteTheRainbow, GrimmyV and lntrn8 reacted to this Quote Share this post Link to post Share on other sites
Levi Porphyrogenitus 877 Posted April 29, 2016 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. Quote Share this post Link to post Share on other sites
Cesamasec 219 Posted April 29, 2016 3 lntrn8, ObiWonka and TheMoonLord reacted to this Quote Share this post Link to post Share on other sites
Corellian Corvette 1,733 Posted April 29, 2016 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 Quote Share this post Link to post Share on other sites
rabid1903 287 Posted April 29, 2016 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. 2 ObiWonka and IG88E reacted to this Quote Share this post Link to post Share on other sites
TasteTheRainbow 8,726 Posted April 29, 2016 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. 4 Rakky Wistol, ObiWonka, Tsiegtiez and 1 other reacted to this Quote Share this post Link to post Share on other sites
GrimmyV 7,421 Posted April 29, 2016 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. Quote Share this post Link to post Share on other sites
Babaganoosh 3,079 Posted April 29, 2016 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 1 Calibri Garamond reacted to this Quote Share this post Link to post Share on other sites
Fuzzywookie 2,145 Posted April 29, 2016 Flare bomb. 4 attack dice. Range 2. All pilots hit and within range become blinded for 1 turn. Quote Share this post Link to post Share on other sites
Tsiegtiez 1,608 Posted April 29, 2016 Okay this one's a bit more obscure: Diamond Boron Missile. Remove any Bothans from the game. If Dash Rendar is in the play area, reduce his Pilot Skill to 0. 2 Tervlon and Nyxen reacted to this Quote Share this post Link to post Share on other sites
Calibri Garamond 361 Posted April 29, 2016 (edited) 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 April 29, 2016 by Calibri Garamond Quote Share this post Link to post Share on other sites
Engine25 2,910 Posted April 29, 2016 (edited) 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 April 29, 2016 by Engine25 2 Calibri Garamond and ObiWonka reacted to this Quote Share this post Link to post Share on other sites
numb3rc 247 Posted April 29, 2016 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. 1 SlaveofChrist reacted to this Quote Share this post Link to post Share on other sites
Jasmol81 67 Posted April 29, 2016 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. Quote Share this post Link to post Share on other sites
nigeltastic 3,808 Posted April 29, 2016 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. Quote Share this post Link to post Share on other sites
Jasmol81 67 Posted April 29, 2016 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. Quote Share this post Link to post Share on other sites
nigeltastic 3,808 Posted April 29, 2016 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. Quote Share this post Link to post Share on other sites
Arivera321 0 Posted April 29, 2016 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 Quote Share this post Link to post Share on other sites
GrimmyV 7,421 Posted April 29, 2016 ^ cursed spear, er, missile of backbiting. Quote Share this post Link to post Share on other sites