Double Cannon slot upgrade (Assault Gunboat)

By Quadjumper King, in X-Wing

The first Gunboat title (the one we can see :P) gives you two cannon upgrade slots.

We also see (possibly two) new cannons in the same pack. However FFG recently has been in a trend of releasing double upgrade slot cards that can keep the cost down by demanding another slot. This also limits the ships they’re on.

What do you think the odds are that the Gunboat comes with a double upgrade slot using cannon?

It could also be used by the IG88’s then (though I'm remiss to want the brobots back ;) ).

It would be a way to give the Gunboat a solid (better than say flechette as it costs two slots) 2 point cannon that it can use with it’s title (and may be similar to an in arc TLT if it is the linked battery?).

I think the odds are decent enough but unlike Unguided rockets or bomblet generator it wouldn't turn a limited upgrade into an infinite one (something reload already does…).

It also adds to the flavour of the Gunboat if it can use a pretty hefty weapon (though if it's too good it'll be limited) but I doubt it'll be even close to what ordnance can do as it has reload…

I could see it as being a cannon version of unguided, that way it works with the new version of advanced slam (if it is related to the reddit post...)

And then there's the nature of that second yet unknown title that plays with the torpedo slot…

What are y'all thoughts?

Well for one I would love to see a good cannon that uses two upgrade slots so that I can bring my IG's back on the table!

1 minute ago, tsondaboy said:

Well for one I would love to see a good cannon that uses two upgrade slots so that I can bring my IG's back on the table!

If it's something like unguided rockets I doubt they'd find a use for it.

if it's more like TLT (don't know why it would be but linked? upgrade card made me think of this) where they can attack twice for one damage but only in arc the IG's may yet use it.

or it lets you fire a primary attack like the BTL title (though I hope not, surely there's a more original idea out there)

or yet still it acts as a turret of sorts and you can perform some odd attack out of arc like a Kwing primary (it's part of why slam is good on a Kwing, it doesn't need to worry about arc the round afterwards.

who knows how much the IG's would like it? Or it could be Gunboat only :P

Probably put a Mangler for 1 Cannon to make up for 2 dice primary and a new Cannon for the title usage.

1 minute ago, Tbetts94 said:

Probably put a Mangler for 1 Cannon to make up for 2 dice primary and a new Cannon for the title usage.

Could do, but I figured there might be something a little more interesting considering that the double cannon slot is pretty unique.

Also, I question how often the Assualt Gunboat will be able to/want to fire that non-2-point canon anyway...

eh, it could just be a flechette with a jam effect (since it is somewhat similar to a stress) or even a 1 point tractor beam like weapon.

I'm hoping for something like unguided rockets, a double attack? Or maybe something else entirely

lets see what you can do FFG

With three on preorder I wanted to try running them with HLCs and Autoblasters, since I don't own anything with Manglers. If not autoblasters, switch to Ion cannons.

48 minutes ago, Norsehound said:

With three on preorder I wanted to try running them with HLCs and Autoblasters, since I don't own anything with Manglers. If not autoblasters, switch to Ion cannons.

Ion was my premier choice too, that ionisation is awesome (especially with Nym as you control his death bubble)

mangler with Kylo has possible potential....

Well, I will not hold my breath about the cannons coming with the Gunboat though. One of them it seems it lets you do something similar to the Jam action on Huge ships. The other one is small ship only. So unless the Jam cannon has a pretty powerful effect, they are going to be useless for the IG's. :(

3 minutes ago, tsondaboy said:

Well, I will not hold my breath about the cannons coming with the Gunboat though. One of them it seems it lets you do something similar to the Jam action on Huge ships. The other one is small ship only. So unless the Jam cannon has a pretty powerful effect, they are going to be useless for the IG's. :(

We know that he jam is a condition that stays on the ship (even when the round ends) and will only disappear when a focus or evade token is going to be spent. It then consumes the token.

it basically stops one modification via token but doesn't prevent red moves or tokenless actions (except for re-enforce, you can do that one).

its worse than a stress in that it doesn't change your dial and you can boost/BR/re-enforce/slam but it doesn't disappear until you try to spend a token so it's slightly better in that regard. But the jam cannon may deal more than one damage? Or be a single point like tractor beam...

as for the other one, it's the "Linked" something cannon so it could involve a second round of firing or allow you to shoot a second cannon, who knows?

4 hours ago, Quadjumper King said:

as for the other one, it's the "Linked" something cannon so it could involve a second round of firing or allow you to shoot a second cannon, who knows?

It's probably "Linked Battery".

It could just be something as simple as a Cannon that increases your primary attack. Because it's just more regular guns. Which more or less makes it a Cannon version of Unguided Rockets.

2 minutes ago, DarthEnderX said:

It's probably "Linked Battery".

It could just be something as simple as a Cannon that increases your primary attack. Because it's just more regular guns. Which more or less makes it a Cannon version of Unguided Rockets.

That's pretty much all I hoped for, id use it though, my bombers got great mileage out of unguided rockets :)

3 minutes ago, Quadjumper King said:

That's pretty much all I hoped for, id use it though, my bombers got great mileage out of unguided rockets

I'm sure my Defenders would love it. It's pretty thematic too since the TIE Defender in nuCanon has 6 laser cannons(more than even the TIE Phantom) instead of the 4 lasers and 2 ions it had in the old EU.

It's just too bad it wouldn't do anything with the TIE/D title, and can't be used with the TIE/x7 title.

Edited by DarthEnderX

I'm kinda expecting it to let you fire one and then another. Jam + flechette would be a fine round of shooting for 2-4 points.

We can see from the spread in the article that there is no double cannon upgrade. We can see that it does come with two cannons, as others have pointed out.

