Auto blaster Number of attack dice

By RokiGer, in X-Wing Rules Questions

Hello,

I've got a question about the mighty auto blaster that I may have over read in rules, FAQ. Does a crit... Ah, that one was covered:)

The card says auto blaster has an attack value of 3. It also says it can only be fired at range 1. This gives it always an attack value of 4 red dice, does it?

Thanks to everyone listening. Great game, I really enjoy

Nope, as a secondary weapon it doesn't gain the +1 at range 1... also secondary weapons also do not let a defender gain the +1 green die at range 3 either.. hope that helps.

No.

Secondary weapons do not get distance modifiers.
As every ship that can currently equip an Autoblaster has 3 attack dice natively, at Range 1 you're making the choice to gain an extra attack die or to negate your opponents defense dice (except for Crits, which can be dodged as normal).

Ok. Thank you.

My mistake was, when I tried to solve this question on my own, I only checked the part about Secondary Weapons, which does not mention any differ from standard rules. What I should have done was to check the part about rang measurement in combat, where I now found the part that underlines your correction. Again, thank you.

Autoblasters are expensive to add and really only shine in a small niche area. Otherwise they are usually no better, when they can be used, as a ship's primary attack and are arguable far worse than the primary attack in some cases.

woopsy I may have to make some apologies!

Autoblasters are expensive to add and really only shine in a small niche area. Otherwise they are usually no better, when they can be used, as a ship's primary attack and are arguable far worse than the primary attack in some cases.

That depends, Against low agility targets it is probably a waste, against a high agility ship that's on the defensive it is golden. The biggest issue is that while only one of the three ships that can use it has a poor dial none have what I would call a "good" one. Staying out of range one isn't as tricky as it should be for most ships.

Of course, keeping ties from bum rushing you through intimidation can be its own reward.

At least the Autoblaster comes with the ship that is most likely to use it although I guess some versions of the Firespray could make it work. It may be "golden" against a high agility ship (the kind that most likely could avoid range 1) but Evasion tokens still work and Dice can still cancel any crits that those three attack dice turn up.

As for "intimidating" TIEs to stay away from you I'd say they 4 attack dice that these ships can normally dish out should do a good job of that already provided the TIE controller realizes the limitations of the Autoblasters. Now those TIE's equipped with Stealth Devices probably would feel a lot more threatened by the Autoblaster as getting shot by one pretty much means the end of that upgrade. If TIEs wearing Stealth flood your metagame then Autoblasters are golden as they are running right into their favorite targets but if something turret happy (usually 1 agility ships) rules then it is a complete waste.

Nope, as a secondary weapon it doesn't gain the +1 at range 1... also secondary weapons also do not let a defender gain the +1 green die at range 3 either.. hope that helps.

Incorrect, the defender still gets +1 defense dice at range three against secondary weapons. But yes you don't get +1 attack die with secondary weapons at range one.

Edit: Checked again and I am wrong. I could have sworn it was only for range one, but secondary weapons do bypass the +1 agility dice at range three.

Edited by Eltnot

Nope, as a secondary weapon it doesn't gain the +1 at range 1... also secondary weapons also do not let a defender gain the +1 green die at range 3 either.. hope that helps.

Incorrect, the defender still gets +1 defense dice at range three against secondary weapons. But yes you don't get +1 attack die with secondary weapons at range one.

No, secondary weapons do not provide a range 3 evade die bonus.

As per page 12 of the rules:

Also, if he is targeted at Range 3 by the attacker's primary weapon, he rolls 1 additional defense die.

Secondary weapons do no provide bonuses to either party based on range.

Range combat bonuses only occur when a ship is attacking with its primary weapon both attack and defense dice, however bonus for asteroids still occur.

Could have sworn that I read that you still get the bonus defense dice, but checking again, I am wrong. Have edited my post to reflect this.

Nope, just to reiterate: secondary weapons never provide range bonuses. They don't help the attacker any at range 1, and they don't help the defender any at range 3.

That's also specifically one of the big knocks against autoblasters, in fact. Every ship that can currently mount them already has a base attack of 3 dice, reducing the utility of the blasters a bit. And they're already only really useful against fragile, high agility targets.

I have a feeling that autoblasters will get better with "opportunity" or as I tried out recently with Exposed for a definite kill. 4 dice with no evade! One of the rare uses for exposed and autoblasters :(

I have a feeling that autoblasters will get better with "opportunity" or as I tried out recently with Exposed for a definite kill. 4 dice with no evade! One of the rare uses for exposed and autoblasters :(

Except Expose doesn't increase the dice from the Autoblasters as it only increases your primary weapon value by 1 and Autoblasters are a secondary weapon.

Always there are 3, no more, no less.

Always there are 3, no more, no less.

*coughOpportunistJanOrscough*

At least the Autoblaster comes with the ship that is most likely to use it although I guess some versions of the Firespray could make it work. It may be "golden" against a high agility ship (the kind that most likely could avoid range 1) but Evasion tokens still work and Dice can still cancel any crits that those three attack dice turn up.

As for "intimidating" TIEs to stay away from you I'd say they 4 attack dice that these ships can normally dish out should do a good job of that already provided the TIE controller realizes the limitations of the Autoblasters. Now those TIE's equipped with Stealth Devices probably would feel a lot more threatened by the Autoblaster as getting shot by one pretty much means the end of that upgrade. If TIEs wearing Stealth flood your metagame then Autoblasters are golden as they are running right into their favorite targets but if something turret happy (usually 1 agility ships) rules then it is a complete waste.

This would be the case. Stealth on TIEs will become more common across most gaming spheres. We'll be seeing lots of Imperial Aces flying around shortly.

I think the Auto Blaster has it's place. Espcially on Ten Numb.

I think the Auto Blaster has it's place. Espcially on Ten Numb.

I LOVE the autoblaster on Ten Numb, especially with Jan Ors flying about

It certainly helps that Ten Numb helps mitigate one of the Autoblaster's drawbacks. Although it gets VERY expensive you throw an Engine Upgrade, Advanced Sensor, and PtL on Ten and he may be able to cozy up to a TIE every round before giving a kiss that could mean instant death.