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Post by: MajorTom11
Ok, so as I continue to dive into this I have a few questions on rules, please forgive me, I am sure I missed things in the short rulebook in my eagerness to play lol -
Question 1 -
Named pilots: Is it legal to duplicate them? Can you have 2 Soontir Fels or Wedge's? I would assume no, or at least that a house rule was prevalent that only one named instance per 100 point block or some such? What is the RAW and are there common tournament variants?
Question 2 (kinda related to one)-
Named gunners/crew: It seems to me that lists running multiple YT's or Firesprays should be an exception if there is a named character limitation. Given that crew is essentially equipment, does it count the same way?
Question 3 -
Cluster Missiles: On the card, it says spend target lock and discard the card to perform the attack twice. To my interpretation, this means essentially it is a 6 attack value and they just made it 3 and said twice to accommodate the box dice amount?
Question 4 -
Matching Pilot Skill: This one I think I know, but when Slave 1 shoots before Wedge it gets on my nerves lol... on a tie imperials always go first yes?
And that's it for now, thank in advance!
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Post by: Manchu
(1) Unique Names are indicated by a dot to the left of a name; you can only field one of these. (Core 18) (2) The same is true of Upgrades. (Mil. Falc. Exp. 1) (3) I believe you roll twice; i.e., your opponent rolls defense dice twice. (4) In squad building games, the player with the lowest points total always has initiative; if tied, Imperials have initiative. (Core 18) The player with initiative activates ships with a given Pilot Skill before his opponent activates ships with that same Pilot Skill. (Core 16) That said, Wedge is PS 9 and Boba is only PS 8. Boba would shoot before Wedge, all else being equal, only if upgraded with Veteran Instincts.
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Post by: MajorTom11
@4, he had the upgrade... Still offensive for Boba to out pilot Wedge in my book!
@3 right I see the distinction in terms of resolving the attacks now, thanks!
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Post by: Manchu
So he had PS 10 -- Wedge could not go before him even in a lower costed Rebel list. I also rankle at the idea of Boba having a higher PS, in principle (or Han having the same PS as Wedge before modification). But just keep in mind that PS isn't a universal piloting stat; it means how well a particular pilot can handle a particular ship.
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Post by: Zathras
MajorTom11 wrote:Ok, so as I continue to dive into this I have a few questions on rules, please forgive me, I am sure I missed things in the short rulebook in my eagerness to play lol -
Question 1 -
Named pilots: Is it legal to duplicate them? Can you have 2 Soontir Fels or Wedge's? I would assume no, or at least that a house rule was prevalent that only one named instance per 100 point block or some such? What is the RAW and are there common tournament variants?
A1: You are not allowed to have multiples of unique characters in a list. Unique characters and items (usually droids) have a bullet next to their name. (page 18 of the rule book)
Question 2 (kinda related to one)-
Named gunners/crew: It seems to me that lists running multiple YT's or Firesprays should be an exception if there is a named character limitation. Given that crew is essentially equipment, does it count the same way?
A2: Again if the crewman has the bullet next to their name you can't have a duplicate in a ship. So no Luke and Chewie as crew and as ships in the same force. (1st page of handout included with both Slave 1 and the Falcon)
Question 3 -
Cluster Missiles: On the card, it says spend target lock and discard the card to perform the attack twice. To my interpretation, this means essentially it is a 6 attack value and they just made it 3 and said twice to accommodate the box dice amount?
A3: Cluster Missiles make 2 attacks at 3 dice each. After each attack the target gets to roll it's defense dice and spend any tokens it has. However any tokens spent on the first attack have no effect on the second.
Question 4 -
Matching Pilot Skill: This one I think I know, but when Slave 1 shoots before Wedge it gets on my nerves lol...on a tie imperials always go first yes?
In casual games, if the point value of the squads are equal, then the Imps have the initiative at each pilot skill step for movement and shooting. In a tournament setting, if the point value of the squads are equal, then you flip a coin at the beginning of the game with the winner of the toss having the initiative. And as always the squad with the lower point total has the initiative.(Pages 16 & 18 in the main rule book)
And that's it for now, thank in advance!
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Post by: Sining
Regarding 4) I believe that the imperial always moves first if pointage is equal but shooting is done at the same time. ie. if darth vader kills Wedge with his attack, Wedge can still shoot before blowing up because they're both PS 9 and it takes place at the same time
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Post by: timetowaste85
By equal points (in #4), you mean pilot skill, right? As I took away from the rules, the setup is that all PS1 ships move first (Empire first, in ties), then PS2, up to PS9. Then, when it comes time to shoot, it goes from PS9 down to PS1. That IS correct, right? Or are my friends and I playing it horribly wrong?
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Post by: Sining
No, as in total pointage of game. Not PS
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Post by: Zathras
timetowaste85 wrote:By equal points (in #4), you mean pilot skill, right? As I took away from the rules, the setup is that all PS1 ships move first (Empire first, in ties), then PS2, up to PS9. Then, when it comes time to shoot, it goes from PS9 down to PS1. That IS correct, right? Or are my friends and I playing it horribly wrong?
No, points as in how many points you spent building your squad. Whomever spent the least has the initiative, moving and shooting first at each step. If both sides spent equal amounts then the Imps have the initiative in casual games.
Yes you are doing it right....movement goes PS1 to PS11 with the side having the initiative moving their ships first and shooting goes PS11 (possibly PS12 in Wave 3) to PS1, again with the side having the initiative going first.
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Post by: timetowaste85
Zathras wrote: timetowaste85 wrote:By equal points (in #4), you mean pilot skill, right? As I took away from the rules, the setup is that all PS1 ships move first (Empire first, in ties), then PS2, up to PS9. Then, when it comes time to shoot, it goes from PS9 down to PS1. That IS correct, right? Or are my friends and I playing it horribly wrong?
No, points as in how many points you spent building your squad. Whomever spent the least has the initiative, moving and shooting first at each step. If both sides spent equal amounts then the Imps have the initiative in casual games.
Yes you are doing it right....movement goes PS1 to PS11 with the side having the initiative moving their ships first and shooting goes PS11 (possibly PS12 in Wave 3) to PS1, again with the side having the initiative going first.
Oh, okay. Both sides have always managed to be equal in points so far, so it sounds like we haven't done anything wrong then. I'll let players know that if they don't use the full allotment of points, they gain the initiative for working out moving first. That's pretty big, and encourages not using the full 100pts. Thanks dude! And thanks Tom and others for asking the questions to show me a section I missed!
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Post by: Manchu
Sining wrote:but shooting [at each Pilot Skill] is done at the same time
Yes, that's the Simultaneous Attack Rule. (Core 16)
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Post by: Salad_Fingers
Question about modifications, shield upgrade and engine upgrade. As i read the rule i can put one of these on any ship, so i could put a shield upgrade on an x wing or even a tie ? Or i could give boost to my x wings or any ship by putting the engine upgrade on them?
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Post by: Mywik
Salad_Fingers wrote:Question about modifications, shield upgrade and engine upgrade. As i read the rule i can put one of these on any ship, so i could put a shield upgrade on an x wing or even a tie ? Or i could give boost to my x wings or any ship by putting the engine upgrade on them?
Correct. You can put Modifications on literally any ship. But only one modification per ship.
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Post by: MajorTom11
The only way to up agility on a ship is stealth device right? I find to balance things out, given the point costs and attack v agility values, the rebels need better agility to even things out a bit...
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Post by: Mywik
MajorTom11 wrote:The only way to up agility on a ship is stealth device right? I find to balance things out, given the point costs and attack v agility values, the rebels need better agility to even things out a bit...
Theres R2-F2 which gives +1 agi as an action. Sadly enough a-wings cant take astromechs :(.
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Post by: MajorTom11
They can take stealth though... so the options to up durability are stealth, r2f2 and the shield upgrade, discarding tactical durability granted by boost or barrel roll...
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Post by: Mywik
MajorTom11 wrote:so the options to up durability are stealth, r2f2 and the shield upgrade, discarding tactical durability granted by boost or barrel roll...
Thats not all options. R5, R2D2 and R5D8 as well as Determination, Elusiveness are defensive upgrades too. They all make your ships more durable in their own way.
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Post by: MajorTom11
Trying to figure out the best way to up my x-wings durability against a tie spam list. Last game, the agility rolls absolutely screwed me, though pathetic rolling didn't help lol.
