Odd thought about the Lancer-class Pursuit Craft

By Punning Pundit, in X-Wing

If I am reading the information correctly, this will be the first non Epic ship to have a firing arc that isn't 80°.

Either all 4 quadrants will be 90° arcs- giving the Lancer a slightly bigger front arc than standard- or the front and rear arcs will be 80°, and the side arcs will be 100°. Given that, as far as I can tell, the ship will only be able to fire out of a pre- chosen arc, this will be something players will need to account for mentally.

(Yes. All of the Small and Large ships have 80° arcs, not 90°. And yes, even ships with turrets have firing arcs.)

Nope, look at the picture. Lines still go to the corners of the cardboard base, so the side arcs will be 100 degrees while the front/rear are 80 degrees.

swx56_layout.png

Nope, look at the picture. Lines still go to the corners of the cardboard base, so the side arcs will be 100 degrees while the front/rear are 80 degrees.

swx56_layout.png

Yeah, that's what it looks like to me, too. And since the side arcs are separate firing arcs, this ship marks the introduction of the non 80° firing arc to the Standard game.

also gives me hope for the broadside only arcs.

Nope, look at the picture. Lines still go to the corners of the cardboard base, so the side arcs will be 100 degrees while the front/rear are 80 degrees.

swx56_layout.png

Yeah, that's what it looks like to me, too. And since the side arcs are separate firing arcs, this ship marks the introduction of the non 80° firing arc to the Standard game.

Hounds tooth?

I'm going to be extremely curious as to the mechanics of the arc shift action. If you take this action to move your arc, will you be able to choose any arc? Or will you only be able to shift the arc clockwise or counter clockwise one arc position?

I'm guessing since it's a full action, it will be the first one that lets you chose any arc, but if it was a free action I think you should only be able to shift it one position.

Hounds tooth?

*Facepalm*

You are, of course, correct. :)

If I am reading the information correctly, this will be the first non Epic ship to have a firing arc that isn't 80°.

Either all 4 quadrants will be 90° arcs- giving the Lancer a slightly bigger front arc than standard- or the front and rear arcs will be 80°, and the side arcs will be 100°. Given that, as far as I can tell, the ship will only be able to fire out of a pre- chosen arc, this will be something players will need to account for mentally.

(Yes. All of the Small and Large ships have 80° arcs, not 90°. And yes, even ships with turrets have firing arcs.)

I'm going to be extremely curious as to the mechanics of the arc shift action. If you take this action to move your arc, will you be able to choose any arc? Or will you only be able to shift the arc clockwise or counter clockwise one arc position?

I'm guessing since it's a full action, it will be the first one that lets you chose any arc, but if it was a free action I think you should only be able to shift it one position.

It probably moves the pointer to any arc. The higher PS pilots will have an easier time knowing where to aim but the cheaper/slower ones (Poor Sabine) will have to guess or aim at lower PS targets. Restricting it to one arc move at a time is an unnecessary complication.

If I am reading the information correctly, this will be the first non Epic ship to have a firing arc that isn't 80°.

Either all 4 quadrants will be 90° arcs- giving the Lancer a slightly bigger front arc than standard- or the front and rear arcs will be 80°, and the side arcs will be 100°. Given that, as far as I can tell, the ship will only be able to fire out of a pre- chosen arc, this will be something players will need to account for mentally.

(Yes. All of the Small and Large ships have 80° arcs, not 90°. And yes, even ships with turrets have firing arcs.)

If it could only fire out of the chosen are why have a shaded primary arc? What I'm asking is what made you think it could only shoot out the special arc?

All ships have a shaded primary arc. But two things make it obvious that the player is going to have to chose which of the 4 arcs the secondary arc will be able to fire out of. First, there's a little directional indicator doohicky at the bottom of the ship post and second, it has an action in it's bar that look suspiciously like a "rotate your aux arc" action.

If I am reading the information correctly, this will be the first non Epic ship to have a firing arc that isn't 80°.

