Cr90 extra gun emplacement cards?

By Jaden Ckast, in X-Wing

So just wondering if you can only equip 1 fore weapon and 1 aft weapon then why is there 3 of each card? The most you could equip on one cr90 is 2 of the same type. I know some might say there is an extra in case you lose one but I don't buy that because then they would have done that with other more special cards where there's only 1. Any thoughts on why so many extras?

Also another question unrelated to this post but regarding huge ships in general. What happens if your final position is say an inch off the board but in the process of doing your manuever you also happen to end up overlapping another ship say a firespray. Do you destroy the ship you overlapped plus take your huge ship off the board? I know this is an extremely rare circumstance but just curious.

Edited by Jaden Ckast

You can equip two fore weapons, not one. Look again.

I don't have my cards in front of me, but I think the front has two emplacements.

You can equip two fore weapons, not one. Look again.

I don't have my cards in front of me, but I think the front has two emplacements.

That's what I thought too but in the rules it states that the card you equip in the front can fire from either arc. I was also under the impression that you equip one per arc but was subsequently corrected on the forum for stating that haha.

You can equip two fore weapons, not one. Look again.

I don't have my cards in front of me, but I think the front has two emplacements.

That's what I thought too but in the rules it states that the card you equip in the front can fire from either arc. I was also under the impression that you equip one per arc but was subsequently corrected on the forum for stating that haha.

You can equip two fore weapons, not one. Look again.

I don't have my cards in front of me, but I think the front has two emplacements.

That's what I thought too but in the rules it states that the card you equip in the front can fire from either arc. I was also under the impression that you equip one per arc but was subsequently corrected on the forum for stating that haha.

It still has two hardpoint icons, allowing for two hardpoints. You're looking to deeply into the wording.

Ah I never saw that for some reason, so that means I can equip a turbo laser and quad cannon and they have access to both sides of the ships arcs? As in the quad cannon can shoot both left and right. Same for the aft section which only has one hardpoint.

Correct.

What's the point of having two of the same weapons in the front if you can only fire one primary or one secondary weapon per turn??

What's the point of having two of the same weapons in the front if you can only fire one primary or one secondary weapon per turn??

Hardpoints are different. They each can fire every round they have the energy to do so.

Edited by Aminar

Yup part of the huge ship rules is that a huge ship can fire any weapons that are eligible to fire on a given turn. You can really put a hurting on someone with a bit of luck and planning.

In my one and only game so far using the corvette, I landed a lovely broadside of 2 single turbo lasers and a 5 shot main gun on an enemy corvette, crippling the fore part after I had downed its shields.

As long as it has energy it can use weapons and crew that use energy, letting it do multiple things at once, if you can manage all that energy.

In my one and only game so far using the corvette, I landed a lovely broadside of 2 single turbo lasers and a 5 shot main gun on an enemy corvette, crippling the fore part after I had downed its shields.

As long as it has energy it can use weapons and crew that use energy, letting it do multiple things at once, if you can manage all that energy.

are the weapons like capasitors, meaning you charge them by putting energy tokens on each of their cards? that would mean that if you dont use a loaded weapon, it keeps it's energy for the next round and the main pool recharges? or do they draw from a main pool as needed?

In my one and only game so far using the corvette, I landed a lovely broadside of 2 single turbo lasers and a 5 shot main gun on an enemy corvette, crippling the fore part after I had downed its shields.

As long as it has energy it can use weapons and crew that use energy, letting it do multiple things at once, if you can manage all that energy.

are the weapons like capasitors, meaning you charge them by putting energy tokens on each of their cards? that would mean that if you dont use a loaded weapon, it keeps it's energy for the next round and the main pool recharges? or do they draw from a main pool as needed?

During the energy phase, after you generate energy, you may allocate that energy to any cards which have an energy capacity. So once you generate your energy, you can charge your turrets and store that energy until they need to fire. So yes, they kind of act like capacitors, but once you have allocated the energy to the turrets, that energy can't be used for anything else later. Only to fire the turret.

Edited by Tasteoclese

In my one and only game so far using the corvette, I landed a lovely broadside of 2 single turbo lasers and a 5 shot main gun on an enemy corvette, crippling the fore part after I had downed its shields.

As long as it has energy it can use weapons and crew that use energy, letting it do multiple things at once, if you can manage all that energy.

are the weapons like capasitors, meaning you charge them by putting energy tokens on each of their cards? that would mean that if you dont use a loaded weapon, it keeps it's energy for the next round and the main pool recharges? or do they draw from a main pool as needed?

During the energy phase, after you generate energy, you may allocate that energy to any cards which have an energy capacity. So once you generate your energy, you can charge your turrets and store that energy until they need to fire. So yes, they kind of act like capacitors, but once you have allocated the energy to the turrets, that energy can't be used for anything else later. Only to fire the turret.

So the million dollar question....are the upgrade weapons charged on the first turn? or they start empty?

In my one and only game so far using the corvette, I landed a lovely broadside of 2 single turbo lasers and a 5 shot main gun on an enemy corvette, crippling the fore part after I had downed its shields.

As long as it has energy it can use weapons and crew that use energy, letting it do multiple things at once, if you can manage all that energy.

are the weapons like capasitors, meaning you charge them by putting energy tokens on each of their cards? that would mean that if you dont use a loaded weapon, it keeps it's energy for the next round and the main pool recharges? or do they draw from a main pool as needed?

During the energy phase, after you generate energy, you may allocate that energy to any cards which have an energy capacity. So once you generate your energy, you can charge your turrets and store that energy until they need to fire. So yes, they kind of act like capacitors, but once you have allocated the energy to the turrets, that energy can't be used for anything else later. Only to fire the turret.

So the million dollar question....are the upgrade weapons charged on the first turn? or they start empty?

Nothing that we have seen or read states that huge ships start at full capacity

Yup, you've gotta charge things up first. One reason to consider a cargo of tibanna gas and/or a slow approach to the enemy for a turn or so.

Specific post in the prior thread:
http://community.fantasyflightgames.com/index.php?/topic/105322-starting-energy-for-huge-ships/?p=1099438

Here you go:

In response to your question:
Rule Question:
Regarding the new Rebel Transport:

How much Energy does a Transport start out with? In other words, how many Energy tokens are assigned to a Transport during Setup?

Thanks!

Although shield tokens have a “Activate Shields” step during setup, there is no related step for energy tokens. Huge ships start the game with 0 energy.

Thanks for playing,

Frank Brooks
Associate Creative Content Developer
Fantasy Flight Games

What's the point of having two of the same weapons in the front if you can only fire one primary or one secondary weapon per turn??

Hardpoints are different. They each can fire every round they have the energy to do so.

do the guns gain energy separately?

What's the point of having two of the same weapons in the front if you can only fire one primary or one secondary weapon per turn??

Hardpoints are different. They each can fire every round they have the energy to do so.

do the guns gain energy separately?