Ion Cannon Battery!

By Rogue Dakotan, in X-Wing

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.

Frankly, any pilot that gets near ramming range only has himself to blame. Even with the Corvette and Transport you want to avoid the front to avoid getting pac-manned.

I think 1 is not enough.

However I would have it do 1 ion token for each hit.

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.

Look at the arc pattern of the Raider.

Frankly, any pilot that gets near ramming range only has himself to blame. Even with the Corvette and Transport you want to avoid the front to avoid getting pac-manned.

Range 2-4 of the front of the Raider is a big area to avoid.

Edited by TIE Pilot

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.

Look at the arc pattern of the Raider.

Frankly, any pilot that gets near ramming range only has himself to blame. Even with the Corvette and Transport you want to avoid the front to avoid getting pac-manned.

Range 2-4 of the front of the Raider is a big area to avoid.

And also a rather big area to move. The faster you move with a big ship the less energy you generate. Trying to get that one B-wing might see you get torn apart by the remainder the next turn (and remember: the more points you play, the more B-wings you are facing).

Look at the arc pattern of the Raider.

Yes?? The crazy wide firing arcs were the very first thing I noticed about the thing. What's your point?

Frankly, instead of doing damage, I wish capital class weaponry just vaporized starfighters if they landed a hit. The blast isn't likely to hit -- which is why the DS1 attack was even possible -- but a glancing blow should end your day.

R4D6 loves stopping all the turbolasers :P

I like it.
A way to repeatedly Ion an enemy ship is a way to gaurantee that I run over them.
Also, Crits on a weapon that I could then Vader are fun.

This thing isn't supposed to have turbolasers. I mean, i get that thats what some of the upgrades it has. But the fluff for this ship in the article stated that it had " six dual heavy laser cannons" . Also keep in mind that the primary on a Corvette is not even remotely near in power to the primaries on a ISD, the kind that liquefy snub-fighters with near misses. The difference between that kind of turbolaser and what the Epic ships can pack is like the difference between Han's blaster pistol and an x-wings laser cannon.

Look at the arc pattern of the Raider.

Yes?? The crazy wide firing arcs were the very first thing I noticed about the thing. What's your point?

The main gun doesnt have the turret icon around the the front or the back posts. Safe to assume they will have to share arcs between hardpoint guns and main armament.

I tried but I couldn't find any "dual-heavy-laser-cannons" card.

It seems like it comes with 2 single turbo laser cannons, 2 quad laser cannon cards, and 4 dual ion cannons cards.

That was my conclusion as well. I now think that maybe the Primary will have some special rule to represent the "Standard" Dual HLC.

Look at the arc pattern of the Raider.

Yes?? The crazy wide firing arcs were the very first thing I noticed about the thing. What's your point?

The main gun doesnt have the turret icon around the the front or the back posts. Safe to assume they will have to share arcs between hardpoint guns and main armament.

Or, you know, it works exactly like the Tantive and the primary guns fire out the front and any secondary hard point weapons fire out the sides. Is there any reason to think that isn't how it will be?

Look at the arc pattern of the Raider.

Yes?? The crazy wide firing arcs were the very first thing I noticed about the thing. What's your point?

The main gun doesnt have the turret icon around the the front or the back posts. Safe to assume they will have to share arcs between hardpoint guns and main armament.

Or, you know, it works exactly like the Tantive and the primary guns fire out the front and any secondary hard point weapons fire out the sides. Is there any reason to think that isn't how it will be?

Yes there is. It works exactly like the CR90: Secondary weapons in the fore section use the firing arc printed on the fore section. Secondary weapons in the aft section use the firing arc printed on the aft section.

The primary weapon uses the firing arc of the fore section, unless it is allowed to attack outside the firing arc.

The aft section has two hardpoint upgrade slots. With four ion cannon batteries in the box I suppose the front section has two as well.

Without a turret icon on it yes I assume you fire out of the front, which is where on the Raiders base the Attack value is printed. But the front section certainly should have hardpoints, which by the rules must fire out of the coresponding sections printed arc or arcs. So any equipped guns to the fore are fired out of the forward ~135 degree arc, and all your guns equipped to the back will use the rear sections side arcs. It's the blurb on 'Additional firing arcs page 3 of the Epic Rulebook on the support page. Did We get our wires crossed?

