Board Thread:Homebrew/@comment-31223609-20170206065827/@comment-454133-20170208183137


 * 1) 1 works well as a TIE Fighter, as he'll typically have at most 2 extra dice, or 3+ if he's killed by another PS 4 ship (simultaneous attack rule).  Though... if that ship deals 5 damage to him, his counter-attack could be terrifying.  ^_^  I'm not sure whether that's OP or just a really funny and awesome edge case.


 * 1) 2 feels about right at least at first glance, but might be too much?  It could be OP against autoblasters and prockets, etc.  But then again, maybe that's not a huge problem.


 * 1) 3 definitely feels overly strong.  Imagine double-tapping with Adv. Homing Missiles, Assault Missiles, Proton Torpedoes or especially Adv. Proton Torpedoes (among others).  Moving the lock to another ship is neat though, and at least at first blush it feels reasonably in balance.  This prevents you from spending that lock on a reroll for the secondary weapon you're firing, and it's not acquiring a lock, so it won't trigger most abilities.

Ada's missile/torp double-tap needs revising, but I wonder how best to do it. It's a cool idea, but too potent.