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Post by: Zathras
MajorTom11 wrote:Trying to figure out the best way to up my x-wings durability against a tie spam list. Last game, the agility rolls absolutely screwed me, though pathetic rolling didn't help lol.
One way to go is the Shield Generator card for one extra shield point....increases your durability by 20%. A popular list is:
4 x Rookie X-Wing w/Shields...100 points even, giving you 24 health and 12 attack dice.
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Post by: MajorTom11
I'll have to try that too... A lot of options for a ame some dismissed as lacking depth eh! And no auto win combo either... Kinda nice too...
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Post by: Mywik
Zathras wrote: MajorTom11 wrote:Trying to figure out the best way to up my x-wings durability against a tie spam list. Last game, the agility rolls absolutely screwed me, though pathetic rolling didn't help lol.
One way to go is the Shield Generator card for one extra shield point....increases your durability by 20%. A popular list is:
4 x Rookie X-Wing w/Shields...100 points even, giving you 24 health and 12 attack dice.
Like that list. WIll try!
In general im moving away from the named pilots. At least for now. Generics just seem to be more points efficient.
Today i flew the Ion-Wheel and my opponent couldnt do anything. I escorted his slave from the board after effectively cancelling out his advanced and interceptor escort in the first round of shooting and picking the advanced up with the a-wing second turn.
Afterwars we did some analysing and thought about a good counter list containing slave1 against the ion wheel. This is what we came up with. Idea is to break his formation to seperate the y's to create more blind spots and force them into asteroids.
I call it "Linebreaker"
3x Academy Pilot
1x Alpha Squadron with Stealth Device
1x Krassis Telix with stealth device, proximity mines, protons and slave1 upgrade.
Idea is to send your slave forward heading towards ideally the middle of the ion wheel. With the stealth device (and because ions only do 1 damage a time) you should be safe enough to survive some shooting. try to get a proximity bomb as close to them as possible in front of them to force them to break formation. If he ionises the Slave he can only do it with 1 additional tie this turn and your ties are free to close in and take the ys under fire. If he ions the ties you turn slave1 and it should get at least 2 turns of fire from the y-wings back. The interceptor is there to try to bumper car the ys to steal their actions or to flank/hunt down the a-wing.
Problems could occur if hes god damn good with his a-wing to block slave1s actions. Other than that he kinda has a target priority problem.
At least in theory.
Will try this later and tell you about it
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Post by: Pipboy101
Asteroids do hurt the Ion Wheel, it happened to me. I was all set on keeping my formation through the asteroids but made one wrong turn and reduced the strength of the formation by a third. My opponent range the same as above in that list but vader instead of the the TIE/LNs. Vader bit it hard but the interceptor with stealth and staying at 3 kept him out of Ion range.
Because the Asteroids took four turns for the formation to come together the Firespray could go back and fourth those turns weakening the Ys shields. But once the formation came together they were able to force the imps around the board but the damage was already done.
The Ion Wheel really needs the first several turns in formation to really work. But I also did findout that homing missles rock.
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Post by: Mywik
Pipboy101 wrote:Asteroids do hurt the Ion Wheel, it happened to me. I was all set on keeping my formation through the asteroids but made one wrong turn and reduced the strength of the formation by a third. My opponent range the same as above in that list but vader instead of the the TIE/LNs. Vader bit it hard but the interceptor with stealth and staying at 3 kept him out of Ion range.
Because the Asteroids took four turns for the formation to come together the Firespray could go back and fourth those turns weakening the Ys shields. But once the formation came together they were able to force the imps around the board but the damage was already done.
The Ion Wheel really needs the first several turns in formation to really work. But I also did findout that homing missles rock.
I normally have a lot of fun with the game but since i started playing ion wheel im having a blast. Those pesky tie spam players cant beat me at the moment. Had 3 games tonight against mostly similar tie spam lists and won all of them with exactly 1 Y-Wing casualty. Its just hilarious. Tank their damage 1 turn and watch them float to their death in following turns.
I think i will try playing imperium against that list myself to see if i can break it and get better with playing it myself. I think i need 2 more firesprays soon.
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Post by: MajorTom11
Just played through the missions in the rulebook for a laugh, pretty cool, though damn, the more I play as rebel the more I think Tie's are just too agile, they are ridiculously hard to shoot down even in a one on one!
They are on par dice wise or advantaged in almost all situations with an x-wing, but the critical difference is that they have 3 additonal ways to mitigate their already prodigious agility, focus, evade, barrel roll... Meaning while my x-wing has a max of 3 hits (4 in band 1), the tie can get themselves chances of the equivalent of 6 dice in some situations (focus) or 4 dies guaranteed (3 plus evade)... Just very tough to kill these buggers it seems, even with no shields.
To me, it is starting to seem like 2 things should happen -
1st - ties should go down to hull 2.
2nd - barrel roll should be considered a red manoeuvre.
I doubt this will happen, and it is still a very enjoyable game, but in a 1 on 1 situation I think the x-wing for the points should be much more likely to kill a tie than it is as it stands.
What do you guys think on that? I know Imperials are generally considered the stronger faction by most, but what about house rule remedies to that?
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Post by: plastictrees
MajorTom11 wrote: I know Imperials are generally considered the stronger faction by most
That's not my personal experience or a reflection of what I've seen discussed online. The Tie swarm was considered a strong list in wave 1 but the vocal top players seemed to have moved away from it.
Yes Ties can be hard to hit, but your x-wing can also one shot them, and if they are using focus defensively or evade then they aren't helping out their limp wristed attack.
If your opponents are consistently using barrel roll to significant advantage then they are just really good at the game.
You can also be focusing and/or target locking with your X-wing to increase your chances to roll hits so your dice analysis seems one sided. The attacker is already at an advantage at 6 of 8 sides hitting with focus as opposed to 5 of 8 evading with focus.
I guess I'm just not seeing the imbalance that you are.
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Post by: MajorTom11
Tie spam wouldn't be so viable though if the ships were priced right though, don't you think?
Regardless, just as a note contributing to my opinion lol, I have been rolling like god himself hates me the last few games lol
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Post by: DeathwingCrusader
MajorTom11 wrote:Tie spam wouldn't be so viable though if the ships were priced right though, don't you think?
Regardless, just as a note contributing to my opinion lol, I have been rolling like god himself hates me the last few games lol
Relax. God loves you. The dice can be cruel, however. I remember in one battle that all I could roll were blanks so at the end of the round most of my ships still had their focus tokens because I couldn't even roll focuses! Sad, but not a sign of Divine persecution.
As for the TIE swarms, they are a force to be reckoned with and usually there is in every tournament at least one TIE swarm in the top three, but more and more Rebel squads are in the top with a Falcon. In the last tournie I was in, there were a lot of TIE swarms at the bottom as well as the top and lots of YT-1300s flying victoriously. So, still a balanced game.
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Post by: plastictrees
MajorTom11 wrote:Tie spam wouldn't be so viable though if the ships were priced right though, don't you think?
Regardless, just as a note contributing to my opinion lol, I have been rolling like god himself hates me the last few games lol
I remember seeing someone breaking down ffg's Xwing point system, which showed that the Ties cost had been artificially _increased_ to 12 based on play testing.
Have you played as the empire yet?
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Post by: MajorTom11
Yes, never lost with em... Gotta say PT looking around a few boards few people seem to share your opinion, most favor imperial swarm, at least v rebels from what I can see.
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Post by: timetowaste85
I've argued from my first three games that imperials are superior. Maneuverability, kill the 360 degree shooters, and your barrel rolls will win you the game. If they can't shoot you, they can't beat you. I'm still unsure as to why Turr Phennar isn't in every imperial list-guy is 6 shades of busted.
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Post by: Alfndrate
I have a quick question, and I wanted to make sure I had the ruling right in regards to Asteroids (using the tokens in the core box).
If my ship flies on to an Asteroid, I don't stop and move myself back until I'm touching the asteroid right?
While on/moving through an asteroid, I roll a red damage die and take a hit based on what I roll, including hits and crits?
While on an asteroid, I cannot shoot at other ships, but can be shot at right?
If I start my movement on an asteroid, and say due to another ship being too close, I overlap their base and push back on to the asteroid, do I have to make another damage roll, and can I shoot at other ships, or does it still count as if I'm on the asteroid (I am assuming yes it counts as if I'm on the asteroid here).
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Post by: MajorTom11
You don't stop as with a ship, if you overlap, you stay where you land. You roll a red and take the result, and you also lose your action and cannot shoot at anything for the turn.
