Ah I didn't know that evades just add results now. I thought you could use it as a specific cancel.
Should there be a Single Laser Turret?
Unless that laser is a Turbolaser, a Single Laser ANYTHING should not be 3 attack dice.
Edited by DarthEnderX
I think A slt that delt one crit for 2-3 for 4 points would be good and worth it,
I also like the idea of a slt that did range 1-3 but only did a single regular damage for 3 pts would be very valid as well. Maybe even more valid, he'll it would actually make cost effective hwks worth it imo. Tlt helps hwk but the y-wing still steals the tlt show. But a 3 point single turret with no donut hole would make hwks much more appealing. That and named y wings since it won't make them cost and arm and a leg to run...I think it would be good but that's just what I think
I think A slt that delt one crit for 2-3 for 4 points would be good and worth it,
I also like the idea of a slt that did range 1-3 but only did a single regular damage for 3 pts would be very valid as well. Maybe even more valid, he'll it would actually make cost effective hwks worth it imo. Tlt helps hwk but the y-wing still steals the tlt show. But a 3 point single turret with no donut hole would make hwks much more appealing. That and named y wings since it won't make them cost and arm and a leg to run...I think it would be good but that's just what I think
Just errata the Blaster Turret to be something that requires a focus token to fire but doesn't make you spend it. The Blaster Turret becomes a decent buy for 4 points and has great synergy with the Moldy Crow title (and Esege). Honestly, you could probably just drop the focus token requirement completely and not unbalance the Blaster Turret.
I'm quite confident we'll see more turret options in the not so far future. there is "design space", after all.
now, if we only could get 1-2 primary-turrets LESS for that..
not saying that they are overpowered, it's just not that satisfying to outfly them (a big part of the game for me) to just see them not care at all.
at least with the range1-2 or 2-3 bands of secondaries there ARE some ways to outfly them, and it's way more fun.
The upcoming Ghost has a turret weapon upgrade card on it that has not been released. But yeah TLT right now beats 3 PWT in range 2-3. THe only thing that 3 PWT beats TLT is in range 1. However the area covered by range band 1 is < 1/2 or the area covered by range bands 2 & 3. So TLT > 3 PWT. ![]()
However I do understand why TLT was created. The meta developed into these super tanks like Fat Han and Super Soontir that can negate 2 damage a turn without lucky dice rolls. So with this super defensive meta you needed super offensive firepower. TLT is that super offensive firepower.
Now if only they could give some super offensive firepower to missiles and torpedoes as the upgrades that really need it and with their discarding mechanic won't pour in power creep to the meta. ![]()
I would think something like this might be interesting:
Single Laser Turret: 3 dice, range 2-3
If this attack hits, cancel all dice results and deal one critical damage
4 points maybe? If its more, might be more worth taking the TLT, however at 4 points you can fit 5 hawks in a list with these... crit city! You'd lose the TLT's ability to strip tokens... and still have the donut hole... I dunno. I'll have to test!
Imperial players will have SERIOUS issues with that one, as a lot of of their ship have no(!) shields. Even Scum players won't be happy, as many ship with only one shield.
The upcoming Ghost has a turret weapon upgrade card on it that has not been released. But yeah TLT right now beats 3 PWT in range 2-3. THe only thing that 3 PWT beats TLT is in range 1. However the area covered by range band 1 is < 1/2 or the area covered by range bands 2 & 3. So TLT > 3 PWT.I'm quite confident we'll see more turret options in the not so far future. there is "design space", after all.
now, if we only could get 1-2 primary-turrets LESS for that..
not saying that they are overpowered, it's just not that satisfying to outfly them (a big part of the game for me) to just see them not care at all.
at least with the range1-2 or 2-3 bands of secondaries there ARE some ways to outfly them, and it's way more fun.
However I do understand why TLT was created. The meta developed into these super tanks like Fat Han and Super Soontir that can negate 2 damage a turn without lucky dice rolls. So with this super defensive meta you needed super offensive firepower. TLT is that super offensive firepower.
Now if only they could give some super offensive firepower to missiles and torpedoes as the upgrades that really need it and with their discarding mechanic won't pour in power creep to the meta.
But TLT should be better than PWT. You have to pay 6 points for it for starters. In my mind weapon upgrades should always be an improvement over a primary weapon in one way or another.
... I want a gatling laser cannon.
4 attacks.
3 dice each
range 2
(not 3, not 1, 2)
does 1 damage per hit, always.
Bonus if fired from the side hatch of a dropship.
While thematically satisfying having an upgrade such as this - which is clearly more
powerfuleffective than an Heavy Laser Cannon, would probably be too much gun for an add on - even at (say) 10 SP.
I could see this as a range 1 only for 8 sp, but not not at range 2.
It'd be great as 90 degree from sides of a transport though.
roll an extra attack if you shout "LETS ROCK!!!!"
