The Resistance Transport

By dewbie420, in X-Wing

Not to mention unless it has some weird title that lets it fire both cannons, theres literally no point in double cannon slot.

You can only ever use one, and the other would just add points for little to no gain.

Now what would be interesting is if you could fire one cannon and apply the effect of the other as well. Fire a Mangler Cannon that also applies an ion token ftw lol

Problem is, that's going to get wordy if you have a mix of weapons with varying ranges (like a heavy laser cannon and autoblasters, for example).

Not to mention unless it has some weird title that lets it fire both cannons, theres literally no point in double cannon slot.

You can only ever use one, and the other would just add points for little to no gain.

Now what would be interesting is if you could fire one cannon and apply the effect of the other as well. Fire a Mangler Cannon that also applies an ion token ftw lol

As for the cannon issue, I think a I was just going on what Wookieepedia had. The only reason to have 2 cannons (to me) is the option of a Tractor Beam. But I never put 2 cannons on a IG-2000... yet. I figure this Transport ship is like a space-bus with guns, so the passengers can't really help it in the game- so I dropped a Crew slot. I plopped in a second Tech, what the Hell. Maybe a Title could give the option for more secondary weapon choices.

I'm still wondering how to price it so I can fit one into a list - all for fun, btw.

3 / 1 / 3 / 4

Focus, Target Lock, Coordinate

Crew, Tech, Tech, System, Torpedo

Resistance Transport Only. Title

Your upgrade bar gains an additional [Torpedo] icon.

You may equip a Cannon upgrade costing 4 or fewer squad points.

? Points.

Edited by dewbie420

Oh no doubt. They'd probably have to release a reference card so they could spell it out better. If they just said "When attacking with a cannon, you may apply the effect of your other equipped cannon in addition to the one you are firing" then yeah some weird funky interpretations would happen. Namely being: whats the effect of this cannon?

Theres also the bit of "cancel all dice and" on some cannons. You'd have to ignore that otherwise your HLC + Ion cannon just did 1 damage from a 4die hit and applied an ion token lol

There are ways you could word it simply, I think, the problem would be possible dangerously unplanned/broken cannon interactions. Looking at cannons that exist now, a simple way would be "When performing a [Cannon] secondary weapon attack, if the attack hits, you may apply the effects of a second [Cannon] upgrade you have equipped which says "if the attack hits". If the second [Cannon] upgrade card instructs you to cancel all dice results, do not." or something like that.

So you either bundle two nasty debuff cannons together, or have to lead with something like an HLC or Mangler to get their positive effects. With the obvious cost being you need to invest a whole bucket of points into two cannons and a title or modification which should probably not be free. It'd still be bananas though. Twin-linked Ion and Flechette cannon - your enemy takes two damage, an ion and a stress.

EDIT: Oh, and you'd probably need some extra verbiage about making sure they both are in the right range to fire, but still, I don't think the concept is inherently too complicated.

Edited by UnitOmega

That sounds really hard to balance.

I'd give it a title reducing the cost of one of the cannon upgrades, for example by 4 or 5 points to the minimum of zero if you equip two, and add some new cannons with range limitations or some else situational effects.

The most obvious combo right now would be HLC and autoblaster, but you could also take HLC and Mangler to use Mangler against shieldless low agi targets to cripple them with crits, and let's say they add a new cannon that is better at stripping shields, or one that gets some benefits shooting at stressed targets.

Edited by eMeM

So that would be a Tractor Beam, and then a HLC for 5 points less... Effectively giving you a Heavy Laser cannon for 3pts?

large or small base?

So that would be a Tractor Beam, and then a HLC for 5 points less... Effectively giving you a Heavy Laser cannon for 3pts?

large or small base?

I'm going with a small base for mine.

I really needed help with a point value... I'm leaning on 29-ish points for PS3.

As for the dial...I'm not so worried about it. I am negotiating with my opponent about the maneuvers. I think I'm gonna settle with a dial similar to the HWK but adding "3 white turns" and a "4 red K".

My feeling is that if Scum can't have Tye-Wings which are about as iconic a scum ship as you can get because FFG don't want uglies, we really shouldn't have a 1 off cobbled together transport ugly.

A couple years back I heard an interview where (IIRC) Davies said Uglies were the only ships Disney said they couldn't do.

But they had some in Free makers so now it is canon.

My feeling is that if Scum can't have Tye-Wings which are about as iconic a scum ship as you can get because FFG don't want uglies, we really shouldn't have a 1 off cobbled together transport ugly.

A couple years back I heard an interview where (IIRC) Davies said Uglies were the only ships Disney said they couldn't do.

But they had some in Free makers so now it is canon.