tie SF heavy weapon turret - cluster missiles - hotshot gunner - munitions failsafe

By meffo, in X-Wing Rules Questions

Heavy Weapon Turret: You can rotate your (turret symbol) indicator only to your (front arc) or (back arc). You must treat the (front arc) requirement of your equipped (missile) upgrades as (turret symbol).

Hotshot Gunner: While you perform a (turret symbol) attack, after the Modify Defense Dice step, the defender removes 1 focus or calculate token.

Cluster Missiles: Attack (lock): Spend 1 (charge). After this attack, you may perform this attack as a bonus attack against a different target at range 0-1 of the defender, ignoring the (lock) requirement.

Munitions Failsafe: While you perform a (torpedo) or (missile) attack, after rolling attack dice, you may cancel all dice results to recover 1 (charge) you spent as a cost for the attack.



the idea is you run a tie SF with hotshot gunner, cluster missiles and munitions failsafe. you want to fire a cluster missile, use munitions failsafe to cancel the attack dice, but still go through the rest of the steps of the attack, triggering hotshot gunner to make the target remove a focus token, then performing the bonus attack from cluster missiles during the aftermath, trigger munitions failsafe again and removing another focus token.

i believe the effect would work, as in there is no reason to cancel the rest of an attack just because you cancel all the attack dice with munitions failsafe.

i'm not so sure about the rest of the interactions between these effects, though. heavy weapons turret specifies that you must treat the (front arc) requirement of you missiles as (turret symbol). the symbol for turret weapon and turret arc are the same, but i don't believe they mean the same thing, as in your missiles should not count as a turret attack for the purpose of hotshot gunner, even though they have the turret arc requirement. the attack itself still has the ordnance symbol and should count as a ordnance attack rather than a turret attack. but maybe it counts as both?

your thoughts, please. ;)

this wookie looks bad ***, btw.

Hotshot_Gunner.png

Yup that's legit.

Are you guys sure? You are removing all attack dice, ... does the enemy still roll defense dice, or is the attack cancelled? Can dengar hit you back then? (For example)

I know for sure that against 3 red blanks you roll defense dice, but in this case, I'm not sure if the enemy will defend.

For the second attack, I'm with you: you have attacked (then cancelled everything), so you can perform the extra attack.

Can you please clarify it ? Thanks in advance

Yes, I'm sure.

You are in the sequence, nothing says you come out of the sequence at any point, so you execute it to its completion.

Yep. All good there.

I see, thanks for explaining.

You only cancelled dice, not the attack itself. The sequence continues and all effects related to an attack can still apply 👍

Really good combination (and you can also keep the dice if you get 3 hits and

20 minutes ago, thespaceinvader said:

Yes, I'm sure.

You are in the sequence, nothing says you come out of the sequence at any point, so you execute it to its completion.

ya, i know it seems legit. that's not the part that makes me wonder though, it's the other part about the arc versus attack. are you really performing a turret attack when you're firing missiles out of your turret arc? i mean, the arc requirement is turret arc, but is it really a turret attack? it's an ordnance attack for sure, since the missiles have that symbol. the turrets don't even have a corresponding symbol, just the turret arc symbol, but that's the requirement, not the type of attack if i'm understanding it correctly.

Your missile changes its frontal arc to turret icon . Now it is considered to be a turret attack. (All effects related to turrets will trigger)

Additionally it has the ordnance icon, which means that this turret attack won't apply range bonuses .

“You must treat the (front arc) requirement of your equipped (missile  ) upgrades as  (turret s  ym  bo  l)  .”

Side note. Does the above also mean that the turret must be pointed forward to fire missiles out your forward arc?

Just now, irishthump said:

“You must treat the (front arc) requirement of your equipped (missile  ) upgrades as  (turret s  ym  bo  l)  .”

 Side note. Does the above also mean that the turret must be pointed forward to fire missiles o  ut your forward arc?

yes. definitely.

I really like this for similar reasons. Use the Munitions Failsafe to keep your charges to do two unblockable damage.

(50) Torani Kulda
(1) Munitions Failsafe
(5) Cluster Missiles
(4) Expert Handling
(3) R3 Astromech
Points 63

Total points: 63

2 hours ago, thespaceinvader said:

Yes, I'm sure.

You are in the sequence, nothing says you come out of the sequence at any point, so you execute it to its completion.

So I'm rolling Defense dice against cancelled attack dice?

33 minutes ago, Stoneface said:

So I'm rolling Defense dice against cancelled attack dice?

Technically, yes... obviously most don’t take the time.

Similar to still technically rolling defense dice if I roll only blanks.

It's worth noting that Homing Missiles wouldn't work with Hotshot Gunner, and the reasons why are illustrative for why Cluster Missiles (for example) would work with Munitions Failsafe.

Homing Missile, if the opponent chooses to take a single damage, skips the Attack Dice and Defense Dice steps. As such, there wouldn't be a "modify defense dice" step for Hotshot Gunner's timing.