Either all 4 quadrants will be 90° arcs- giving the Lancer a slightly bigger front arc than standard- or the front and rear arcs will be 80°, and the side arcs will be 100°. Given that, as far as I can tell, the ship will only be able to fire out of a pre- chosen arc, this will be something players will need to account for mentally.

(Yes. All of the Small and Large ships have 80° arcs, not 90°. And yes, even ships with turrets have firing arcs.)

If it could only fire out of the chosen are why have a shaded primary arc? What I'm asking is what made you think it could only shoot out the special arc?

I'm sure the primary arc is always 'active', since it is shaded and the model has guns pointing forward besides the turret. I'm sure only the arc that has the pointer is the active mobile arc for that round, the other arcs being inactive similar to the way and docked ship is nonactive.

I'm going to be extremely curious as to the mechanics of the arc shift action. If you take this action to move your arc, will you be able to choose any arc? Or will you only be able to shift the arc clockwise or counter clockwise one arc position?

I'm guessing since it's a full action, it will be the first one that lets you chose any arc, but if it was a free action I think you should only be able to shift it one position.

It probably moves the pointer to any arc. The higher PS pilots will have an easier time knowing where to aim but the cheaper/slower ones (Poor Sabine) will have to guess or aim at lower PS targets. Restricting it to one arc move at a time is an unnecessary complication.

would be necessary if it didn't require an action

but it does so I'd agree

I'm going to be extremely curious as to the mechanics of the arc shift action. If you take this action to move your arc, will you be able to choose any arc? Or will you only be able to shift the arc clockwise or counter clockwise one arc position?

I'm guessing since it's a full action, it will be the first one that lets you chose any arc, but if it was a free action I think you should only be able to shift it one position.

It probably moves the pointer to any arc. The higher PS pilots will have an easier time knowing where to aim but the cheaper/slower ones (Poor Sabine) will have to guess or aim at lower PS targets. Restricting it to one arc move at a time is an unnecessary complication.

I was guessing that was the case too. Which is going to be interesting because it's going to fuel the PS arms race. But it's also going to make arc dodgers have to dodge two arcs instead of one since autothrusters won't be triggered by this aux arc.

If it could only fire out of the chosen are why have a shaded primary arc? What I'm asking is what made you think it could only shoot out the special arc?

I might be wrong about that. You might well have up to 2 options for which arc to shoot a primary weapon.

If it could only fire out of the chosen are why have a shaded primary arc? What I'm asking is what made you think it could only shoot out the special arc?

I might be wrong about that. You might well have up to 2 options for which arc to shoot a primary weapon.

either that or autothrusters, other arc-dependent abilities ala crackshot, or secondary weapons (which the caster can't take, but it is setting a standard for a new rule) for which the mobile arc may or may not qualify

the ps 7 requires your mobile arc to be in your primary before he gets to hand out tractor beam tokens

Edited by ficklegreendice

I guess this ship means we will never see either Guri's Stinger or the Skipray (at least as a scum ship).

If it could only fire out of the chosen are why have a shaded primary arc? What I'm asking is what made you think it could only shoot out the special arc?

I might be wrong about that. You might well have up to 2 options for which arc to shoot a primary weapon.

either that or autothrusters, other arc-dependent abilities ala crackshot, or secondary weapons (which the caster can't take, but it is setting a standard for a new rule) for which the mobile arc may or may not qualify

the ps 7 requires your mobile arc to be in your primary before he gets to hand out tractor beam tokens

If a ship happens to be inside both arcs when the mobile arc isn't the shaded arc then tractor tokens get passed out as well. But it's probably easier to just set the mobile arc straight ahead.

On a related note, I've been thinking about Ketsu's pilot ability. People have said her ability is not synergistic with the mobile arc, since the other ship has to be in both the primary and mobile arc. However, if the mobile arc is pointed to either side, there is an additional area of about one ship length where a ship can be in both arcs. Against large base ships this increases the effective range of her ability quite a bit. It'll also be a pain to arc dodgers. An arc dodger on the boundary will be forced to take repositioning actions in order to not be tractor beamed, without tokening up for the inevitable shot. Again, it may be a very rare instance, but the more things your opponent has to think about (or potentially forget) the better.