Edit: Ninja'd by mere seconds :P

Edited by ForceSensitive

That makes sense I suppose.

How do you know the aft has 2 hard points? I can't make out any of the icons.

Some how I expect it to have three forward hardpoints but will be happily over ruled. On an unrelated note do you have to go through an image hosting site to post pics on this forum?

How do you know the aft has 2 hard points? I can't make out any of the icons.

From the picture. :rolleyes:

The aft section has seven upgrade icons of four different types:

1+2: crew

3+4: hardpoint

5+6: team

7: cargo

The CR90 has those four types in the same order.

I don't expect any other type of upgrade on huge ships. Missile, bomb, cannon, EPT etc will hardly exist.

Edited by dvor

On an unrelated note do you have to go through an image hosting site to post pics on this forum?

Yes you do.

Yep, just looks like 7 blurs in the upgrade bar to me. If you can distinguish them, awesome.

Yep, just looks like 7 blurs in the upgrade bar to me. If you can distinguish them, awesome.

The only difference is the number of black and white pixels:

Icon 7 is mostly black. Cargo.

Icons 5 and 6 are mostly white. Team.

Icons 1 and 2 include more white than icons 3 and 4. Crew and hardpoint respectively.

Main complaint I have about this:

You can shoot any large-base ship and still not ionize it in one turn.

But ions on a huge ship are a boon. They can set up for the insta-kill on the following turn, just by plowing into any ships that had to do a 1-forward.

Main complaint I have about this:

You can shoot any large-base ship and still not ionize it in one turn.

Unless you shoot with multiple ion cannon batteries.

Anyone who says that the one critical hit isn't worth it hasn't played Epic very much. Have you guys seen the critical hits? I've played a good number of Epic games and it's always the critical hits that kill the Epic ship.

Here's the CR-90's criticals:

AFT DAMAGE CARDS

Life Support Failure
Effect - Discard 1 of the (team) upgrade cards equipped to this section. Then flip this card facedown.

Deck Breach
Effect - Place 1 of the upgrade cards equipped to this section under this card. You cannot use that upgrade card while this card is faceup. Energy: Spend 2 energy to flip this card facedown.

Reactor Leak (2)
Effect - When you execute a maneuver, reduce the amount of energy you gain by 1 (to a minimum of 0.)

Grid Overload (2)
Effect - Immediately remove all energy stored on the aft section ship card and on all upgrade cards equipped to this section. Then flip this card facedown.

Projector Power Failure (2)
Effect - You cannot perform the reinforce action unless you have at least 3 energy stored on the aft section ship card.

Structural Collapse (2)
Effect - Deal 2 facedown damage cards to the fore section. Then flip this card facedown.

FORE DAMAGE CARDS

Life Support Failure
Effect - Discard 1 of the (team) upgrade cards equipped to this section. Then flip this card facedown.

Deck Breach
Effect - Place 1 of the upgrade cards equipped to this section under this card. You cannot use that upgrade card while this card is faceup. Energy: Spend 2 energy to flip this card facedown.

Comms Failure
Effect - You cannot perform the coordinate action. Action: Roll 1 attack die. On a (hit) result or (focus) result, flip this card facedown.

Secondary Drive Failure
Effect - You must spend 1 energy to perform any action.

Tracking Misalignment
Effect - Reduce your primary weapon value by 2 (to a minimum of 0). Energy: Spend 4 energy to flip this card facedown.

Scrambled Scopes
Effect - You cannot perform the target lock action or acquire target lock. Action: Roll 1 attack die. On a (hit) or (focus) result, flip this card facedown.

Weapon Damaged (2)
Effect - Place 1 of the (huge ship weapon) upgrade cards equipped to this section under this card. You cannot use that upgrade while this card is faceup. Energy: Spend 3 energy to flip this card facedown.

Direct Hit
Effect - This card counts as 2 damage against your hull.

Not to mention that critical hits on large ships, like thet Decimator, Falcon, etc are bad, but no where near as crippling.

Edited by heychadwick