Munitions Failsafe, on the other hand, cancels dice results, but doesn't skip any of the steps of the game.

latest?cb=20180914172615

5 hours ago, JBFancourt said:

Technically, yes... obviously most don’t take the time.

Similar to still technically rolling defense dice if I roll only blanks.

The problem is you have essentially cancelled the attack and retrieved the charge. The attack should not progress to defense dice.

3 hours ago, theBitterFig said:

It's worth noting that Homing Missiles wouldn't work with Hotshot Gunner, and the reasons why are illustrative for why Cluster Missiles (for example) would work with Munitions Failsafe.

Homing Missile, if the opponent chooses to take a single damage, skips the Attack Dice and Defense Dice steps. As such, there wouldn't be a "modify defense dice" step for Hotshot Gunner's timing.

Munitions Failsafe, on the other hand, cancels dice results, but doesn't skip any of the steps of the game.

latest?cb=20180914172615

The Homing Missile attack I understand because it's stated as such. With CM and Failsafe you've basically cancelled the attack. It shouldn't progress to throwing defense dice.

1 hour ago, Stoneface said:

The Homing Missile attack I understand because it's stated as such. With CM and Failsafe you've basically cancelled the attack. It shouldn't progress to throwing defense dice.

No you cancelled the attack dice. Please point out where it says you cancelled anything else.

It doesn't. Just because it's usually irrelevant to continue the sequence doesn't mean you don't continue it.

3 hours ago, Stoneface said:

The problem is you have essentially cancelled the attack and retrieved the charge. The attack should not progress to defense dice.

i agree with this, it shouldn't. but RAW, it does. this is because it's poorly written. the attack is never stopped, the attack dice are just cancelled. this leaves it open to abuse.

not that i think it's very abusive or powerful at all. it's just a silly trick that can be useful in some situations.

54 minutes ago, meffo said:

i agree with this, it shouldn't. but RAW, it does. this is because it's poorly written. the attack is never stopped, the attack dice are just cancelled. this leaves it open to abuse.

not that i think it's very abusive or powerful at all. it's just a silly trick that can be useful in some situations.

It's really not abusive or powerful. It's a LOT of points to pay for something that in the end doesn't generally *do* much. Unless you've got a Juke squad to follow up with, it's probably not worth the hassle of doing it at all.

Jamming beam is free for a reason

13 hours ago, meffo said:

are you really performing a turret attack when you're firing missiles out of your turret arc?

you are performing an attack on a defender that meets the requirement of your weapon. in this case the defender needs to be in the turret attack arc but you are still performing a <missile icon> attack.

image.png.f4ca847f75af66fc2ed91b1aa9f072d9.png

image.png.238dbc67924b7175aa2e70df982fd847.png

13 hours ago, Txousman said:

Now it is considered to be a turret attack. (All effects related to turrets will trigger)

it doesnt turn the missile special weapon into a turret special weapon. if there was a cpt. jonus in the first order faction, the rerolls for missiles would still apply since the weapon is still a missile upgrade card and you are performing a performing a <missile icon> attack.

34 minutes ago, Cassan said:

you are performing an attack on a defender that meets the requirement of your weapon. in this case the defender needs to be in the turret attack arc but you are still performing a <missile icon> attack.

image.png.f4ca847f75af66fc2ed91b1aa9f072d9.png

image.png.238dbc67924b7175aa2e70df982fd847.png

it doesnt turn the missile special weapon into a turret special weapon. if there was a cpt. jonus in the first order faction, the rerolls for missiles would still apply since the weapon is still a missile upgrade card and you are performing a performing a <missile icon> attack.

Hotshot Gunner doesn't say "while you perform a turret special weapon attack," it says "while you perform a [turret arc icon] attack."

6 hours ago, Stoneface said:

The Homing Missile attack I understand because it's stated as such. With CM and Failsafe you've basically cancelled the attack. It shouldn't progress to throwing defense dice.

In justice? You may be right.

But there's not actually anything in the rules to stop the process of an attack if there are no hits/crits, or likewise even no dice.

latest?cb=20181204185530

@Cassan

The Last part of Heavy Weapon turret forces you (MUST) to treat the front arc requirement in the missile card as turret. This means that for this ship, missiles attacks are turret attacks

Now, you have a card with

Turret arc 3dice

Range 1-2

Ordnance icon (no range bonuses)

Additionaly , as It is now a turret attack, related skills will trigger, and on the other hand, front arc skill wont trigger e.g. latest?cb=20180604183408

Edited by Txousman
Phone writing...
1 hour ago, Cassan said:

you are performing an attack on a defender that meets the requirement of your weapon. in this case the defender needs to be in the turret attack arc but you are still performing a <missile icon> attack.

image.png.f4ca847f75af66fc2ed91b1aa9f072d9.png

image.png.238dbc67924b7175aa2e70df982fd847.png

it doesnt turn the missile special weapon into a turret special weapon. if there was a cpt. jonus in the first order faction, the rerolls for missiles would still apply since the weapon is still a missile upgrade card and you are performing a performing a <missile icon> attack.

Things can be two things.

This is a [missile upgrade] using a [turret symbol] to attack, from.