Turbo Laser Turrets

By Rob Jedi, in X-Wing

With the upcoming Gale Force 9 resin turrets coming out and many ones in paper craft and 3D print I was wondering what rules people have come up for them?

Also has anyone seen the printable plans from this video?

http://www.youtube.com/watch?v=jiUtKXCkGmA

For our battle of endor fun game, a friend scratch built some turrets on the deathstar (which was a felt cloth overlay on half the table). Turrets had 2 hull and 1 attack (0 evade). I forget whether they had to be spaced rng 1 or 2 away from each other. We also limited to only 3 in the reactor core area...

I would say, four hull, 2 shield, zero agility, one attack with the special rule "any uncanceled hits deal three facedown damage cards (or one faceup and two facedown on a crit) instead of the usual one. I feel this represents how the deathstar turbolasers were meant more for capital ship engagement than hitting fighters. They'd obliterate anything they actually manage to hit but they are unlikely to actually hit a single man ship. There were smaller point defense guns as I recall and those would probably be 2 hull two shield, three attack with standard rules. No actions for either, since they aren't moving we can assume they are already focusing on their shooting as much as possible and don't get focus tokens for that.

I use ship bases to represent them. Maneuver Dial is just a 90 degree rotation left or right. Change all hit results to crit results. 3 attack, 2 hull, no shields, no evade.

Turbolasermissioncopy_zps159888b5.png

Then we can play cool scenarios..... hey, wait a minute...

20121209_143842.jpg

I have seen other suggestions that give any small ship target an extra evade dice which is thematic. They should be quite tough to take out, not sure they should get shields but this mechanic could represent their structural strength. Maybe treat their attacks like a secondary weapon so no range modifiers, which makes them better at longer ranges than close in. Having them rotate up to 90 degrees before any ships are moved is good to represent their limited fire arc and slow traverse.

If they hit then they should be highly damaging.

They probably should not have actions like focus but perhaps a Control Tower could grant Turbolasers a Target Lock or Focus action within range 3 of the Control Tower. This would make the Control Tower a useful target to take out to reduce the Turbolasers' effectiveness.

I think it should have 1 evade. Not that the tower can physically evade. Think of it as the Tower shooting back at it's attacker forcing them to Juke and mess up their shot.

Also it should be a "Large Base model" so you can pop an APL on it (crashing or bumping into a tower should hurt..)

I remember them being very tough in games like Rogue Squadron but they rarely hit. I kind of like the idea that you choose a facing each turn for them so they only attack in that 90 degree arc. If playing on a Death Star mat facing should be simple, you choose N,S,E,W according to the grid of the map

Maybe they should have 1 attack die so they very rarely hit but if they do you roll say 2 extra die to see if extra damage is caused. Agree with the no range modifiers idea. The idea that running into them hurts is good too.

Not sure how many hull points they should have, 2 like DoubleNot7's card seems too weak considering how big they were. Maybe 4?

I would say, four hull, 2 shield, zero agility, one attack with the special rule "any uncanceled hits deal three facedown damage cards (or one faceup and two facedown on a crit) instead of the usual one. I feel this represents how the deathstar turbolasers were meant more for capital ship engagement than hitting fighters. They'd obliterate anything they actually manage to hit but they are unlikely to actually hit a single man ship. There were smaller point defense guns as I recall and those would probably be 2 hull two shield, three attack with standard rules. No actions for either, since they aren't moving we can assume they are already focusing on their shooting as much as possible and don't get focus tokens for that.

I like that. I was originally thinking give the turbo laser 5 dice, but if the defender rolls any raw evades, take no damage.

Turbolasermissioncopy_zps159888b5.png Then we can play cool scenarios..... hey, wait a minute... 20121209_143842.jpg

That terrain is awesome!

I did these awhile ago for afm using the gencon rules and stats for their death star scenario. My leauge has already played a few games using the turret rules. Pretty fune.

Turbolasersheet.png

I am looking forward to those GF9 pieces to add to the lot. We ran temperate version of the Hoth scenario before but had no gun towers at the time.

20130223_140357_zps867d1594.jpg

20130223_142141_zpsc345afca.jpg 20130223_144012_zps424c9ad7.jpg

Why not give turbolaser towers 0 agility, but 1 free <evade> per attack.

Turbolasermissioncopy_zps159888b5.png

Then we can play cool scenarios..... hey, wait a minute...

20121209_143842.jpg

how did you make that?

Also has anyone seen the printable plans from this video?

http://www.youtube.com/watch?v=jiUtKXCkGmA

Yes. I saw some constructed examples at my local game store and bought a batch (AU$20 gets one set of four) a couple of days ago. The examples look great, exactly like the one in the video.

He is Australian and probably local to me. I do not know this for sure but seems a fair guess from the ebay link in the video. No idea how widely he distributes.

I am yet to put them together as I suck at arts and craft stuff and after watching the video (15 minutes with lots of accelerated time) I am waiting until I have a chunk of time to complete it without rushing. I suspect the first one I build may be a bit scratchy.

The material is a type of card stock I think (<- don't know paper products this was a quick internet search) and the magnets for the rotating turret (cool idea) are included.

Just print out your choice of surface pic of Death Star on your printer and use spray adhesive to stick onto hardboard.

Ohh was hoping it was a pdf file I could print and then copy the design to plastic card.

The turbolasers should have a range longer than the standard with a slightly wider fireing arc. Diffident gunner cards would make it fit better with the current system. The base pilot skill should be 0 and go up to 3. They should have an agility of 0 and an attack of 2-3 with a hull of 4-5 and the only possible upgrade with the best gunner card is a shield of 1-2, that upgrade should only be able to be added to turrets. The power of a turbolaser should be 15-20 with the shield adding 3-4 power. For movement it should have a dial that shows no rotation to a full 180 degree rotation with 45 degree intervals clockwise and counter clockwise. 135-180 degree rotations should apply stress and 0-45 degree rotations should be green. A 90 degree fireing arc would balance out it's lack of mobility. And a range that is 4/3 as long as the standard would reflect what is demonstrated in the movies.