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How many points should such a torpedo cost?
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Made in us
Shas'ui with Bonding Knife




The Internet- where men are men, women are men, and kids are undercover cops

i'll preface this. Currently, most ordinance is priced so that almost none of it finds its way into tournaments. When I ask what price such a torpedo should cost, I am *NOT* wanting it to be judged against the largely worthless other torpedoes. I want you to consider what would make it worthwhile while not being broken.

Range 2-3

Requires target lock. (Do not spend target lock) Roll 5 dice. Defender rolls twice their usual number of green defense dice.

 Jon Garrett wrote:
Perhaps not technically a Marine Chapter anymore, but the Flame Falcons would be pretty creepy to fight.

"Boss, we waz out lookin' for grub when some of them Spice Marines showed up and shot all the lads."

"Right. Well, did you at least use the burnas?"

"We tried, but the gits was already on fire."

"...Kunnin'."
 
   
Made in gb
Battleship Captain




Hmm...

Well, the closest equivalent I can think of - a weapon where the defender gets to double their agility - is the Single Turbolaser - a hardpoint weapon on epic ships.

That's obviously longer range than a 'normal' gun, but also costs quite a bit of energy to fire which is probably a wash. It's four attack dice but effectively gets a free focus token whenever you shoot, which I'll consider equivalent to a fifth die.

So 8 points is a 5 dice attack, double agility hardpoint gun. But that's re-usable, so how much is a one-use version?

A heavy laser cannon is 7 and most 4-dice missiles and torpedoes are 4. Yes, the missiles tend to have a special rule, but they have that to make up for not having the target lock to spend on the attack dice, whilst the cannon does. So a 'one-shot' version looks to be about half the price.

I'd say that 4 points works for this too. 5 dice with a target lock reroll is damn good, so it can't really be a 'cheap' missile - 2-3 points is generally reserved for weapons with a serious range limit or next to no damage potential, whilst 5-6 points seems overcosted for a weapon that's one use and could be a bad investment if there's no low agility targets.

That's the problem with a weapon like this. If you price it at 2-3 points, everyone with a B-wing, Falcon or a VT-49 will scream it's too cheap. Price it at 4-5 points, and anyone facing a TIE Interceptor or Starviper will say it's utterly useless. I'd say 4 points and split the difference - erring slightly on the side of caution because usually most tournament type squads have something big with low agility in them.

Ultimately, that's the biggest weakness ordnance has - it's not the price of a missile or torpedo that's the issue.

It's the combination of generic pilots trying to get a target lock on a higher skill pilot and firing before getting blown out of the stars, and the fact that specialised ordnance (plasma torpedos, flechette torpedoes, ion missiles, homing missiles, assault missiles, etc) are brilliant but only against their relevant 'preferred target' - which means investing in them is betting you're going to face one. In some ways, a modification, elite talent or title which lets you pick missile loadouts on the fly might be very nice...


Termagants expended for the Hive Mind: ~2835
 
   
 
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