4 hours ago, Quadjumper King said:

its worse than a stress in that it doesn't change your dial and you can boost/BR/re-enforce/slam but it doesn't disappear until you try to spend a token so it's slightly better in that regard. But the jam cannon may deal more than one damage? Or be a single point like tractor beam...

Not necessarily worse than stress in all cases. One of the main problems of stress is that there have come out lots of pilots and upgrades that kind of ignore it as a game mechanic. Dengaroo was a clear exponent of this, but so is Attani Mindlink, TIE/x7, and others. You could place a lot of stress tokens on those ships, but they would get, somehow, lots of modifier tokens anyway.

With Jam tokens, it is true that their dial isn't affected, but their stack of tokens is.
If you place a couple of jam tokens on one of them and they want to get modifiers again, they are forced to fly in a way that lets them perform actions. So obviously no reds.

Since there's only one Jamming Beam but two Jam tokens, there's three possible scenarios :

Because it's persistent (doesn't appear to be removed during clean-up) you can apply it again (same or different target) on a subsequent round, before the victim clears the first.

The beam can affect more than one target in a single round of shooting.

The PS 5 Lieutenant has a Jam-giving ability (which could be possible from the limited text we can see).

- - - - -

On a related note, anyone notice the error on the Jam reference card?

swx69-reload-action-and-jam-tokens.png

I think the linked battery Wil let you re-roll cannon dice based on primary attack values. It's in a cannon slot (on a 2-camnon slot ship) to restrict its placement on other ships. It probably isn't something that is useful equipped on its own.

6 hours ago, Quadjumper King said:

What do you think the odds are that the Gunboat comes with a double upgrade slot using cannon?

IMO very unlikely. The boat will want 2 different canon: 1 at cost 2 or less when Slamming and one to replace it's bad 2 dice primary attack (i'm still wondering why it's not 3, makes no sense to me atm). My guess is one canon will be provided for each need. At the moment the only canon that fits for a primary weapon replacement is Mangler. Heavy Laser seems a bit too expansive. Would be nice if one of the 2 canons provided with the xpac needs to be "reloaded" by the new action. Shoot the big canon, slam reload and shoot the small canon. Repeat as needed :)

What i cant wait to see is the 2nd title. I have a feeling thats the one we will end up using the most...

14 minutes ago, Biophysical said:

I think the linked battery Wil let you re-roll cannon dice based on primary attack values. It's in a cannon slot (on a 2-camnon slot ship) to restrict its placement on other ships. It probably isn't something that is useful equipped on its own.

Then the 2 dice primary attack would make sense. 3 red and can reroll 2. Seems good. But quite powerful on the IGs.

Wouldn't we see two Cannon upgrade icons on the bottom of a card if an upgrade was coming with it that used both slots?

There's a really cool double-cannon dual card custom somewhere that has a really powerful shot, but flips and requires a turn of weapons disabled and/or other stuff to turn back over. I would like to see something like that. I really like Bio's idea for Linked Batteries. Not sure how to word that though given "When... a primary... [cannon] secondary... may reroll..." So more likely simply "When attacking with a primary weapon or [cannon] secondary weapon, you may re-roll [1-2] dice."

1 hour ago, DarthEnderX said:

It's probably "Linked Battery".

It could just be something as simple as a Cannon that increases your primary attack. Because it's just more regular guns. Which more or less makes it a Cannon version of Unguided Rockets.

Which would be the B-Wing fix. 1 more dice and maybe a free re-roll too and those B-Wings would be much more fun. It certainly would raise them to the new power level AND upgrades the B-Wing attack to the level it should have been from the start anyway. The HLC is just too expensive and lacks the 5th dice on Range 1.

Would not be surprised if it adds an weapon disable token when used, but explicitly allows firing torpedos/missiles, representing the linked-fire of the X-Wing Space Sims which comes with a much lower rate of fire for quad-linked shots, but brings the pain as well. On the gunboat you get into this rym of a regular quad-linked shot followed by missile, followed by a regular shot, followed by a reload and beam shot. If you time this right, you can have always one TB token up, shoot at the same time one primary and one missile with a simple 3 generic list. As the primary shot gets free re-rolls, you can have TL/Focus on your missile, 1 re-roll on your primary shot and no mods for your SLAM/Reload beam shot.

Am I to optimistic about the design goal of that ship and it's unique flight pattern? TOTALLY. :D
Slam to turn around and Reload/Beam, Fire Missile with Focus on R2-3, take target lock on your primary weapon attack on R1-2, but use the free re-roll instead. Back to slamming and reloading.

Edited by SEApocalypse

I really hoped Linked Battery would let you fire both of your cannons if they costed like 4 or less points (to include the Mangler). Apparently it is going to be something less impressive like re-roll dice up to your primary weapon's value. Don't get me wrong, it is still good, but much less impressive than firing twice.

1 hour ago, grandmoffjoe said:

I'm kinda expecting it to let you fire one and then another. Jam + flechette would be a fine round of shooting for 2-4 points.

Only 2 cannon slots and 1 is used by the upgrade we're talkin about so if it makes you fire twice it would be primary+cannon.

1 hour ago, Biophysical said:

I think the linked battery Wil let you re-roll cannon dice based on primary attack values.

After contemplating Synced Turret, that was my first thought too, but there does not appear to be enough words/lines to include "a number of attack dice up to your primary weapon value."

First, and foremost, I believe it's meant to help when firing the S-Wings other equipped cannon (and to that end, it could be even 1pt for 1 die) - after all, its primary is lacklustre - hence why it triggers for cannon secondaries.

As a consolation, they've allowed it to trigger on primaries as a buff to the B-Wing (the other ship this fits well with) - and where the possibility of it being 1pt for 1 die may still not be outrageous.

Edited by ABXY
Grammar