Quad Laser Turrets

Expansions

Upgrade Card Collection (SWM38)

Imperial Raider (SWM15)

Interdictor (SWM16)

Card text

While defending at distance 1, if the attacker is a squadron, you have Counter 1.

Properties

Type Offensive Retrofit
Faction Neutral
Unique No
Points 5

Timing

This Upgrade Card grants a ship “Counter 1” after being attacked by a squadron at distance 1.

Official rulings

If a ship is equipped with both Quad Laser Turrets and Flak Guns, the dice used in a Counter attack would be black.

Reference

Jul 6, 2021 | Source: AMG Rules Forum

A ship with this card equipped rolls 1 blue die when performing a counter attack. It does not use its anti-squadron armament.

Dec 1, 2017 | Source: FAQ v3.3.1

When a ship with this card equipped performs a counter attack, the ship’s owner chooses which hull zone the attack is performed from.

Dec 1, 2017 | Source: FAQ v3.3.1

Community rulings

When a ship equipped with Quad Laser Turrets is attacked, it may attack that squadron, even if it had been destroyed, with 1 blue die. When conducting this attack, the ship owner must choose a hull zone in which this attack will occur from and follows all steps for an attack.

Jul 16, 2020 | Source: KARM

If your target is obstructed, you are unable to roll the initial attack pool, unless otherwise granted by some other card ability.

Jul 16, 2020 | Source: KARM

The faceup damage card Point-defense Failure would prevent Quad Laser Turrets from attacking as no dice could be gathered.

Jul 16, 2020 | Source: KARM

If a ship has not yet resolved the Concentrate Fire command this round, it may use a Concentrate Fire token on this attack.

Jul 16, 2020 | Source: KARM

How does Gunnery Team / Advanced Gunnery interact with Quad Laser Turrets?

As per the card, Gunnery Team “that hull zone cannot target the same ship or squadron more than once during that activation”. Meaning if an squadron attacks the same hull zone twice during “their” activation, you would be unable to QLT that same target twice. You would only be able to attack them once.

And for Advanced Gunnery “The first player’s objective ship may perform each of its attacks from the same hull zone. It cannot target the same hull zone or squadron more than once each round with that hull zone”. Meaning if the target has been attacked before your ships activation or during, with the same hull zone, it can NO LONGER be attacked at all that round. Period.

Jul 16, 2020 | Source: KARM

Ruthless Strategists can trigger from Quad Laser Turrets attacks.

Jul 16, 2020 | Source: KARM

What is the interaction with the Counter keyword, if a ship also has Heavy Fire Zone equipped?

Counter is an anti-squadron armament of 1 blue die and would be able to be replaced with a red die.

Jul 16, 2020 | Source: KARM

Linked Turbolaser Towers cannot be used on a Quad Laser Turrets attack, as it is not “your activation”, meaning that ships activation.

Jul 16, 2020 | Source: KARM

In the case of Slaved Turrets and Quad Laser Turrets, there is some controversy. However Slaved Turrets is clear, it “cannot” attack more than once per round. Meaning if you choose to counter with Quad Laser Turrets, that ship cannot counter any more attacks, nor attack when that ship activated. Or if the ship activated and it had attacked, it cannot perform any counters.

Jul 16, 2020 | Source: KARM

In the case of Ackbar and Quad Laser Turrets.

Quad Laser Turrets can be restricted by Ackbar’s ability, if Ackbar’s ability has been declared by that ship to be in effect, then that ship can only resolve attacks from either its left or right hullzones, and cannot attack from its front or rear.

Brooks: As written Ackbar does limit this effect once he is triggered (not before), but it does pose a serious memory issue (especially if a judge call is necessary).

Jul 16, 2020 | Source: KARM