If your movement template (NOT the base) traverses the asteroid but your ship ends up not touching it on stopping, you do everything as per above, but you can continue to shoot.
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Post by: Alfndrate
Excellent, I played it right with my dad, but we played it wrong last Friday at the store. Though with the GF9 asteroids, and the HAF asteroids, I can see this being an issue... Though if the HAF pegs are removable, you can just remove the rock and place your ship on the plastic cut out until it's off.
Any answers to my last, albeit strange scenario?
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Post by: MajorTom11
That is precisely why I ordered the H and F ones, and exactly how they work, they are the only ones that would possibly be legal for tournament play, and the only ones with varied base sizes that I saw -
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Post by: Evil_Toast
I had the following scenario come up the other night, and not sure if I played it right.
Had Luke with Swarm Tactics and Biggs come under heavy fire. Biggs drew the face up "Your PR is 0" card. Does Swarm Tactics override this?
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Post by: Alfndrate
Swarm Tactics: Until the end of this phase, TREAT the chosen ship as if its pilot skill were equal to your pilot skill Damaged Cockpit: After the round in which you receive this card, TREAT your pilot skill value as "0" Rulebook, page 20: If one card ability forbids an effect, while another ability allows it, the effect is forbidden. I'd say from that the chosen ship's Pilot Skill would be treated as a 0. If it continues to be disputed, roll for it as per page 13. But i would say you wouldn't be allowed to use Swarm Tactics to boost that ship's Pilot Skill. So from the way I'm reading this, since you have a negative effect that says your pilot skill is 0, it would forbid the effect of treating your PS as the Swarm Tactics PS.
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Post by: MajorTom11
Correct, if 2 rules or buffs conflict, it is the crappier option of the 2 for the defender or beneficiary that wins.
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Post by: kronk
Out of interest, how do tournaments work?
Do you bring a Rebel army and an Imperial army, then then alternate every round?
Do you just bring 1 list (Rebs or Imps) and then you might end up playing a skirmish against your own side, according to tournament draw?
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Post by: Evil_Toast
Yes, bring your army and face off against whoever is drawn against you regardless of faction. Initiative is determined by a coin flip IIRC.
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Post by: Alfndrate
Yes and no. The tournament rules say, "Players determine initiative. Initiative goes to the player with the lowest squad point total. If both players are tied with the same squad point total, initiative goes to the player who wins a coin toss." So if you and your opponent are playing 100 points and you both have squads that are 100 points then you flip a coin, but if your opponent has 1 point less, he technically goes first.
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Post by: Evil_Toast
Been wondering if I got this right. Dutch is passing a TL onto a Green Squadron mook with Deadeye and Cluster Missiles.
Mook spends Focus to launch missile. Now the card text tells you to perform the attack twice. You roll 3 red die, the defender rolls his green die, repeat. If you choose to spend your TL on the first set, does that carry over to the second set?
Secondly, if hypothetically your first set blows Soontir up, can your second set be used to take a crack at his Sabre wingman (whose also in range)?
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Post by: Peregrine
Evil_Toast wrote:If you choose to spend your TL on the first set, does that carry over to the second set?
No. It is two separate attacks, any bonuses that apply to a single attack do not carry over to the second one. This is why you get six attack dice instead of four like most other missiles, because it's split up into two attacks.
(One important exception here is that the marksmanship skill gives you a bonus when attacking this turn instead of to a single attack, so it will apply to both attacks.)
Secondly, if hypothetically your first set blows Soontir up, can your second set be used to take a crack at his Sabre wingman (whose also in range)?
No. You perform the same attack (including target) twice. If the first one kills the target the second is lost. If you're concerned about wasting shots make sure to fire your missiles early before this becomes a problem.
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Post by: Evil_Toast
Another question. Push the Limit. It says perform an action, then perform another action in your bar etc etc. According to the rules, you cannot perform the same action twice a round. So Boost+Boost is wrong, but Boost+Focus/Evade/Barrel Roll is fine. But been reading some stuff where the get Soontir to double Boost. Am I missing something here?
P.S. Maybe this thread can get the sticky treatment too oh great and benevolent Mod powers that rule over our worthless Dakka lives?[/brown nosing]
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Post by: Alfndrate
Evil_Toast wrote:Another question. Push the Limit. It says perform an action, then perform another action in your bar etc etc. According to the rules, you cannot perform the same action twice a round. So Boost+Boost is wrong, but Boost+Focus/Evade/Barrel Roll is fine. But been reading some stuff where the get Soontir to double Boost. Am I missing something here?
You cannot perform the same action twice in a round, so double boost is out of the question. Can you link to someone doing a double boost with Soontir?
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Post by: Evil_Toast
Need to remember which site first. Was a slow Friday at work and browsed quite a bit. Glad to know I was doing it right though.
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Post by: MandalorynOranj
For the Gunner, does that only trigger if you don't roll any "hit" results, or also if your opponent evades all of your hits?
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Post by: Evil_Toast
Both situations cause Gunner/Crewman Luke to kick in, at least the way I read it.
You also might find this interesting, if you fire a missile/torpedo and cause Gunner to kick in, the FAQ says you can target a different ship.
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Post by: MandalorynOranj
Can you target a different ship if it isn't triggered by a missile/torpedo? I'm looking at trying Krassis Trelix with an HLC and Gunner. Oh, and the cannon counts as a secondary weapon, right? Or is that just bombs, torpedoes, and missiles?
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Post by: Evil_Toast
The HLC is a Secondary Weapon, Gunner only allows a Primary Weapon attack. And yes, if you miss with the Laser Cannon, Gunner gets to make his attack against the same or different target of your choosing.
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Post by: MandalorynOranj
Ok great, thanks! I was asking to make sure the cannon was secondary just to check if Trelix's ability would apply to it, glad it does. I've only ever played games so far with the core box.
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Post by: TheLionOfTheForest
If a Y wing scores a hit on a tie fighter, but the fighter evades the hit, does it suffer the effect of the ion shot? Or must the ion round actually hit and not be evaded by the defense dice in order to slow down the tie.
This came up in a game tonight. We played it as if the fighter evaded the shot and didn't suffer he ion results, it seemed to make the Y wing and ion cannon a little underwhelming.
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Post by: Jin
TheLionOfTheForest wrote:If a Y wing scores a hit on a tie fighter, but the fighter evades the hit, does it suffer the effect of the ion shot? Or must the ion round actually hit and not be evaded by the defense dice in order to slow down the tie.
This came up in a game tonight. We played it as if the fighter evaded the shot and didn't suffer he ion results, it seemed to make the Y wing and ion cannon a little underwhelming.
The way things are worded, it does seem that you need to have an unevaded hit to suffer ion results (makes sense that you can't really be effected by the ion if you manage to dodge the shot)
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Post by: Peregrine
TheLionOfTheForest wrote:If a Y wing scores a hit on a tie fighter, but the fighter evades the hit, does it suffer the effect of the ion shot? Or must the ion round actually hit and not be evaded by the defense dice in order to slow down the tie.
A "hit" is defined as rolling a {explosion} symbol that is not canceled by defense dice or other abilities. Until the defender responds to your attack you just have some red dice with results on them, not hits. So in the case of the ion cannon you roll your attack, and if the target would suffer 1+ damage it suffers 1 damage and an ion token instead.
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Post by: Zathras
Evil_Toast wrote:Another question. Push the Limit. It says perform an action, then perform another action in your bar etc etc. According to the rules, you cannot perform the same action twice a round. So Boost+Boost is wrong, but Boost+Focus/Evade/Barrel Roll is fine. But been reading some stuff where the get Soontir to double Boost. Am I missing something here?
P.S. Maybe this thread can get the sticky treatment too oh great and benevolent Mod powers that rule over our worthless Dakka lives?[/brown nosing]
Soontir Fel can't double boost because you can't do the same action twice in one turn. However, due to his pilot ability, Fel can get 2 Focus tokens in one turn using PTL as long as he takes a Focus as one of the two actions he gets via PTL. He gets a stress for using PTL and, because of his pilot ability, a Focus token as well.
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Post by: TheLionOfTheForest
Thank for the clarification of the ion cannon hit rule. I'm guessing to make the ion cannon more effective there would have to be more Y wings in the fight, my opponent had only a single Y and it got to shoot twice but I managed to evade both rounds.
