Just saw this on Reddit. Haven't seen it here yet.

Looks like this has already been posted in another thread without a helpful title.
Edited by RogueLieutenantJust saw this on Reddit. Haven't seen it here yet.

Looks like this has already been posted in another thread without a helpful title.
Edited by RogueLieutenantAwesome. Thanks
Gut reaction, is like the concept, but it seems to be too little bang for the buck. Too much energy for just the standard ion effect and even 4 dice seems iffy against a lot of ships.
Of course, can't say for sure until we know how much energy the raider can generate.
Edited by ForgottenloreLooks like this has already been posted in another thread without a helpful title.
Too little bang indeed. I would MUCH rather it still caused a normal Bam! result while applying two Ion tokens...
President Kennedy agrees with President Lincoln.
Against huge ships several ion cannon batteries severely reduce energy generation. If your target no longer generates energy, it is no longer a threat.
Against large or small ships ion cannon batteries can set up overlaps. They force your opponent to stay further away from your front.
Edited by dvorJust saw this on Reddit. Haven't seen it here yet.
Looks like this has already been posted in another thread without a helpful title.
Yes, this is true, I was just too excited to name it something normal
In that thread we all agreed that being able to choose who you want to ram is a good thing, and prevents this from being overpowered. Also crits are nasty.
EDIT:
I also used a logic and assumed that the ship has 4 hardpoints and only one module. It only comes with one Comms Booster, where all previous ships come with as many as you have module slots to fit them. It also comes with 4 Ion Cannon Batteries, and 2 of the other types, so it makes sense that it has 4 hardpoints.
Think about that, 4 hardpoints with a primary weapon attack of 4! Very strong in the power of dakka indeed.
Edited by Corellian CorvettePresident Kennedy agrees with President Lincoln.
Oh hey, as long as I've got you on the line when your secretary, Lincoln, warns you not to go someplace, DON'T GO.
Also, don't believe everything you read on the Internet, I said that you know.
Against huge ships several ion cannon batteries severely reduce energy generation. If your target no longer generates energy, it is no longer a threat.
Against large or small ships ion cannon batteries can set up overlaps. They force your opponent to stay further away from your front.
All true, but how is it that these giant cannons mess up circuitry exactly as much as the tiny pew-pew turrets on top of a Y-Wing? That said, the fact that defenders don't get range-based agility bonuses is nice.
Edited by TheJradeThree things:
1. Range 2-4 is a huge swath of the board.
2. Being able to force a crit late in the turn, after you've done a whole bunch of other shooting, is pretty solid.
3. We don't know what sorts of crew & titles may be available to this ship.
It's a bit early to start dismissing things, don't you think?
Edited by IntroverdantAgainst huge ships several ion cannon batteries severely reduce energy generation.
So you want to use 2 energy from your huge ship to cancel 1 energy from your enemy's huge ship?
Against huge ships several ion cannon batteries severely reduce energy generation.
So you want to use 2 energy from your huge ship to cancel 1 energy from your enemy's huge ship?
Yes
Against huge ships several ion cannon batteries severely reduce energy generation.
So you want to use 2 energy from your huge ship to cancel 1 energy from your enemy's huge ship?
Yes
2 energy for them to generate 1 less and at ps4 shooting most likely put on a crit
Against huge ships several ion cannon batteries severely reduce energy generation.
So you want to use 2 energy from your huge ship to cancel 1 energy from your enemy's huge ship?
Yup! I just spent 2 energy this round to make it harder for you to hit me next round. Plus I did damage. Damage takes energy to fix. Did I hit your hull? Crits are never fun.
Maybe I put a crit on the hull of a bomber that was going to put ordinance on my Huge ship. Sorry about that. I mean, not really. But it's polite to pretend I am.
So: this is not the end-all, be-all of huge ship weapons. But it's pretty good.
I dunno. Crits on huge ships are a big deal.
It's rather pitiful against fighters, but as others have pointed out it has far more potential as an anti-ship armament. With 4 dice you have good odds of landing a hit on a big ship.
It's rather pitiful against fighters
1 more die, longer range then other Ions, does a crit rather then hit. This is worse then other Ions weapons how?
As a secondary there is no bonus defense dice.
Edited by Forgottenlore1 more die, longer range then other Ions, does a crit rather then hit. This is worse then other Ions weapons how?It's rather pitiful against fighters
As a secondary there is no bonus defense dice.
Could be a good way to break up a Tie swam early
It's rather pitiful against fighters
1 more die, longer range then other Ions, does a crit rather then hit. This is worse then other Ions weapons how?
As a secondary there is no bonus defense dice.
2 energy. Unless this ship is going to handle energy differently than the Rebel ships, you will always be in need of energy. This is what makes the Corvette so terrible against its equivalent in fighters: It never has enough energy to actually kill things and survive the return fire. They are always out-gunned.
And don't forget, you have to chew through Rebel shields before those crits can actually crit.
You have to pay a cost to fire it (looks like about 1/3 of the energy you are likely generating each turn) and you are probably not going to have focus or TLs to modify the roll with. What's the general consensus about unmodified rolls again?1 more die, longer range then other Ions, does a crit rather then hit. This is worse then other Ions weapons how?It's rather pitiful against fighters
As a secondary there is no bonus defense dice.
Edit: scratch that. They are treated as secondaries, so no range modifiers.
Edited by EggsI think this will be a laser to put on the corvette more then the raider single turbo laser will be better on the raider since B Wings will only roll 2 green dice
Might have to start flying X wings again to get 4 green dice instead and 1 point cheaper to boot
Ion weapons on a huge ship that shoots forwards. Yes, one crit isn't much bang. Personally think it should have been two ion tokens so it could ionise larges in one shot, but I get why it isn't (would be too potent against other huge ships, ion weapons inhibit energy regeneration). But bear in mind it's a 4 dice ion weapon for a huge ship with no no agility doubling a la single turbolasers and no range modifier because it's a secondary: it's probably going to hit.
I'll rephrase that: Ion weapon that's very likely to hit (and ionise) at reasonably close range in the forward arc of a huge ship.
That B-wing may scoff at that single ion token, at that single crit that's near harmlessly absorbed by the shields. But it won't be laughing a turn latter when it gets splattered on the Raider's windshield.
I kinda doubt the secondaries will be able to shoot out if the forward arc. Too soon to tell of course, but the cr-90's secondaries all have to use the side arcs. I would expect this to be the same.
Not that those side arcs are hugely restrictive.
Edited by ForgottenloreThis has probably come up back when the Corvette came out, but could someone remind me if Raymus Antilles can look at an Ioned ship and assign it a stress token?