DirbYh 145 Posted June 9, 2016 Places Jamming Token on ship. Whenever you defend against a ship with a jamming token, roll 1 additional defense die, then the attacking ship removes the jamming token. 1 Azrapse reacted to this Quote Share this post Link to post Share on other sites
DB Draft 1,306 Posted June 9, 2016 (edited) We be jammin' EDIT: This jammin' token causes a "chill out" zone of range 1-3. Remove all stress tokens and then be cruisin' on the "green" Edited June 9, 2016 by DB Draft 4 AngryAlbatross, DirbYh, Hobojebus and 1 other reacted to this Quote Share this post Link to post Share on other sites
Marinealver 8,073 Posted June 9, 2016 lets calm down on the token spam here. There is a lot of tokens in the current state of X-wing. Quote Share this post Link to post Share on other sites
Azrapse 3,215 Posted June 9, 2016 (edited) I like everything that brings cool new mechanics to the game, especially if they are based on the X-Wing series. But I fear that this would suffer the same destiny of the Tractor Beam: if you need to perform an attack and hit to place a token, why don't you attack with a normal weapon and deal damage instead? Also, green dice are fickle, and rolling 1 additional fickle die doesn't sound like effect big enough to match the benefits of an attack that actually dealt damage. I would go all the way to buff your effect to something like: "Jamming Beam: Attack: If this attack hits, assign one Weapons Disabled token to the defender. Then cancel all dice results". It would certainly hardcounter the contracted scouts... Edited June 9, 2016 by Azrapse Quote Share this post Link to post Share on other sites
Darkcloak 1,283 Posted June 9, 2016 Raspberry is OP. Nerf jam. 1 Tyrichter reacted to this Quote Share this post Link to post Share on other sites
Hobojebus 11,341 Posted June 9, 2016 (edited) I like everything the bring cool new mechanics to the game, especially if they are based on the X-Wing series. But I fear that this would suffer the same destiny of the Tractor Beam: if you need to perform an attack and hit to place a token, why don't you attack with a normal weapon and deal damage instead? Also, green dice are fickle, and rolling 1 additional fickle die doesn't sound like effect big enough to match the benefits of an attack that actually dealt damage. I would go all the way to buff your effect to something like: "Jamming Beam: Attack: If this attack hits, assign one Weapons Disabled token to the defender. Then cancel all dice results". It would certainly hardcounter the contracted scouts... Every one knows beam weapons are for imps, silly wabbit. Edited June 9, 2016 by Hobojebus Quote Share this post Link to post Share on other sites