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Post by: MajorTom11
Yup the above are correct... a hit has to actually occur unsaved to be a hit. This is noteworthy for gunner as well btw, as it means if the target dodges everything, even if you hit, that you get to activate the card.
This also means as the defender against a ship with gunner, you may not want to use that evade if it only costs you one hit... if you use it, you may take 3-4 hits instead with no evade.
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Post by: ironicsilence
For cluster missiles, does it allow you to attack separate targets or do both attacks get resolved against the same target?
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Post by: Krinsath
ironicsilence wrote:For cluster missiles, does it allow you to attack separate targets or do both attacks get resolved against the same target?
Both attacks go against the same target as per the FAQ: http://www.fantasyflightgames.com/ffg_content/x-wing/support/faq/X-Wing-FAQ.pdf
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Post by: ironicsilence
oh man, FAQs?! Guess I'll start reading! Thanks!
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Post by: Krinsath
We should probably get Tom to put that in the X-Wing resources post too; just noticed it was absent.
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Post by: TheLionOfTheForest
Can the shield upgrade card (the card that adds one shield) be given to any ship, rebel or imperial? If it is taken on Luke in an x-wing with R2-D2, can he use R2-D2 to regain that extra shield (by perofming R2's ability, green manouver) to raise his shields back up to one higher than his cards value, or once you have been shot and lost one shield, is the extra shield (te shield point given by the card upgrade) unable to be regenerated?
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Post by: Peregrine
TheLionOfTheForest wrote:Can the shield upgrade card (the card that adds one shield) be given to any ship, rebel or imperial?
Yes. The card rules do not say "rebel only" or anything else like that.
If it is taken on Luke in an x-wing with R2-D2, can he use R2-D2 to regain that extra shield (by perofming R2's ability, green manouver) to raise his shields back up to one higher than his cards value, or once you have been shot and lost one shield, is the extra shield (te shield point given by the card upgrade) unable to be regenerated?
Shield upgrade raises your shield value by 1. R2-D2 adds a shield up to your shield value. So yes, R2-D2 will replace a shield upgrade shield.
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Post by: vrell
Just a question on Turr Phennir. Can he Boost- Use push the limit to use - barrel roll. Shoot and then use barrel again?
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Post by: MandalorynOranj
vrell wrote:Just a question on Turr Phennir. Can he Boost- Use push the limit to use - barrel roll. Shoot and then use barrel again?
I don't think so, you can only take one of each action per turn.
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Post by: TheLionOfTheForest
Peregrine wrote: TheLionOfTheForest wrote:Can the shield upgrade card (the card that adds one shield) be given to any ship, rebel or imperial?
Yes. The card rules do not say "rebel only" or anything else like that.
If it is taken on Luke in an x-wing with R2-D2, can he use R2-D2 to regain that extra shield (by perofming R2's ability, green manouver) to raise his shields back up to one higher than his cards value, or once you have been shot and lost one shield, is the extra shield (te shield point given by the card upgrade) unable to be regenerated?
Shield upgrade raises your shield value by 1. R2-D2 adds a shield up to your shield value. So yes, R2-D2 will replace a shield upgrade shield.
Thanks Peregrine.
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Post by: Peregrine
vrell wrote:Just a question on Turr Phennir. Can he Boost- Use push the limit to use - barrel roll. Shoot and then use barrel again?
No, for two reasons:
1) You can not take the same action twice in a turn, no matter where it comes from, and the pilot ability specifically says you take a boost/barrel roll action.
2) You can not take actions while stressed. Unless you have some way of removing stress other than green maneuvers PTL gives you a stress token and therefore you can't take the free after-shooting action at all. The correct order is to take a normal action, shoot, boost/barrel roll, and use PTL on the after-shooting action to take an additional action of your choice. For example, focus, shoot (possibly using the focus token), barrel roll out of one ship's arc and PTL for an evade token.
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Post by: Jin
Probably an easy question, but I couldn't find the answer at the time and I'm without the rules currently:
Q: Can you get an action if you land on top of an obstacle? I know you can't attack if you end up on an obstacle, but I apparently missed if that prohibited you from making an action that turn as well.
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Post by: Peregrine
Jin wrote:Q: Can you get an action if you land on top of an obstacle?
No.
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Post by: FrozenSoul80
Can someone please explain how the gunner crew upgrade works? It's destroying my brain.
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Post by: Jin
FrozenSoul80 wrote:Can someone please explain how the gunner crew upgrade works? It's destroying my brain.
You make an attack with your ship. If you fail to score any hits (crits or otherwise) against the target, you may make another attack with your primary weapon (you don't necessarily have to target the same ship as the preceding attack).
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Post by: FrozenSoul80
The extra combat is triggered after defence dice are rolled?
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Post by: Peregrine
Correct. Once everything has been resolved (defense dice, modifying dice, focus/evade, etc) if you have not given the target at least one damage card or removed a shield you attack again.
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Post by: FrozenSoul80
Well that seems really simple, I'm not sure why it was so hard for me to grasp. Thanks, guys.
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Post by: Jin
I think what tends to confuse people is that there is a distinction between "rolling a hit/crit result" and actually 'hitting' a target (i.e., the defender fails to evade any hits results).
I think once you realize that when the rules say, "when an attack hits/does not hit" it refers to the latter terminology, and when the rules typically refer to the actual die result symbols, they're referring to the former.
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Post by: Evil_Toast
Seeing as my new wave 3 toys should be here soon, I want to clarify something regarding Captain Jonus.
His ability:
" When another friendly ship at Range 1 attacks with a secondary weapon, it may reroll up to 2 attack dice."
Now, Cluster Missiles again from me! Can you get a reroll on both attacks with them, which I seem to understand from his card text?
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Post by: timetowaste85
I'd say no-it's a single secondary weapon being rolled, so you could re-roll up to 2 dice in total. 2 in the first group of dice, 1 in each group of dice, or 2 in the second group of dice. Even though cluster missiles gives you 2 shots at your target, it's still a single secondary weapon. Of the 6 total dice you roll, you can re-roll 2 of them.
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Post by: Krinsath
Yeah that is a sticky question.
I can see timetowaste's interpretation, but I'm going to go with the way FFG has treated those in the FAQ as wholly separate events (Focus can only be used on one, Marksmanship affects both, etc.) means that you can reroll 2 dice per attack as Jonus's ability is not a "once per round" ability. It's attacking with a secondary weapon, and then attacking again. As they are rules-wise two separate events the ability would seem to apply to both.
I'm sure the next FAQ will address that more definitively, but that's how I would see it.
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Post by: Peregrine
There's nothing ambiguous about it at all. Jonus' ability states that you get the bonus when you attack. Cluster missiles explicitly give you two separate attacks. Therefore you may re-roll up to two dice on the first attack, and up to two dice on the second attack.
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Post by: MandalorynOranj
Do all turret weapon upgrades have 360 degree fire arcs? I heard somewhere that the ion cannon on the Y-Wing does, but I haven't seen anything that says it anywhere with my Firespray or B-Wing (only ships I have that can take turrets).
Also, can you shoot through other ships? Say I have ship A, and my opponent has B and C, let's say in a straight line like this: A B C
Can I shoot ship C with A? What if B was my ship also?
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Post by: Crazy_Carnifex
MandalorynOranj wrote:Do all turret weapon upgrades have 360 degree fire arcs? I heard somewhere that the ion cannon on the Y-Wing does, but I haven't seen anything that says it anywhere with my Firespray or B-Wing (only ships I have that can take turrets).
Also, can you shoot through other ships? Say I have ship A, and my opponent has B and C, let's say in a straight line like this: A B C
Can I shoot ship C with A? What if B was my ship also?
"Turrets" are a specific upgrade. Both Turrets currently released specifically state that you "attack one Ship (even outside your firing arc)". The Firespray and B-wing may not take turrets; what they may take are cannons, which are restricted to the firing arc.
Yes, you can shoot through ships.
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Post by: MandalorynOranj
Ah that clears things up. Thanks.
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Post by: Peregrine
Also, note that there are two separate ion cannons: the plain ion cannon which comes with the B-wing and Firespray, and the ion cannon turret which comes with the Y-wing and HWK.
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Post by: TheHogweed
I just played this game for the first time last night. Would someone be able to clear up a question I have about the Minor Explosion card? My ship gets a critical hit and I get this card. If I roll the 'hit' symbol on the attack die and suffer 1 damage like the card says does this mean I've actually taken 2 points of damage now? One for getting the card to begin with and one for rolling poorly and getting a hit result following the card's instructions.
