Quad laser cannons power

By rdobyns, in X-Wing Rules Questions

To the side of the name it has a purple 2. I take that to mean it needs 2 power to use. But in the card text below it says it takes 1 power to perform attack. Is it 1 energy or 2? Or am I reading the card completely wrong?

thanks

quad-laser-cannons.png

Edited by rdobyns

It stores 2. You use 1 energy to attack with it.

You spend the 2nd energy if the first attack does not hit (only if you want to- note the "may" in the card text).

Edited by Sergovan

Never mind

Its a charge capacitor so to speak, you can move the power you generate to that card and then the aft section wouldn't loose it due to its power limit. If you have three secondaries then you could store (5+6) eleven energy before you had to discard excess energy.

ACTIVATION PHASE

Movement step

Energy step: Gain, Allocate*, Use.

Action step

*so here you would move energy to the turrets.

Edited by gabe69velasquez

Just read that :P

Thanks

RTFR lol

Edited by rdobyns

It stores 2. You use 1 energy to attack with it.

You spend the 2nd energy if the first attack does not hit (only if you want to- note the "may" in the card text).

And does the defender get to evade, and if the attack does not hit, the tantive attacks the second time? I avoid using a gunner in the Falcon because of the similar wording.

So you don't loose the energy allocated at the end of the turn?

So you don't loose the energy allocated at the end of the turn?

No, energized systems stay energized until the energy is spent.

So you don't loose the energy allocated at the end of the turn?

No, energized systems stay energized until the energy is spent.

thanks

Edited by rdobyns

It stores 2. You use 1 energy to attack with it.

You spend the 2nd energy if the first attack does not hit (only if you want to- note the "may" in the card text).

And does the defender get to evade, and if the attack does not hit, the tantive attacks the second time? I avoid using a gunner in the Falcon because of the similar wording.

I'm using Luke Skywalker as crew on the CR90's aft section, but have yet to miss an attack, and I wouldn't reroll anything but the last shot I had the energy for. The secondary weapons are not like the Gunner or Luke at all, the CR90 can shoot up to 4 times if it has the energy, whether the others hit or miss. And of course to your first question, every opponent gets to defend, depending on their agility score and distance of course.... why would you think a defender has a problem? being attacked by the Single Turbo Laser doubles the dice that the defender can roll, but that wouldn't stack with range bonus because that weapon's range is 1-2.

Edited by gabe69velasquez

Can't use Luke as crew on huge ships in tourney play, just so you know.

Epic Tourney rules clearly state "Gunner, PUKE Skywalker, and Navigator cannot be equipped to huge ships".

>>> Epic Tourney PDF, page 3, at the bottom on the left...

They really should have included that in the rules

I believe it is, somewhere, that only crew with the "huge ship" designation are allowed on huge ships.

Referring back a couple questions: so with energy...the Corvette card can have as many as listed (what is it like 5 or 6?) and then can move those on to turrets, then regain what it moved? So it can have much more than is actually listed on the 'vette's card? Because that would be great. I've been wondering how it handles sooo many energy-draining abilities when it can only hold so few

Yes, the corvette can store energy on upgrade cards in addition to the aft section card. However, unless the ability states otherwise, energy is spend from the aft section card. A weapon can only use energy from its own card. (1) The reverse is also true: Energy on a weapon card can only be used by that weapon. (2) Upgrades are not general-purpose storage.

(1) Because the existing hardpoint cards say so. That is not a general rule.

(2) Because there is no ability/upgrade able to use energy from an upgrade card other than itself. There might be in the future.

Edited by dvor

I believe it is, somewhere, that only crew with the "huge ship" designation are allowed on huge ships.

I don't think this is true at all, but if you can cite the reference I will gladly admit that I am wrong.

Sorry to hijack this thread (as it seems to have been resolved), a question has come up. If the Aft section is crippled can you still shoot from it's firing arcs with weapons from the Fore card ??

Can't use Luke as crew on huge ships in tourney play, just so you know.

Epic Tourney rules clearly state "Gunner, PUKE Skywalker, and Navigator cannot be equipped to huge ships".

>>> Epic Tourney PDF, page 3, at the bottom on the left...

They really should have included that in the rules

I don't play tournaments, so I'll stick to the game rules instead.

Sorry to hijack this thread (as it seems to have been resolved), a question has come up. If the Aft section is crippled can you still shoot from it's firing arcs with weapons from the Fore card ??

You cannot do that at all. Even if no section is crippled. Hardpoint weapons can only use the firing arcs from their own section. The primary weapon fires from its own section's base.

Edited by dvor

They really should have included that in the rules

I don't play tournaments, so I'll stick to the game rules instead.

It's not about tournaments. It's about game balance.

There is only one reason why the game designers would forbid certain upgrades: They are overpowered on that ship. If you like playing with overpowered stuff, go on.

Sorry to hijack this thread (as it seems to have been resolved), a question has come up. If the Aft section is crippled can you still shoot from it's firing arcs with weapons from the Fore card ??

CR90 Firing Arcs

The CR90 has four firing arcs printed on the ship token,

there are two firing arcs in the fore section

and two tiring arcs in the aft section.

If a section of the CR90 has a secondary weapon equipped,

that secondary weapon must target a ship inside

either firing arcs from it's corresponding section.

If a section has been crippled it discards secondary weapons,

and since remaining secondary weapons have to fire from

the corresponding section, then that would be no.

Edited by gabe69velasquez

They really should have included that in the rules

I don't play tournaments, so I'll stick to the game rules instead.

It's not about tournaments. It's about game balance.

There is only one reason why the game designers would forbid certain upgrades: They are overpowered on that ship. If you like playing with overpowered stuff, go on.

Tournament rules are for tournaments,

I don't have to use asteroids, for example,

but you all playing in tourneys have no choice.

There is nothing in the CR90 rulebook that bars any crew.

I'll be sure to use Gunner and Navigator next game in honor of your suggestion. :wacko:

Edited by gabe69velasquez

Cheers for that , I didn't fire it coz wasn't sure, use the turret instead with TL at R3 it's a killer to TIE's :P

Tournament rules are for tournaments,

I don't have to use asteroids, for example,

but you all playing in tourneys have no choice.

There is nothing in the CR90 rulebook that bars any crew.

From the X-Wing Huge Ship rules:

"Ships with the epic icon next

to the card title on the Ship card
can be fielded only in Epic Play.
They can also participate in
specific missions of Cinematic
Play when called for by the
mission, however these ships
cannot be fielded in 100-point
squads of Standard Play."
So, exactly which set of rules are you playing by?

So, exactly which set of rules are you playing by?

Epic Rules, which are different then Epic Tournament Rules.

IMO putting those crew restrictions in the tournament rules was a huge mistake on FFG's part. Either those cards are unbalanced or they're not. If they are then they're unbalanced all the time, not just in a tournament.