Turbo Lasers

By Ccwebb, in X-Wing Rules Questions

Working on some epic games that will involve turbo lasers, both from ISD and Death Star. Suggestions of stats for turbo lasers?

Start with the Single Turbolaser hardpoint, then add more range and inherent dice modification.

Random musings...

  • Turbolaser Tower (Imperial)
    • Use large ship base.
    • No primary firing arc. Mobile firing arc.
    • 3 Attack, 0 Agility, 9 Hull, 3 Shield.
    • Actions: Focus, Target Lock, Reinforce, Rotate Arc
    • Upgrades: Crew, Crew, System.
  • Units
    • Pilot Skill 1: Defense Sentry Station
    • Pilot Skill 3: Ensign Eno Emos. After you perform an attack that does not hit, you may acquire a target lock on the attacker.
    • Pilot Skill 4: Gunnery Sergeant Modnar. After defending, if you are not stressed, you may receive one stress token to acquire a target lock on the attacker.
    • Pilot Skill 6: Lieutenant Cireneg. When attacking, you may reduce your attack value by one. If you do, perform your attack twice. +EPT.
  • Dial use
    • straight maneuver = green 0-stop.
    • left maneuver = white 0-stop and rotate arc to left.
    • right maneuver = white 0-stop and rotate arc to right.
    • K-turn = red 0-stop and rotate arc 180 degrees.
  • Notable Upgrades
    • Crew: Shield Technician. 2 points. After you execute a 1-speed or slower maneuver, you may perform a free reinforce-front action.
    • Title: Forward Defense Tower. 1 point. You may deploy this unit within Range 1-3 of your deployment edge.
    • System: Firing Solution Tracker. 1 point. After attacking, you may perform a free rotate arc action.
    • Modification: Forward Radar Center. 1 point. At the beginning of the combat phase, friendly ships at Range 1-2 may receive 1 stress token to move one of your blue target lock tokens to their ship.
Edited by emeraldbeacon

The Rebel Transport (GR-75) scenario book had stats for turbolaser and planetary ion cannons. That was in the transport, right? These represented shots from "off board" that would be placed as a token with a firing arc, and then they'd perform a shot based on timing.

These are great points. I like the idea of using the upgrade card for single turbo laser and just doubling it for damage and range. What about health?

I’ve seen vastly different stats for the towers health. It seems to match what we see on screen, 1-2 rounds of x-wing fire should destroy them. 3-6 health? Yet I see ranges from 8-10 health plus shields. Why would the guns have shields?

17 hours ago, emeraldbeacon said:

Random musings...

  • Turbolaser Tower (Imperial)
    • Use large ship base.
    • No primary firing arc. Mobile firing arc.
    • 3 Attack, 0 Agility, 9 Hull, 3 Shield.
    • Actions: Focus, Target Lock, Reinforce, Rotate Arc
    • Upgrades: Crew, Crew, System.
  • Units
    • Pilot Skill 1: Defense Sentry Station
    • Pilot Skill 3: Ensign Eno Emos. After you perform an attack that does not hit, you may acquire a target lock on the attacker.
    • Pilot Skill 4: Gunnery Sergeant Modnar. After defending, if you are not stressed, you may receive one stress token to acquire a target lock on the attacker.
    • Pilot Skill 6: Lieutenant Cireneg. When attacking, you may reduce your attack value by one. If you do, perform your attack twice. +EPT.
  • Dial use
    • straight maneuver = green 0-stop.
    • left maneuver = white 0-stop and rotate arc to left.
    • right maneuver = white 0-stop and rotate arc to right.
    • K-turn = red 0-stop and rotate arc 180 degrees.
  • Notable Upgrades
    • Crew: Shield Technician. 2 points. After you execute a 1-speed or slower maneuver, you may perform a free reinforce-front action.
    • Title: Forward Defense Tower. 1 point. You may deploy this unit within Range 1-3 of your deployment edge.
    • System: Firing Solution Tracker. 1 point. After attacking, you may perform a free rotate arc action.
    • Modification: Forward Radar Center. 1 point. At the beginning of the combat phase, friendly ships at Range 1-2 may receive 1 stress token to move one of your blue target lock tokens to their ship.

I like this idea, however depending on the amount of dice, focus and ept may or may not make it op, same way huge ships don't get focus or ept

Edited by CMDR Ytterium
additive statement