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Post by: Peregrine
TheHogweed wrote:I just played this game for the first time last night. Would someone be able to clear up a question I have about the Minor Explosion card? My ship gets a critical hit and I get this card. If I roll the 'hit' symbol on the attack die and suffer 1 damage like the card says does this mean I've actually taken 2 points of damage now? One for getting the card to begin with and one for rolling poorly and getting a hit result following the card's instructions.
A critical hit card always counts as +1 to your damage count. Any effects that the critical hit inflicts are in addition to it being another damage card on the pile. So, in this case, you would roll the die and if you get a hit result you would take an additional face-down damage card for a total of two (plus any cards you had already, of course).
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Post by: TheHogweed
Peregrine wrote: TheHogweed wrote:I just played this game for the first time last night. Would someone be able to clear up a question I have about the Minor Explosion card? My ship gets a critical hit and I get this card. If I roll the 'hit' symbol on the attack die and suffer 1 damage like the card says does this mean I've actually taken 2 points of damage now? One for getting the card to begin with and one for rolling poorly and getting a hit result following the card's instructions.
A critical hit card always counts as +1 to your damage count. Any effects that the critical hit inflicts are in addition to it being another damage card on the pile. So, in this case, you would roll the die and if you get a hit result you would take an additional face-down damage card for a total of two (plus any cards you had already, of course).
Thanks!
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Post by: Vanor
Peregrine wrote:if you have not given the target at least one damage card or removed a shield you attack again.
That isn't quite 100% accurate.
It's a good short hand way of thinking of it. But that's not what the rules actually say. You can for example score a [crit] but because of Draw their Fire, not actually deal a card to the defender.
So the best way to look at it is...
If you have a uncanceled [hit] or [crit] left, you have hit the target.
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Post by: FrozenSoul80
Can I use the target lock generated by fire-control system in the same turn to modify the attack dice that I used to get it?
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Post by: Peregrine
FrozenSoul80 wrote:Can I use the target lock generated by fire-control system in the same turn to modify the attack dice that I used to get it?
No. The FCS gives you the target lock after you have attacked. You won't have it until you have completely resolved the attack, including rolling all relevant dice.
(Note that with cards like gunner or cluster missiles that give you two separate attacks you would get the TL after the first attack, be able to spend it to re-roll dice for the second attack, and then get an additional target lock after the second attack.)
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Post by: FrozenSoul80
I guess that keeps it more balanced.
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Post by: KnuckleWolf
I'm having trouble finding a clarification on barrel rolls. When you barrel roll, is there a restriction that says you must end your roll with your ships leading edge forward the maximum distance?(The way we've been playing it) Is it possible to barrel roll so your ship drifts backwards?(The way I first read it) Hopefully people can make heads or tails of that question.
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Post by: Evil_Toast
Your looking for pg 8 in the core rules.
To clarify, you can go forwards/backwards/no change/anything in between as long as the 1 straight template edge doesn't protrude past either end of the base.
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Post by: KnuckleWolf
Kk. Thats what I thought. The guys I play with dictated it had to be the advancing only way. Hasn't bothered me too much as I've been rebels more oft than not. Except I think its a near-to-powerful of an ability now.
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Post by: KnuckleWolf
Another should be easy question: When the Cluster missile card is used and it says you roll this attack twice, you roll defense dice (equal to your agility) against each separate attack too right? Its just essentially two combat phases right?
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Post by: ArtfcllyFlvrd
Yep, the cluster missile generates a set of defense twice for each of the times it attacks.
Same with gunner, or any other card/rule that I can think of that lets something attack twice in a single combat phase.
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Post by: Peregrine
Exactly. You perform the entire attack sequence, including special abilities/triggered effects/etc, twice. And you complete one attack all the way to the end before you start the next one.
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Post by: KnuckleWolf
Cool. That's what I thought. Technically got cheated on that one but won anyway. The same game a proximity mine landed on Biggs's cockpit and bounced off his canopy and drifted harmlessly into space. I got reeeeal lucky there haha!
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Post by: KnuckleWolf
Got a few things needin' cleared up. Should be quick.
1.) For the purposes of 'Veteran Instincts' and 'Royal Guard TIE' is there any ruling about the point in which you can take the latter, if the only way you could was to take the former? Can a Storm Squad take Veteran Status and upgrade himself then to a Royal Guard? Or does the base pilot have to have PS6 before Instincts modifies it?
2.) Should be obvious, but has caused confusion. For 'Expert Handling', if on a ship that has Barrel Roll in it's action bar, as long as you use Expert Handling first, you still get another action? Yes? No? Because the barrel roll was free action that didn't cause stress right?
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Post by: Peregrine
KnuckleWolf wrote:1.) For the purposes of 'Veteran Instincts' and 'Royal Guard TIE' is there any ruling about the point in which you can take the latter, if the only way you could was to take the former? Can a Storm Squad take Veteran Status and upgrade himself then to a Royal Guard? Or does the base pilot have to have PS6 before Instincts modifies it?
It hasn't been ruled on, but the situation can never occur in a normal game. The only ship with an EPT option to take VI but not PS 5+ is the saber squadron interceptor, and taking VI on a saber squadron interceptor gives you the exact same ship as taking a royal guard interceptor with no upgrades. The only thing you've accomplished is wasting your EPT slot and making your ship vulnerable to being knocked down to PS 4 by that crit that removes your EPT upgrades. Therefore you will always take the royal guard pilot if you want a PS 6 interceptor for 22 points.
Also, your example is especially impossible because the storm squadron is a TIE advanced which can't take the interceptor-only title card, and doesn't have an EPT slot to take VI.
2.) Should be obvious, but has caused confusion. For 'Expert Handling', if on a ship that has Barrel Roll in it's action bar, as long as you use Expert Handling first, you still get another action? Yes? No? Because the barrel roll was free action that didn't cause stress right?
The barrel roll is a free action, but activating EH is not. It just says "perform a free barrel roll action" to make it clear that you aren't spending two actions, one to activate EH and then another to perform the barrel roll. You will only be able to perform another "real" action if you have some other card/ability ( PTL, Lando, etc) that allows you to take an additional action.
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Post by: KnuckleWolf
1.) Ah right. Said storm, meant saber, whoops. Your right that doesn't save you, must of remembered wrong cost too lol :/ would help to have checked that haha
2.) Why word it that way though? If it says this is an action, just list everything that's a part of that action. Why mention the barrel roll is free? It's understandable when squad leader says another ship gets a free one, but this one is hazy because it already has you under the directions of one. It won't take much to convince me that it is a free action in essence but only if you don't stress out for it.
Me and another regular at the FLGS were both re-evaluating cards this past week and somehow both showed up last night with the same question. Is there a way to contact FFG on this one?
Oh right, one more.
If Biggs with a Stealth Device is attacked and has only an uncanceled crit to resolve, that another ship takes away with Draw their Fire. Is he still 'hit'? Or is the ship that the crit resolves against hit?
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Post by: Peregrine
KnuckleWolf wrote:2.) Why word it that way though? If it says this is an action, just list everything that's a part of that action.
Because then you have to explain this new action that isn't a barrel roll, and the rules for executing a not-barrel-roll are too long to fit on a card. The simplest way to do it is require an action to activate, then perform a barrel roll as part of the execution.
Why mention the barrel roll is free?
To make it clear that you are performing a barrel roll action (and therefore can't perform a second barrel roll later that turn), but that this component of executing the EH action isn't using up another of your actions for the turn. For example, if Vader uses EH he will spend one action for EH, but the barrel roll will not count as his second action for the turn and he is free to take a focus action with it.
It won't take much to convince me that it is a free action in essence but only if you don't stress out for it.
Stress has absolutely nothing to do with it.
If Biggs with a Stealth Device is attacked and has only an uncanceled crit to resolve, that another ship takes away with Draw their Fire. Is he still 'hit'? Or is the ship that the crit resolves against hit?
Yes, Biggs is still hit by the attack. Whether or not the target is hit is determined in step 6 of the attack ("compare results"), based on whether or not there are any uncanceled {hit} or {crit} symbols on dice. DTF activates in step 7 ("deal damage") and causes the second ship to suffer the uncanceled {crit} result.
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Post by: BrookM
Hey guys, bought a Firespray today and I noticed that the Slave 1 upgrade card lists a cost of zero, is this correct?
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Post by: Redeemer31
Yup!
