Adrenaline-rushed SLAM?

By Hoarder of Garlic Bread, in X-Wing

Given that adrenaline rush turns a red maneuver white until the end of activation, can one reveal a 4 on a gunboat, pop the rush, SLAM, and then advanced SLAM with no stress? It's for a casual thematic list based on winged hussars (charged lances immediately followed by pistol fire). https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!269:42,-1,-1:61:16:U.-1,U.241;269:42,-1,-1:61:16:U.-1,U.241;182:140,254:-1:-1:;182:140,254:-1:-1:&sn=We remember%2C in September%2C when The Winged Hussars arrived!&obs=

1 hour ago, player3010587 said:

Given that adrenaline rush turns a red maneuver white until the end of activation, can one reveal a 4 on a gunboat, pop the rush, SLAM, and then advanced SLAM with no stress? It's for a casual thematic list based on winged hussars (charged lances immediately followed by pistol fire). https://geordanr.github.io/xwing/?f=Galactic Empire&d=v4!s!269:42,-1,-1:61:16:U.-1,U.241;269:42,-1,-1:61:16:U.-1,U.241;182:140,254:-1:-1:;182:140,254:-1:-1:&sn=We remember%2C in September%2C when The Winged Hussars arrived!&obs=

Yes. Adrenaline Rush, when triggered applies for the full turn:

Adrenaline-rush.png

Meaning that if you reveal a speed 4 straight with a gunboat (which is red), and trigger adrenaline rush, it becomes white for the full turn - allowing you to use your action to SLAM a second white speed 4 straight, use Advanced SLAM to acquire a target lock, and OS-1 Arsenal Loadout to fire missiles or torpedoes at your locked target. The ability to pull what's effectively a "speed 9 straight" and then unload a range 3, 5-dice, rerolled cruise missile is rather effective at players who don't see it coming, and even if it's never used, knowing that it's possible gives your gunboat a huge threat radius that your opponent has to respect.

Edited by Magnus Grendel
14 minutes ago, Magnus Grendel said:

The  abi  lity to pull what's effectively a "speed 9 straig   ht" and then unload a range   3

Just to make it more explicit: that puts the max range at 10+7.5=17.5, which is the full length between the deployment zones.

22 minutes ago, GreenDragoon said:

Just to make it more explicit: that puts the max range at 10+7.5=17.5, which is the full length between the deployment zones.

Yup. The one time I've used a trio of Rho Squadron Veterans so equipped, "where the bloody heck did they come from?" was the exact response.

As a nice observation:

  • 3 Rho Squadron Veterans
    • OS-1 Arsenal Loadout
    • Adrenaline Rush
    • 2 x 3-point missiles (Cruise, Ion Pulse, Proton)
    • Advanced SLAM
    • 4 points of extra upgrades (extra munitions, seismic torpedoes, flechette torpedoes, Cruise Missiles upgraded to Harpoons)

Fits nicely into a list.

The primary 'attack missiles' hit like a brick, but having the ability to fling an ion pulse missile in the mix can really capitalise on the effect, because it follows up "where the bloody heck did they come from?" with "and now I'm stuck doing a speed 1 straight and can't do anything about it." - paired further with close-quarter stuff like proton rockets and you can finish off even something rather big.