Range bonus

By Thecracken, in X-Wing Rules Questions

Hello,

This may have been asked before and if so I apologise. Do turrets get a range 1 bonus since there is no missile symbol on the card? Thank you.

Yes. The new rule in 2.0 is ALL weapons receive range bonuses both for the attacker at 1 and the defender at 3 by default.

If a weapon has the ordinance icon that looks like a little missile (currently found on all missile and torpedo upgrades) that indicates it is an exception to the default and range bonuses are not applied.

So both turrets and cannons receive bonuses now. Presumably things like Snap Shot and Hot Shot Blaster would as well if we get anything like that in 2.0 going forward.

I think this is my favorite change in second edition. Giving range bonuses to non-ordinance secondary (now special) weapons makes so much more sense thematically and helps make a really clear distinction between ordinance and guns.

To supplement, defenders will also gain range 3 bonuses in defense against weapons without the "ordnance" symbol, such as cannons (Heavy Laser, Ion, and Tractor Beam all extend to range 3) and hypothetical future turrets which extend to range 3.

2 hours ago, theBitterFig said:

To supplement, defenders will also gain range 3 bonuses in defense against weapons without the "ordnance" symbol, such as cannons (Heavy Laser, Ion, and Tractor Beam all extend to range 3) and hypothetical future turrets which extend to range 3.

You mean when they finally reintroduce Twin Laser TurRRRMMMPPHPHH----- (gets dragged away kicking and screaming)

Edited by emeraldbeacon
spelling
16 minutes ago, emeraldbeacon said:

You mean when they finally reintroduce Twin Laser TurRRRMMMPPHPHH ----- (gets dragged away kicking and screaming)

More likely a range 2-3 3 dice HLT...

1 hour ago, emeraldbeacon said:

You mean when they finally reintroduce Twin Laser TurRRRMMMPPHPHH----- (gets dragged away kicking and screaming)

Here's the thing, I think a 2e version of TLT could work. Here's how I'd do it: You only attack once--the "twin" is that it'd be a double-arc turret upgrade. I'd have it 3 dice, range 2-3, and if the attack hits, you can spend 1 hit or crit result to deal one matching damage, then cancel all results. I still think it'd be worth 10-12 points, since although it caps at 1 damage, the coverage is huge. Twice the cost of Ion Cannon Turret, without adding more damage per attack.

Edited by theBitterFig

How about it's just one rotating arc like the Ion but attacks 2-3 like the old one. Also like the old one it fires twice and is capped at 1 damage per hit. However now it only has 2 dice per attack and with the new standard rules for turrets the defender gets a range 3 bonus.

3 hours ago, sharrrp said:

How about it's just one rotating arc like the Ion but attacks 2-3 like the old one. Also like the old one it fires twice and is capped at 1 damage per hit. However now it only has 2 dice per attack and with the new standard rules for turrets the defender gets a range 3 bonus.

I'd really rather not.

The double-attack nature of it is begging for abuse, and I just don't want that door open. I don't think an easy two attacks really adds anything to X-Wing, and can cause too many potential problems. I feel like having some sort of wide arc and/or range 2-3 turret isn't bad to add, since there are a lot of ships which can get pretty serious arc coverage, but I really don't want the fundamental game mechanic of TLT back in the game.

4 hours ago, theBitterFig said:

Here's the thing, I think a 2e version of TLT could work. Here's how I'd do it: You only attack once--the "twin" is that it'd be a double-arc turret upgrade. I'd have it 3 dice, range 2-3, and if the attack hits, you can spend 1 hit or crit result to deal one matching damage, then cancel all results. I still think it'd be worth 10-12 points, since although it caps at 1 damage, the coverage is huge. Twice the cost of Ion Cannon Turret, without adding more damage per attack.

Erm, Rebel Han Gunner + Roark... It'd be an expensive upgrade combo, but for a 3 die range 3 double tap in any direction... Scum side you also have Kavil turning that 3 dice into 4... Add Han gunner (for the dice mod) or Vet Turret Gunner (for the primary + 4 red range 3 double tap) and we're nearly back to square 1 with the tlt...

Thanks for the answer to my question!

10 hours ago, Hiemfire said:

Erm, Rebel Han Gunner + Roark... It'd be an expensive upgrade combo, but for a 3 die range 3 double tap in any direction... Scum side you also have Kavil turning that 3 dice into 4... Add Han gunner (for the dice mod) or Vet Turret Gunner (for the primary + 4 red range 3 double tap) and we're nearly back to square 1 with the tlt...

For Kavil, a twin-arc/single-shot TLT would be one 4 dice attack (excepting VTG) that does maximum 1 damage. I think it'd be decent, but it'd also be 8 points more expensive than Dorsal Kavil. Is throwing 4 dice for 1 max damage at long range better than throwing 4 dice with full damage potential at Range 1 with a Dorsal Turret? It's different, to be sure, but I don't know if it's really better.

For Veteran Turret Gunner, there's still the fork. You can't get two shots with this thing unless your opponents are really spread out and you're in the middle of them. I haven't played VTG in 2e, but having flown a bunch of generic TIE/SF back in 1e, it certainly felt like when I was getting double shots, it tended to be closer range. Just leaving TLT front and going VTG isn't too bad. A 2 dice shot and a single 3-dice shot with max 1 damage, but it'll cost 52 points on the cheapest Y-Wing. Is this set up really worth 10 points more than just running a 3-dice B-Wing? I kinda doubt it. For Kavil, a 2-dice primary + 4 dice max-1 shot in the front arc probably isn't as good as just firing a Han-gunner double-modded Proton Torpedo, and the TLT version costs more. Math-wise, a 2-dice primary + 4 dice single-TLT is 1.6 damage on average against a 2 green dice ship, presuming you've got a calculate token to spend on each attack (not realistic in game, but the best way I could think of to easily represent a token on each attack... letting the 2-die attack be without tokens and a focus on the 2nd is about 1.45 damage). A double-mod Proton Torpedo is an average of 3 damage against the same ship.

Kavil's also a great reason not to print a single-arc/twin-shot TLT, even at 2 dice. He'd bring them up to 3 without help.

For Han Gunner/Roark, that's a lot of points invested into a 2 damage max ship. A Grey Bomber Y-Wing with this kind of TLT and Han Gunner comes in at 56, a minimal Roark at 50, so as much as 94 to spend on a 3rd ship. That allows a lot of list-building options. A 56 point Y-Wing is a lot cheaper than a minimum 90 point Outer Rim Smuggler, but a Y-Wing will do less damage (particularly at Range 1) and has fewer HP, even though it does add a lot of space for a 3rd ship. In order to get a second shot in the same arc, you'd be dedicating an expensive Han gunner, as well as going with Roark over a potentially more practical HWK. Kyle shares focus tokens, and Jan Ors adds damage dice directly. A Dutch/Roark/Luke (who can't afford both Supernatural and a Torpedo) squad could probably fit, but is that really better than a Luke/Jan/Sabine/Blount? Probably not. Heck, using Roark to shoot an Init 7 Torpedo with a Y-Wing is probably better than this version of TLT.

I don't think it'd be anywhere remotely close to "back to square one" because it's only a single shot without involved list building or really restrictive conditions.

Anyhow, I've taken us really off-topic, so I should stop.