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Post by: BrookM
Thanks and
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Post by: MrMoustaffa
Question regarding the VT49 Decimator pilot who can ram enemy ships , Captain Oicunn, and Daredevil.
Namely, Daredevil says that the hard 1 turn is a "maneuver". Does this mean I can technically ram twice a turn using it? Once with the initial move, and a second for Daredevil's hard turn? Or is it just considered a normal boost, and therefore if I can't complete the maneuver I don't get to do it?
Also, how would he ever end up touching more than one ship in a ram? You have to stop the moment you hit a ship, so unless two ships were *perfectly* lined up, he would only ever hit one ship right?
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Post by: Daston
Had a lot of games today (first real time playing it) and this came up with the B-wing.
My friend armed the B-wing with Advanced Proton Torps that allow you to change any 3 blanks to focused symbols.
Now the only way we could see the point of this is if you could lock a ship in 1 turn and then focus in the second turn. This would allow you to change your 3 blanks to 3 focused and then due to being focused you'd get 3 instant hits.
Is this correct? We couldn't find a rule saying you couldn't perform an action if you maintained a target lock.
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Post by: sqir666
Maintaining a target lock once it's generated is free.
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Post by: Daston
Awesome thats great. He also had fire control so he always maintained a lock on.
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Post by: winterdyne
Daston wrote:Had a lot of games today (first real time playing it) and this came up with the B-wing.
My friend armed the B-wing with Advanced Proton Torps that allow you to change any 3 blanks to focused symbols.
Now the only way we could see the point of this is if you could lock a ship in 1 turn and then focus in the second turn. This would allow you to change your 3 blanks to 3 focused and then due to being focused you'd get 3 instant hits.
Is this correct? We couldn't find a rule saying you couldn't perform an action if you maintained a target lock.
Common with Lando in a YT-1300, Lando passing a free (focus) action to the B-Wing.
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Post by: Peregrine
Daston wrote:Now the only way we could see the point of this is if you could lock a ship in 1 turn and then focus in the second turn. This would allow you to change your 3 blanks to 3 focused and then due to being focused you'd get 3 instant hits.
In addition to doing it on consecutive turns you can also use things like push the limit to take focus + target lock actions in the same turn (very helpful since your opponent is going to fly the target locked ship out of range 1 if they see you trying to set it up), Garven/Kyle to pass a focus token, Cracken to pass a free action, etc.
MrMoustaffa wrote:Namely, Daredevil says that the hard 1 turn is a "maneuver". Does this mean I can technically ram twice a turn using it?
Yes. Daredevil is a normal maneuver, and the FAQ clarifies that it is performed exactly like a maneuver, including how you handle bumping another ship. You can hit someone, then immediately hit them again as long as you have the ability to take an action despite hitting another ship (most likely the title card, but you could also do it with a free action passed by another ship) and don't somehow move past them into clear space with your daredevil maneuver.
(Of course this is also quite a few points to spend on inflicting 1-2 damage, especially if you want to have an engine upgrade so you don't keep doing damage to yourself.)
Also, how would he ever end up touching more than one ship in a ram? You have to stop the moment you hit a ship, so unless two ships were *perfectly* lined up, he would only ever hit one ship right
This is correct, it shouldn't ever be possible to hit multiple ships. I suspect the reason for doing damage to all ship S that you hit is just to protect against the possibility of some unusual situation or future card causing you to hit multiple ships.
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Post by: Theophony
Couldn't you technically be hitting multiple ships if you ran someone and then someone else moves int base contact with you? It would take bad maneuvering on their part, but would be possible.
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Post by: KnuckleWolf
Yes. Also there is mention of how you can hit multiple ships in the same maneuver in the latest FAQ on page 8. But it's a really rare situation.
Epic question! Tantive IV Title card! For it's extra 'Team' slot, since all the teams are 'Limited' right now there isn't anything you can use for it right? Limited is once per ship not once per ship section correct? Same thing for Tibanna Gas and fore/aft section cargo slots?
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Post by: Peregrine
Theophony wrote:Couldn't you technically be hitting multiple ships if you ran someone and then someone else moves int base contact with you? It would take bad maneuvering on their part, but would be possible.
No, because the ability only triggers when you ram someone. It does nothing if you are rammed by someone before or after executing your maneuver(s). Of course anti-pursuit lasers can cover that possibility...
KnuckleWolf wrote:Yes. Also there is mention of how you can hit multiple ships in the same maneuver in the latest FAQ on page 8. But it's a really rare situation.
It's not just rare, it's impossible. Once you hit one you stop moving, so either you're at least one atom-width away from the second ship, or you already hit the second ship and should have stopped moving earlier (and you back up until you have a legal ending location). I don't know why FFG decided to FAQ a situation that can only come up if you're guilty of sloppy maneuvering.
Epic question! Tantive IV Title card! For it's extra 'Team' slot, since all the teams are 'Limited' right now there isn't anything you can use for it right? Limited is once per ship not once per ship section correct? Same thing for Tibanna Gas and fore/aft section cargo slots?
Limited only means you can't take more than one copy of that particular card. You can still take multiple limited cards as long as they're all different. So the Tantive IV title card is pretty useful as it allows you to take several different teams instead of having to pick one of them (after taking the mandatory engineering team).
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Post by: KnuckleWolf
Peregrine wrote: Theophony wrote:KnuckleWolf wrote:Yes. Also there is mention of how you can hit multiple ships in the same maneuver in the latest FAQ on page 8. But it's a really rare situation.
It's not just rare, it's impossible. Once you hit one you stop moving, so either you're at least one atom-width away from the second ship, or you already hit the second ship and should have stopped moving earlier (and you back up until you have a legal ending location). I don't know why FFG decided to FAQ a situation that can only come up if you're guilty of sloppy maneuvering. Epic question! Tantive IV Title card! For it's extra 'Team' slot, since all the teams are 'Limited' right now there isn't anything you can use for it right? Limited is once per ship not once per ship section correct? Same thing for Tibanna Gas and fore/aft section cargo slots?
Limited only means you can't take more than one copy of that particular card. You can still take multiple limited cards as long as they're all different. So the Tantive IV title card is pretty useful as it allows you to take several different teams instead of having to pick one of them (after taking the mandatory engineering team).
I think they clarified it as a potential situation for times when players say "I've lined these three ships at the edge of my deployment zone and in perfect line with each other, so when they move, until they get disrupted, we know that their edges and angles should remain relative okay?" That way when they start moving things they can get out a straight edge and move them along it to check cohesion. And then heaven forbid their opponent does the same, they fly literally straight at each other, and then have to figure out what to do when they meet in the middle overlapping. I actually saw a game go this way at our store between some super new players but I can't imagine it ever happening outside someones first couple games. At nationals someone intentionally had their 2x2 formation off set on each axis on the board to keep the situation from potentially happening, which was weird I thought, but whatever.
Back to Epic. Let me try asking a different way. If I put a Sensor team and Gunnery Team on the CR-90(Fore), and an Engineering Team on the CR-90(Rear), But I have the Tantive IV Title card, what are my legal options for the extra Team slot? Or is the only upside to that extra slot that I can put all my teams in the more protected Fore and not lose the engineers when the Aft is crippled?
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Post by: Peregrine
KnuckleWolf wrote:I think they clarified it as a potential situation for times when players say "I've lined these three ships at the edge of my deployment zone and in perfect line with each other, so when they move, until they get disrupted, we know that their edges and angles should remain relative okay?" That way when they start moving things they can get out a straight edge and move them along it to check cohesion.
But you aren't allowed to do that. Each ship is required to move independently, including the slight errors from wobbly templates and bumping models. If you're just moving one ship and then putting the others into perfect formation with it then you are cheating.
And then heaven forbid their opponent does the same, they fly literally straight at each other, and then have to figure out what to do when they meet in the middle overlapping.
What you do is you move the ships according to the rules and you see which one touches first. If you can't figure out then you determine it randomly, you don't declare that because you can't figure out if you're touching ship A or ship B you're touching both of them and get to deal damage to both.
Back to Epic. Let me try asking a different way. If I put a Sensor team and Gunnery Team on the CR-90(Fore), and an Engineering Team on the CR-90(Rear), But I have the Tantive IV Title card, what are my legal options for the extra Team slot? Or is the only upside to that extra slot that I can put all my teams in the more protected Fore and not lose the engineers when the Aft is crippled?
Oops. I missed the fact that you start with two teams slots on the front section and don't need to unlock another one to take all three. Yes, this does make that aspect of it rather pointless (other than protecting your third team better) until/unless future epic releases include additional teams.