Well played, sir. Made me laugh out loud while sitting at my desk at work.
The upcoming Ghost has a turret weapon upgrade card on it that has not been released. But yeah TLT right now beats 3 PWT in range 2-3. THe only thing that 3 PWT beats TLT is in range 1. However the area covered by range band 1 is < 1/2 or the area covered by range bands 2 & 3. So TLT > 3 PWT.I'm quite confident we'll see more turret options in the not so far future. there is "design space", after all.
now, if we only could get 1-2 primary-turrets LESS for that..
not saying that they are overpowered, it's just not that satisfying to outfly them (a big part of the game for me) to just see them not care at all.
at least with the range1-2 or 2-3 bands of secondaries there ARE some ways to outfly them, and it's way more fun.
However I do understand why TLT was created. The meta developed into these super tanks like Fat Han and Super Soontir that can negate 2 damage a turn without lucky dice rolls. So with this super defensive meta you needed super offensive firepower. TLT is that super offensive firepower.
Now if only they could give some super offensive firepower to missiles and torpedoes as the upgrades that really need it and with their discarding mechanic won't pour in power creep to the meta.
But TLT should be better than PWT. You have to pay 6 points for it for starters. In my mind weapon upgrades should always be an improvement over a primary weapon in one way or another.
PWTs also pay a pretty hefty points premium. The YT-1300 and YT-2400 both pay a pretty heavy price for even a base two attack with a turret. The cheapest Decimator is 40 points for a PS3 pilot with three crew slots. The upcoming JumpMaster looks like it will also start around 30 points, and has a 10-point upgrade that most players will gladly pay in order to bump it from 2 attack dice to 3.
PWTs also pay a pretty hefty points premium. The YT-1300 and YT-2400 both pay a pretty heavy price for even a base two attack with a turret. The cheapest Decimator is 40 points for a PS3 pilot with three crew slots. The upcoming JumpMaster looks like it will also start around 30 points, and has a 10-point upgrade that most players will gladly pay in order to bump it from 2 attack dice to 3.The upcoming Ghost has a turret weapon upgrade card on it that has not been released. But yeah TLT right now beats 3 PWT in range 2-3. THe only thing that 3 PWT beats TLT is in range 1. However the area covered by range band 1 is < 1/2 or the area covered by range bands 2 & 3. So TLT > 3 PWT.I'm quite confident we'll see more turret options in the not so far future. there is "design space", after all.
now, if we only could get 1-2 primary-turrets LESS for that..
not saying that they are overpowered, it's just not that satisfying to outfly them (a big part of the game for me) to just see them not care at all.
at least with the range1-2 or 2-3 bands of secondaries there ARE some ways to outfly them, and it's way more fun.
However I do understand why TLT was created. The meta developed into these super tanks like Fat Han and Super Soontir that can negate 2 damage a turn without lucky dice rolls. So with this super defensive meta you needed super offensive firepower. TLT is that super offensive firepower.
Now if only they could give some super offensive firepower to missiles and torpedoes as the upgrades that really need it and with their discarding mechanic won't pour in power creep to the meta.
But TLT should be better than PWT. You have to pay 6 points for it for starters. In my mind weapon upgrades should always be an improvement over a primary weapon in one way or another.
A lot of what you're paying for here though is upgrade slots, hull and shields, highest turret ship health is Y wing with 8, no crew, astromech slot and its only title actually negates it's 360 arc. By contrast the cheapest PWT other than the K wing has more defence and a lot more options.
Edit: Nm, misread.
Edited by DarthEnderXPatience young padawan, the turret in the ghost has not yet been revealed
I wanted to say just that
also there is the blaster turret (range 1-2)
Some fast ideas:
Turbolaser Turret
Range 2-3
Attack 4
The defender doubles its agility score when defending from this attack
Cost 5
Plasma Beam Turret
Range 1-3
Attack 3
If this attack hits, cancel all die results, and the defender suffers 1 damage and then discards a shield token.
Cost 6
Heavy Laser Turret
Range 2-3
Attack 4
If this attack hits, pick up to 2 uncancelled die results and cancel the rest.
Cost 6
Sniping Laser Turret
Attack 3
Range 1-3
If this attack hits, the defender suffers 1 damage, then cancel all die results. If this damage dealt a damage card to the defender, turn that card face up.
Cost 5
Beam Weapon Turret
Attack -
Range -
You may equip a (cannon) upgrade with "Beam" in its name, paying its costs as usual. You may attack with that weapon even outside of your firing arc. Your attack will deal no damage.
Cost 3
Turret-mounted launcher
Attack -
Range -
You may equip a (missile) or (torpedo) upgrade, paying its costs as usual. You may attack with (torpedo) and (missile) weapons even outside your firing arc.
Cost 3
Edited by Azrapse