Board Thread:Homebrew/@comment-31223609-20170206061822/@comment-454133-20170206071739

Guess I'll toss in a silly idea:

Homing Bomb (4 points)

Action: Discard this card to drop one Homing Bomb token (same drop rules as other bombs; homing bomb token is cluster mine sized and has maneuver template slots in 4 directions). Place a Blue Target Lock token on this ship, and a Red Target Lock token over the Homing Bomb token. When a homing bomb or its maneuver template overlaps a ship, it detonates. When a ship or its maneuver template overlaps a homing bomb, it detonates. If a homing bomb or its maneuver template overlaps an obstacle, or the ship with the matching lock token loses the token or is destroyed, remove the bomb from the table.

Bomb Rules Card:

At the beginning of the Activation Phase, before ships decloak, each Homing Mine moves 1 Forward or 1 Bank in any direction. If multple players have Homing Bombs, move them in initiative order.

Detonate: Roll 2 attack dice and take all hits or crits rolled.

''Seems a bit complex in rules, could be tightened up. Could be a nice weapon to corner or herd an opponent. I included the target lock token simply to make ownership clear; there could be a more polished way of doing that.''

''I also considered having a cheap ship that's designed to explode on collision and/or by spending an action; can be docked in any large ship with a torpedo slot. Maybe name it Homing Torpedo, give it no attack and no action but boost, and instead of assigning a dial, you just move it 1 forward or bank each turn.''

Even if a weapon or ship like this should never exist for squad building, it could be very interesting to use them in a custom scenario or campaign.