Of course the title card is still very useful since you get that extra crew slot as well, and there are plenty of powerful crew options to put in it.
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Post by: KnuckleWolf
Okay I'd say the Epic part is settled then. ATM, the extra team slot is only a little less than useless. That's what I thought.
Back to the dumb bump. Peregrine, you can't honestly expect me to believe you, when you say that you must accept the wobbly model and/or wobbly templates excuse. That's sloppy maneuvering and you know it. If you start your models perfectly aligned and don't bump while keeping a formation going then I and everyone I know will ABSOLUTELY hold you to your original vectors and distances until you do bump and then we'll hold you to those. If you start your models flush with one of your deployment sides or edges or even just in the middle but on perfect parallels, every time you move until your first angle changing bump if you don't land on a 0, 90, or 45 degree difference, I will make sure to correct you. Even if you don't start on pure angles if you start at like 47 degrees off one of the axes, do a bank, then somehow end up parallel with out bumping anything, any player would be 100% justified in calling your foul.
In a competitive match I don't know anyone who would let you shimmy off a degree or two or a even a centimeter one way or the other. This scenario CAN happen just as I described, Just as FFG described, and that's why it got put in the FAQ. Come on, Jack. Quit trolling. This is a official rules thread man.
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Post by: lord_blackfang
Regarding the multiple collision, you could bump into one ship, his friend bumps into you, then on the next turn you try to move again and bump into both? Would probably require large bases all around but it could happen.
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Post by: Peregrine
KnuckleWolf wrote:Peregrine, you can't honestly expect me to believe you, when you say that you must accept the wobbly model and/or wobbly templates excuse.
You have to believe me, because it is indisputable truth. Players are obligated to move their ships as carefully as possible, but if that little bit of inaccuracy does creep in you are obligated to accept it. This is not just my invention, it's explicitly stated by FFG in the tournament rules:
Ships are sometimes moved accidentally or placed inexactly during the normal
course of the game. A small margin of error is allowed in the position and
orientation of ships in these situations so that the pace of the game is not
unnecessarily affected. Players should not abuse this margin of error, and
they must use the tools included with the game to be as accurate as possible.
If you start your models flush with one of your deployment sides or edges or even just in the middle but on perfect parallels, every time you move until your first angle changing bump if you don't land on a 0, 90, or 45 degree difference, I will make sure to correct you.
And I will make sure to ignore you because you are inventing your own rules. The fact that you didn't notice that a ship was slightly off before it was moved does not give you the right to realign it according to how you want it to be once the move is finished. You remind me of the TFG who didn't set up his initial formation with perfect alignment, bumped his ships, and spent the rest of the game whining and crying about how "it always works this way when I practice it" and therefore his ships could not have actually bumped and he should get his actions after putting them back into perfect formation.
This scenario CAN happen just as I described, Just as FFG described, and that's why it got put in the FAQ. Come on, Jack. Quit trolling. This is a official rules thread man.
No it can't. It is literally impossible to hit two ships at once, even the with absolute best precision measuring humans are capable of. Even if you are unable to tell which ship is hit first you will still hit one first, even if it is only by 0.0000001". Automatically Appended Next Post: lord_blackfang wrote:Regarding the multiple collision, you could bump into one ship, his friend bumps into you, then on the next turn you try to move again and bump into both? Would probably require large bases all around but it could happen.
Nope. Even in that situation one ship will be hit first, even if only by 0.000000000000000000000001".
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Post by: lord_blackfang
How do you decide which ship is hit first when you're already irrefutably in base contact with both before you move?
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Post by: KnuckleWolf
Peregrine is trolling us Lord_Blackfang. Ignore him. Go with FFG's ruling in the FAQ, and continue to fly casual.
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Post by: MrMoustaffa
Would you mind posting a link to what you're reading in the FAQ Knuckle? I can't find the entry you're mentioning. This isn't meant to be smart ass, I just can't find where you're quoting it from.
Also, I'm inclined to believe that no matter what, you can only ram one ship. The rules say to stop the moment you hit something, so technically you should always run into only one. Because while you may have perfectly lined your ships up, I highly doubt the other guy had the *perfect* angle 180* opposite to ram both.
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Post by: lord_blackfang
http://www.fantasyflightgames.com/ffg_content/x-wing/support/faq/X-Wing-FAQ.pdf
Page 8
Touching multiple ships
A ship can end its maneuver touching multiple ships. If a ship overlaps two ships, and its own base ends its maneuver touching both ships it has overlapped after moving backwards along the template, the overlapping ship is considered to be touching both overlapped ships, and both overlapped ships
are touching it.
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Post by: SkyD
I'd say with bumping ships its easy to say an X-wing/TIE, etc can only really bump one ship, small base to either small or big, but a Falcon/Slave 1 could easily smack into 2 ships that are for all appearances exactly the same distance apart. Its easier to just go with the rules stating multiple ships can bump than waste time arguing that only one of those ships is hit and trying to figure out minuscule amounts to agree which one is bumped. A big ship stops when it hits something, but that bigger base extends the bump-able surface.
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Post by: KnuckleWolf
Sure thing man. Pg 8 of this PDF, right side column.
Current FFG X-Wing FAQ
Edit: apparently there was more than one "First unread" haha...ninjad
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Post by: Matt1785
I have a quick question about Leebo for the YT-2400. Can he take this action and another action? I always get confused by 'Free action'. It seems to me that the word free, would mean that I would be able to Focus, and then do a boost with Leebo.. or else it just seems like a wasteful card since I'm taking an ill affect from it. I reviewed the FAQ to see if that card was on there, but I didn't find it, maybe there is a precedence already?
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Post by: Peregrine
Matt1785 wrote:I have a quick question about Leebo for the YT-2400. Can he take this action and another action? I always get confused by 'Free action'. It seems to me that the word free, would mean that I would be able to Focus, and then do a boost with Leebo.. or else it just seems like a wasteful card since I'm taking an ill affect from it. I reviewed the FAQ to see if that card was on there, but I didn't find it, maybe there is a precedence already?
Free action means that it doesn't use up your once-per-turn action that happens during the "perform action" step of a ship's activation. The reason the boost is a free action is that activating Leebo requires you to spend an action. Calling the boost a free action just clarifies that it doesn't cost a second action to perform the actual boost once you've spent the first one to use Leebo.
As for why you'd use Leebo, cheaper point cost and using up a crew slot instead of a modification slot.
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Post by: Matt1785
Another perhaps silly question that may be in the FAQ... but can you use Push the Limit AND Experimental Interface in the same turn? I was thinking of adding Daredevil to Tycho to make him a bit more sneaky with his stress... just not sure if you can do it... I mean then it gives Tycho 3 actions per phase at all times, including a hard 1 either way he wants... might not be too useful, although I was thinking of tossing some Proton Rockets on him.
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Post by: Peregrine
Matt1785 wrote:Another perhaps silly question that may be in the FAQ... but can you use Push the Limit AND Experimental Interface in the same turn?
Ask yourself this: why can't you use it? They both trigger when you perform an action, and both cause you to perform an action. So assuming there is nothing else preventing you from taking an action you are free to use both cards in the same turn. In fact, you can even use them both on a pilot other than Tycho if you're willing to take extra stress. You perform your first action, trigger PTL, perform the second action, trigger EI, perform the third action, receive the stress from EI, then return to the interrupted resolution of PTL and receive the second stress token.
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Post by: Matt1785
Ah, I thought that the stress token came right away meaning I'd have to stop actions. I didn't even think of that. Thanks.
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Post by: Nicorex
But doing a green maneuver will only rid you of a single stress correct?
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Post by: ScootyPuffJunior
Nicorex wrote:But doing a green maneuver will only rid you of a single stress correct?
Correct.
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Post by: Nicorex
I have another rules question.
Say I am using Dash Rendar in a 2400 with a HLC and the "Outrider" upgrade but I also add a "Gunner" as the crew member.
"Outrider" says ignore primary weapon and use cannon outside arc. "Gunner" says if you miss try again with primary weapon.
So do I use the HLC again, the basic primary weapon or do I get no extra shot at all because one upgrade says do not use and the other says use in this situation.
I am a tad confused.
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Post by: Anpu-adom
Nicorex,
This question is not covered in the current most FAQ, and I am somewhat surprised at my conclusion.
