Missile Turret

By Parravon, in X-Wing

I was just looking at the Outrider title card that turns a cannon into a turret weapon, which sounds pretty cool.

outrider.png

Which got me thinking, would it be playable to have a similar card (title/modification) that could turn a missile into a turreted weapon? Or even just add a missile turret as a secondary weapon with it's own stats?

Thoughts?

That would be a neat upgrade but it would still only be a one shot item. Would it be worth the points?

As an upgrade to a missile, yes it would be a one shot. But as a stand alone secondary weapon, you could give some ongoing stats so it's not a one shot.

A 360 Missile turret with a recurring shot would have to be limited in some way because the loadout can be extremely varied and the result would be very powerful.

I'm not sure about an ordnance turret but I know I could see having ordnance, or perhaps some kind of modification, that allows missile to target out-side of the arc.

Could work. Not sure if it would be best done with missiles or torpedoes. Might need to make it have an extra condition to fire. Something like target lock and focus must be spent to fire. Probably wouldn't work all that well, but hard to say.

Could be a torpedo. No reason why not. I was thinking of something along the lines of Anti-Pursuit Lasers. If you get too close, you might get hit. Doesn't have to limited to the active ship. It could be a defensive option requiring a focus token to fire.

Mini-torpedo Turret

After defending against an attack from within Range 1-2, you may spend 1 focus token to perform this counter-attack (even against a ship outside your firing arc). Roll 1 attack die. On a [damage] or [critical result], the attacking ship suffers 1 damage.

Edited by Parravon

I started theis topic on 2 July and this was released 25 July. I think I may have had a premonition of sorts...

nera-dantels.png

Almost the same as the missile turret idea, really.

You'd have to restrict alot of missiles from using it, 360 turrets already screw over interceptors imagine one that could cause stress every time it fires, or a missile turret that fired twice every turn as standard.

Or how game breaking an ion missile turret would be.

This was just an idea I was pondering one day back in July, but it's a little surprising that Nera Dantels is doing just that. Instead of an upgrade, FFG have made it a unique pilot ability. I wonder if I could claim copyright? :lol:

I'm still bemused by Nera Daniels' card. How exactly does a 360 missile turret on a B-Wing work?

I could see a 360 missile/torpedo turret having a place on a Large or Huge ship, though. Of course, you'd have to be limited by how many missiles you'd buy...

I'm still bemused by Nera Daniels' card. How exactly does a 360 missile turret on a B-Wing work?

I could see a 360 missile/torpedo turret having a place on a Large or Huge ship, though. Of course, you'd have to be limited by how many missiles you'd buy...

She fires during some kind of barrel loop spin during her movement... Yay abstractions.

You'd have to restrict alot of missiles from using it, 360 turrets already screw over interceptors imagine one that could cause stress every time it fires, or a missile turret that fired twice every turn as standard.

Or how game breaking an ion missile turret would be.

Nera can fire Flechettes and Ion Torpedoes out of arc! Hooray! But, hey, if a player wants to spend 26 points plus anywhere from 2-6 on multiple torpedoes, I welcome it, even as a fan of Interceptors. Nera's ability is a trap. Its a terrible ability that is just bait to spend way more points than you should for an ability that has a maximum of two uses. You can only use it more if you spend ANOTHER point on Munitions Failsafe and miss your attacks.

You'd have to restrict alot of missiles from using it, 360 turrets already screw over interceptors imagine one that could cause stress every time it fires, or a missile turret that fired twice every turn as standard.

Or how game breaking an ion missile turret would be.

Nera can fire Flechettes and Ion Torpedoes out of arc! Hooray! But, hey, if a player wants to spend 26 points plus anywhere from 2-6 on multiple torpedoes, I welcome it, even as a fan of Interceptors. Nera's ability is a trap. Its a terrible ability that is just bait to spend way more points than you should for an ability that has a maximum of two uses. You can only use it more if you spend ANOTHER point on Munitions Failsafe and miss your attacks.

Then make it a B-wing/E and options get better.

Torpedoes

ion-torpedoes.png HdTjHAx.png hvxfKII.png 2myNRYn.png

You'd have to restrict alot of missiles from using it, 360 turrets already screw over interceptors imagine one that could cause stress every time it fires, or a missile turret that fired twice every turn as standard.

Or how game breaking an ion missile turret would be.

Nera can fire Flechettes and Ion Torpedoes out of arc! Hooray! But, hey, if a player wants to spend 26 points plus anywhere from 2-6 on multiple torpedoes, I welcome it, even as a fan of Interceptors. Nera's ability is a trap. Its a terrible ability that is just bait to spend way more points than you should for an ability that has a maximum of two uses. You can only use it more if you spend ANOTHER point on Munitions Failsafe and miss your attacks.

So with a B-wing with Munitions Failsafe is two hits not two shots.

Then make it a B-wing/E and options get better.

Torpedoes

ion-torpedoes.png HdTjHAx.png hvxfKII.png 2myNRYn.png

...Meaning that what I said was accurate. Either way, you only get two SUCCESSFUL uses of her ability, and whiffing with Flechette Torpedoes is no way to win a game. Basically, she REQUIRES upgrades and her ability gets two real uses maximum. After that, she is a PS5 Bwing with an EPT, which could be solid except that she has become way more expensive than she needs to be.

Nera Dantels - B-wing/E2 + Recon Specialist + Deadeye

Add 2 torpedoes and you have a B-wing that can toss out two focused torpedoes two rounds in a row. Sure, she'll be expensive, but those two torpedoes can do a bit of early damage. You can just fly past your opponent and shoot an APT back at them.

A ordnance turret could work reasonably by having to reload after firing. Fire then disable the card then ready the next turn.

I was just looking at the Outrider title card that turns a cannon into a turret weapon, which sounds pretty cool.

outrider.png

Which got me thinking, would it be playable to have a similar card (title/modification) that could turn a missile into a turreted weapon? Or even just add a missile turret as a secondary weapon with it's own stats?

Thoughts?

That might be a tad powerful. There's already been some saying it would break the game, which I find hard to believe.

I'll be honest, I think a 1 point turret that turns an already equipped missile is fine. Why? Turrets are powerful and permanent upgrade to a ship that changes entirely how it is played. When the missile is used then the turret would effectively become used up as well (barring the effect of Munitions Failsafe) which could be a huge loss in place of an ion or blaster or the new turrets coming out instead. Nera is nice instead of this because you have a ship that has the flexibility of two torpedo slots and no fixed firing arc for them, range notwithstanding. I think that's really great! People just love to crap all over ordnance in these forums, and though they have their problems, I had an incredibly successful day running Horton Salm with a blaster turret, flechette torpedo and proton torpedo loadout. I think there are many instances where these weapons are a worthwhile investment. Hell, my opponent in my last game DESTROYED Wedge with shields with an Advanced Proton Torpedo on him using a PTL Corran Horn.

Alright, tangents aside, ordnance can be really awesome if you know how and when to use them. They have their problems like other secondary weapons, but single use weapons can completely ruin people's plans with a little luck. Ever have a ship with limited green moves get hit with stress and ions? It suuuucks and can change the course of an entire game if you can use it against your opponent.

Totally agree. Ordnance in any form is just something players have to get their heads around in order to use properly. And used properly, it can be a game-changer.