Edit: Ninja'd! I think it's probably worth it to keep the arc to the side, and treat her ability as a nice bonus. But that'll need to be tested.

Edited by WAC47

This thing is going to be like an AC-130 gunship, orbiting the battlefield and raining fire out the side.

On a related note, I've been thinking about Ketsu's pilot ability. People have said her ability is not synergistic with the mobile arc, since the other ship has to be in both the primary and mobile arc. However, if the mobile arc is pointed to either side, there is an additional area of about one ship length where a ship can be in both arcs. Against large base ships this increases the effective range of her ability quite a bit. It'll also be a pain to arc dodgers. An arc dodger on the boundary will be forced to take repositioning actions in order to not be tractor beamed, without tokening up for the inevitable shot. Again, it may be a very rare instance, but the more things your opponent has to think about (or potentially forget) the better.

Edit: Ninja'd! I think it's probably worth it to keep the arc to the side, and treat her ability as a nice bonus. But that'll need to be tested.

Her other option is to try and force the opponent to bump into the front arc, or to pull an Oicunn and bump them herself. If they do, then they take an automatic tractor beam token for a -1 agility and can be boosted/barrel rolled out of contact to give her a shot.

Soontir Fel will not enjoy being action-blocked and subjected to -1 agility against four red dice. And if he gets hit, then that's a second tractor beam token on him. He's basically a dead Fel right there.

If it could only fire out of the chosen are why have a shaded primary arc? What I'm asking is what made you think it could only shoot out the special arc?

I might be wrong about that. You might well have up to 2 options for which arc to shoot a primary weapon.

either that or autothrusters, other arc-dependent abilities ala crackshot, or secondary weapons (which the caster can't take, but it is setting a standard for a new rule) for which the mobile arc may or may not qualify

the ps 7 requires your mobile arc to be in your primary before he gets to hand out tractor beam tokens

If a ship happens to be inside both arcs when the mobile arc isn't the shaded arc then tractor tokens get passed out as well. But it's probably easier to just set the mobile arc straight ahead.

we'll call it "flying like you got a pair (of arcs)"

^ Sabine has a nice pair (of arcs)...

Here's a question: what if the arc rotation action is limited to rotating to an adjacent arc? So it would take two rounds of actions to switch from one broadside to the other.

On a related note, I've been thinking about Ketsu's pilot ability. People have said her ability is not synergistic with the mobile arc, since the other ship has to be in both the primary and mobile arc. However, if the mobile arc is pointed to either side, there is an additional area of about one ship length where a ship can be in both arcs. Against large base ships this increases the effective range of her ability quite a bit. It'll also be a pain to arc dodgers. An arc dodger on the boundary will be forced to take repositioning actions in order to not be tractor beamed, without tokening up for the inevitable shot. Again, it may be a very rare instance, but the more things your opponent has to think about (or potentially forget) the better.

Edit: Ninja'd! I think it's probably worth it to keep the arc to the side, and treat her ability as a nice bonus. But that'll need to be tested.

Her other option is to try and force the opponent to bump into the front arc, or to pull an Oicunn and bump them herself. If they do, then they take an automatic tractor beam token for a -1 agility and can be boosted/barrel rolled out of contact to give her a shot.

Soontir Fel will not enjoy being action-blocked and subjected to -1 agility against four red dice. And if he gets hit, then that's a second tractor beam token on him. He's basically a dead Fel right there.

I like this. I like this a lot.

Also just noticed that the "gyro" upgrade says "3-, 4- or..." Assuming this means the lancer will have a 5-speed (probably a straight if they want to do something different from the ghost).

^ Sabine has a nice pair (of arcs)...

and illicit slots...

oh boy, I'm getting reported for that ain't I?