Board Thread:Homebrew/@comment-31223609-20170206065827/@comment-454133-20180119055649

Considering how brutally FFG had to nerf the Jumpmaster recently to bring it into line, I'd be very wary of giving Dengar or any other Jumpmaster Reinforce, even if they have to flip a damage card to get it. It's an interesting idea, I like the risk-reward idea, but the Jumpmaster is not the ideal ship to receive it.

Note that Bane of Callos would grant a TIE Punisher EIGHT bomb uses: just leave 2 missile slots and one torp slots open and fill both bomb slots. Compare that to the Resistance Bomber's 4. That's a lot of seismic charges, cluster mines, or proton bombs, probably more than you can use in the course of the average game... and it can still add Trajectory Simulator to the mix. I'm not sure if that's overpowered... but my evil sense is tingling.

The extra effect is useless as written: radius bombs don't explode during combat, and for Empire fleets the radius on mines is meaningless (mines don't deal radius damage, and Empire doesn't have Sabine Wren (Crew) to deal a bonus damage). Though I assume you meant Activation Phase, which is when radius bombs explode, in which case the next problem is power.

Radius 2 bombs are crazy powerful, especially with trajectory simulator or "Deathrain" empowering their placement. Even seismic charges are amazingly powerful with radius 2, and imagine it with Proton Bombs... I do not advise this, even for a currently underpowered ship like the Punisher. Place a bomb token on a play mat and sweep a ruler around it, notice how huge range 2 is. You almost can't miss with a bomb at that point; bombs stop being interesting or skillful to place or evade, they just guarantee damage in certain spots in the map and make a lot of ships entirely non-viable (including the E-Wing you're trying to fix above).

Two bomb cards, "Genius" and Advanced SLAM, were so powerful they had to be recently nerfed, and Genius is still a problem on Nym. Miranda-Nym fleets are currently dominating the meta, and their bombs are a big part of their control and kill ability. (that pairing is probably facing a nerf in the next FAQ). Bombs are already strong in this game... and this would make them public enemy #1. :(  So this definitely needs tweaking.

BTW I encourage the ideas; I just want to critique and help you refine them. Lots of ideas will come out wildly over- or under-powered in their first iteration, and they have to be fine-tuned from there.