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Is it considered a secondary weapon? I could not find out specifically in the rules…just wondering cause krassis trelix allows for rerolling one die with secondary weapon?
Deck Officer: "Gunners! Fire at will!"
Laser turrets tracking targets, fires at targets.
Deck Officer: "What do you mean you rolled "blanks"?!?!?!"
Gunner: "I don't know what happened sir!!! The targets, where'd they go?"
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My understanding is that any weapon system added by upgrade cards (with the exception of bombs) is considered a secondary weapon. So yes, heavy laser cannons would count as secondary weapons.
Great, kid! Don't get cocky!
Check page 19 of the rulebook, under the Secondary Weapons header. The relevant sentence is: "Secondary weapon cards show the
header “Attack:” as a reminder that a ship attacks with either its primary weapon or one of its secondary weapons." Since Heavy Laser Cannon has the "Attack:" header on the card, it is considered a secondary weapon, as are any cards with the "Attack:" header. Note that, as mentioned above, the Bomb cards do not have the "Attack:" header, and therefore are not considered secondary weapons.
Thanks! And immediately after getting this answer, in my next game, I took a crit on both of my fire sprays that knocked out my secondary weapon. No missiles left to take the crit!
Deck Officer: "Gunners! Fire at will!"
Laser turrets tracking targets, fires at targets.
Deck Officer: "What do you mean you rolled "blanks"?!?!?!"
Gunner: "I don't know what happened sir!!! The targets, where'd they go?"
jetsetter said:
Is it considered a secondary weapon? I could not find out specifically in the rules…just wondering cause krassis trelix allows for rerolling one die with secondary weapon?
Glad to see you got it sorted out! What a bummer that Munitions Failure showed up on both!
I wanted to add that the Heavy Laser Cannon's requirement to turn all crits to hits also takes place on any rerolls of the attack dice, such as with Krassis' ability or a target lock. Other effects or abilities (such as Mercenary Copilot) can then be used to change hits to crits as appropriate. I know it may be obvious, but I had to be "reminded" of this the last game I played, so I thought I'd pass it on…
Something else to keep in mind, since it is a secondary weapon, there is no range bonus to the defender if using the HLC at range 3. That's what makes it even more powerful at range 3.
FFG Hall of Heroes Member
Play to Win, Win in Play.
son of baal said:
You wouldn't, but it is worth losing your crits to be able to roll 4 dice. And since it's a secondary weapon, the defender doesn't get an extra defense die at range 3.
Without Signature
Play to Win, Win in Play.
Throw a mercenary copilot on the crew and you get to change a hit to a crit at range 3 :-)
Deck Officer: "Gunners! Fire at will!"
Laser turrets tracking targets, fires at targets.
Deck Officer: "What do you mean you rolled "blanks"?!?!?!"
Gunner: "I don't know what happened sir!!! The targets, where'd they go?"
son of baal said:
It's a point of damage either way. If there are shields up it's a moot point. If not then a crit may be effective or not. In any case, I'll take a 4-dice REPEATABLE weapon with no range penalty, thank you very much.
As has been mentioned, if you really want the crits that badly, pair it up with the Merc copilot. Or Marksmanship. Or Luke.
Have fun.
ziggy2000 said:
son of baal said:
It's a point of damage either way. If there are shields up it's a moot point. If not then a crit may be effective or not. In any case, I'll take a 4-dice REPEATABLE weapon with no range penalty, thank you very much.
As has been mentioned, if you really want the crits that badly, pair it up with the Merc copilot. Or Marksmanship. Or Luke.
Have fun.
Now Zig, you know better. Luke is Rebel only.
FFG Hall of Heroes Member
Ok I'm convisted but in normal space a "heavy" weapon dose more not less damage when it hits
Play to Win, Win in Play.
it attacks with more dice than a normal weapon and defenders don't get any advantage for long range… it will do more damage ;)
hothie said:
ziggy2000 said:
son of baal said:
It's a point of damage either way. If there are shields up it's a moot point. If not then a crit may be effective or not. In any case, I'll take a 4-dice REPEATABLE weapon with no range penalty, thank you very much.
As has been mentioned, if you really want the crits that badly, pair it up with the Merc copilot. Or Marksmanship. Or Luke.
Have fun.
Now Zig, you know better. Luke is Rebel only.
Ack.
hothie said:
Now Zig, you know better. Luke is Rebel only.
And generates hits from eyeballs, not critical hits. And allows a primary weapon attack, not another shot with the HLC.
But if you ignore that you can't take Luke, that he can't fire the HLC, and that he can't generate extra crits, Luke's a great option for getting crits out of the HLC! :D
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