Discuss: Triple Laser Cannon

By Blail Blerg, in X-Wing

Triple Laser Cannon
Cannon slot - 2pts
Dice: 2
Range: 1-3
Attack: Perform this attack 3 times. If it hits, cancel all dice results and deal 1 damage to the defender.

Welcome back Bwings and IGs and G1-A, and Tie D and Lambdas.

Hunt them darn no-agility turrets.

1 minute ago, Blail Blerg said:

Triple Laser Cannon
Cannon slot - 2pts
Dice: 2
Range: 1-3
Attack: Perform this attack 3 times. If it hits, cancel all dice results and deal 1 damage to the defender.

Welcome back Bwings and IGs and G1-A, and Tie D and Lambdas.

Hunt them darn no-agility turrets.

I would run this on Dash every day of the week.

2 minutes ago, Innese said:

I would run this on Dash every day of the week.

It does about 1 damage a turn to 3 die agility only.

Also, if that thing has auto thrusters, forget about it. =D

I doubt this is better than HLC.

Edited by Blail Blerg
4 minutes ago, Blail Blerg said:

Triple Laser Cannon
Cannon slot - 2pts
Dice: 2
Range: 1-3
Attack: Perform this attack 3 times. If it hits, cancel all dice results and deal 1 damage to the defender.

Welcome back Bwings and IGs and G1-A, and Tie D and Lambdas.

Hunt them darn no-agility turrets.

2 points?

Just now, Odanan said:

2 points?

Have you ever tried to get Bwings on target?

I’d love to see a mirror match between two B-Wing swarms equipped with this. Carnage and chaos everywhere. ?

This plus accuracy corrector on 3 lambdas with engine upgrade.

Edited by viedit

If this is real I'm buying 4 Lambdas and 4 Gunboats...

Would be very handy on an XG-1 gunboat. Have to say I'm not a fan of the idea simply because having to roll 3 sets of dice per attack (with potential mods on each one) would really slow down some games, especially if a fleet had multiples of them. If you could find a mechanic that works in fewer steps then it might be more viable.

Also, I would definitely call it a 'Gatling Laser' instead of a Triple Laser Cannon.

You did give me an idea for a different cannon upgrade though:

Precision Laser Cannon
Cannon slot, 3pts
Attack Dice: 2
Range: 1-2
Attack: You may not increase your attack dice when using this weapon. Your opponent may not modify his defence dice, use Reinforce tokens or spend Evade tokens during this attack.

15 minutes ago, JudgeDeath said:

You did give me an idea for a different cannon upgrade though:

Precision Laser Cannon
Cannon slot, 3pts
Attack Dice: 2
Range: 1-2
Attack: You may not increase your attack dice when using this weapon. Your opponent may not modify his defence dice, use Reinforce tokens or spend Evade tokens during this attack.

You don't need the reinforce or evade token clauses; both tokens add an evade result which is modifying which the card prevents. All in all, a really cool idea.

Bwings with Accuracy Corrector would love this.

1 hour ago, Blail Blerg said:

Have you ever tried to get Bwings on target?

Except this is not B-Wing only.

58 minutes ago, Odanan said:

Except this is not B-Wing only.

TIE Ds are overcost by about 2 points as well :P
With this cannon? Properly undercosted :D

on M3-As this would be silly.

also Tie defenders reliably dealing 6 damage per a turn seems kinda gamebreaking

2 minutes ago, Vontoothskie said:

also Tie defenders reliably dealing 6 damage per a turn seems kinda gamebreaking

At least the game does not get in time that way. Besides, and agility zero ship like Kanan might still take zero damage from the triple laser canon ^_^
So calling the potential 6 damage RELIABLE is stretching it.

2 hours ago, Odanan said:

2 points?

I thought it said -2 points

2 minutes ago, SEApocalypse said:

At least the game does not get in time that way. Besides, and agility zero ship like Kanan might still take zero damage from the triple laser canon ^_^
So calling the potential 6 damage RELIABLE is stretching it.

whats stretching is claiming that 3 attacks at 2 dice each against 0 agility isnt going to land a hit, lol. i mean its possible, but cmon now.

i wasnt claiming a Defender is going to do 6 damage to 3 agility ships or anything... I thought we were talking about this as a hard counter to VCX100s and low agility ships like Nym and Wookies

Fenn stops any token spending to get mods for the turn, Kanan removes a die. Rolling 3 times yields on average 1.5 hits. So only 1.5 out of 3 attacks land one damage. Evade token deals with with one, leaves a 50/50 chance to land one damage. ^_^

Now recon + rey is not one of the most common Fenn+Ghost builds (simply because Maul+Ezra does so much more damage), but people play it indeed in competitive matches. :)

45 minutes ago, SEApocalypse said:

Fenn stops any token spending to get mods for the turn, Kanan removes a die. Rolling 3 times yields on average 1.5 hits. So only 1.5 out of 3 attacks land one damage. Evade token deals with with one, leaves a 50/50 chance to land one damage. ^_^

Now recon + rey is not one of the most common Fenn+Ghost builds (simply because Maul+Ezra does so much more damage), but people play it indeed in competitive matches. :)

kanan wouldnt be allowed to remove a die the way its written

A true, he can as well just take away one of the 6 dice on a twin laser turret attack. My bad.

Add with tactician for maximum craziness.

8 minutes ago, Shenannigan said:

Add with tactician for maximum craziness.

???

My goodness. This would be murder with a TIE/D, especially with Vessery.

1 minute ago, Alpha17 said:

My goodness. This would be murder with a TIE/D, especially with Vessery.

He still only gets two target locks at best. Just like with any other cannon combo. He rolls multiple times attack dice, but the "When attacking" trigger should only apply twice.

Edited by SEApocalypse