Errata to Gunner and Luke change the first line to
"After you perform an attack that does not hit you may immediately perform a primary weapon attack."
All those things seem to tell me that putting a Gunner or a Luke on your Outrider is not a good use of points... you will not be able to use their abilities to shoot again. Not with the HLC and not with a primary weapon either. Just don't do it... Gunner says to make a primary weapon attack if you miss, but you can't make primary weapon attacks with the Outrider. Or at least you can't until you get hit with Munitions Failure.
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Post by: Nicorex
I see your point Anpu-adom. I will just not use a gunner with that set up. Saves me 5 points.
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Post by: ScootyPuffJunior
Nicorex wrote:I see your point Anpu-adom. I will just not use a gunner with that set up. Saves me 5 points.
Correct, Gunner and the Outrider title do not work together and therefore a waste of five points (besides, Kyle Katarn or Recon Specialist are a better fit for Dash anyway! )
It isn't in the FAQ because situations like this are mentioned in the core rulebook:
BREAKING THE RULES:
Some abilities on cards conflict with the general rules. In case of a conflict, card text overrides the general rules. If one card ability forbids an effect, while another ability allows it, the effect is forbidden.
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Post by: Nicorex
Thanks for the clarification Scooty..
Now I have another one.
If I was using the Lando Pilot yt-1300 and I bumped another ship even thought i set the dial to a green maneuver. Would his ability still go off?
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Post by: Azreal13
Yes, because it simply says execute, not successfully execute, so, like the removal of a stress token, will trigger.
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Post by: Nicorex
Coolness!
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Post by: Nicorex
I have another one...
So Han Solo's pilot rule says he MUST reroll all the dice he can.
So say I get a hit and 2 focus, So I must reroll those 2 focus before I can spend my focus token to change them to hits?
I am just not sure what dice I MUST reroll.
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Post by: Azreal13
Only rerolled dice, not modified dice, cannot be rerolled. So if you spent the focus token to modify the dice, then used Han's ability, you'd have to reroll them.
Because Han's ability isn't an action and doesn't require an action to activate, it is best used in circumstances where you've either lost your action or spent it elsewhere. Generally speaking, most other rerolls (target lock, Predator etc) are more useful, but they of course need points or actions spent in order to be used.
Rule of thumb, modify dice after you've rerolled all you want/are able to.
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Post by: ScootyPuffJunior
Azreal13 wrote:Rule of thumb, modify dice after you've rerolled all you want/are able to.
Indeed.
Say you are at range 1 and you are rolling four dice. You roll {eye}, {blank}, {blank}, {blank}. You have a focus token and a target lock on the the defender. You choose to spend your target lock to reroll your blanks and you roll {crit}, {hit}, {blank}. You can now choose to your focus token to turn the {eye} into a {hit} and lose the token for defense, or gamble using Han's ability to reroll the {eye} result from the initial roll in the hopes of scoring a {crit} or {hit} without spending the focus token. You could also roll an {eye} and then use your focus token or roll blank... which is why it's a gamble and fits thematically with Han Solo.
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Post by: Nicorex
Okay if I am understanding you two...
I roll 3 die for Han's shot, I get a focus and two blank.
I choose to use his reroll so I must reroll all three. I can not save the eyeball (because I know I have a focus token) and then hope I either get hits, crits or eyeballs.
Have I got that right?
I am thinking of using him in a store tourney next week.
That's why I am trying to clarify so much these days.
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Post by: Azreal13
Yes, you have that right, only if you have physically picked up a dice and rolled it for a second time already is it excluded from his ability, any other effect that changes the result doesn't count.
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Post by: Nicorex
Ahh okay.. thanks
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Post by: streamdragon
Guys, I'm going insane trying to find this:
Where are the rules for the "Limited" keyword on upgrades written? I did a ctrl+f in the rule back and the FAQ PDFs, but couldn't find it.
I think I've been mixing up Limited and Unique, and thinking that the Outlaw Tech upgrade is one per fleet instead of one per ship.
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Post by: Anpu-adom
Limited is One Per Ship
Unique is One Per Fleet
Unique is described in the main rulebook. The rule you seek will be in one of the expansion rulebooks. I don't have my books along to look, but I'm guessing that it is in the Shuttle, Falcon, or Slave I rulebooks.
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Post by: ScootyPuffJunior
streamdragon wrote:Guys, I'm going insane trying to find this: Where are the rules for the "Limited" keyword on upgrades written? I did a ctrl+f in the rule back and the FAQ PDFs, but couldn't find it. I think I've been mixing up Limited and Unique, and thinking that the Outlaw Tech upgrade is one per fleet instead of one per ship.
Yes, you have it backwards Limited is described in the GR-75 rule book (the first ship to have "Limited" upgrade cards packaged with it) on page six: LIMITED UPGRADES Some of the Upgrade cards in this expansion pack are labeled "Limited." A ship cannot equip multiple copies of the same card if that card is labeled as "Limited." Unique is signified with the black bullet [ • ] in front of the card name, like this: • Han Solo
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Post by: streamdragon
ScootyPuffJunior wrote:Yes, you have it backwards Limited is described in the GR-75 rule book (the first ship to have "Limited" upgrade cards packaged with it)
That's what I was looking for, thanks. Explains why I couldn't find it in the rulebook or the FAQ, though you'd think that FFG would throw that into the main rule book at some point. At least the FAQ.
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Post by: ScootyPuffJunior
streamdragon wrote: ScootyPuffJunior wrote:Yes, you have it backwards Limited is described in the GR-75 rule book (the first ship to have "Limited" upgrade cards packaged with it)
That's what I was looking for, thanks. Explains why I couldn't find it in the rulebook or the FAQ, though you'd think that FFG would throw that into the main rule book at some point. At least the FAQ.
If indeed we are getting a new core set (and it certainly seems that way), it will probably be incorporated into the core rule book.
The FAQ is for clarifications and assumes you have access to all printed rules (" Limited" is also found on page four in the general Huge Ship Rules available on FFG's website).
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Post by: streamdragon
New question:
The Hound's Tooth title card lets you deploy the Nashtah Pup when the parent ship is destroyed. Nashtah Pup has a PS of * and no upgrade slots.
Let's say I take Bossk in a YV-666. I equip the Veteran Instincts EPT and the Hound's Tooth title card. Ordinarily, Bossk is PS7. He's PS9 with Veteran Instincts.
During the course of play, the YV-666 is destroyed and I deploy the Nashtah Pup.
What is Bossk's Pilot Skill now?
The Nashtah Pup ship card says that you retain the Pilot Skill and Pilot Ability of the friendly ship that equipped the Hound's Tooth title. As far as I can see, you don't discard upgrades on the original YV-666 pilot card, so should he be PS9? Or would the modification from the VI card no longer apply and he'd drop to PS7? I can't imagine you'd get any other EPT abilities on the Nashtah Pup (e.g.: Daredevil or Predator) and the Nashtah Pup doesn't specify that you do. Would VI carry through regardless, since it directly modifies the PS of the Bossk YV-666 pilot card?
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Post by: DanielBeaver
I think it would go back down to PS7, since there's no particular permission given to use the upgrade cards from the destroyed ship.
To throw a wrench it it: would the situation be any different if Bosk had received the Injured Pilot crit (which makes you ignore VI) prior to being destroyed and deploying the pup? What about if Bosk had received Damaged Cockpit (which lowers him to PS0)?
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Post by: streamdragon
DanielBeaver wrote:I think it would go back down to PS7, since there's no particular permission given to use the upgrade cards from the destroyed ship.
To throw a wrench it it: would the situation be any different if Bosk had received the Injured Pilot crit (which makes you ignore VI) prior to being destroyed and deploying the pup? What about if Bosk had received Damaged Cockpit (which lowers him to PS0)?
Funnily enough I checked into the rules for Destroying a Ship (main rule book page 16) and it specifically calls out that you discard all the damage cards on the destroyed ship and remove the figure from the play area. It says nothing about discarding equipped upgrades or anything like that.
So the Injured Pilot Critical Hit card would be discarded either way.
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Post by: statu
I would guess you carry nothing across from the YV-666, other than the pilot skill and pilot ability, so Bossk would lose VI when the pup is deployed. I'm basing that entirely off there being no slots for any upgrades on the pup card
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Post by: streamdragon
statu wrote:I would guess you carry nothing across from the YV-666, other than the pilot skill and pilot ability, so Bossk would lose VI when the pup is deployed. I'm basing that entirely off there being no slots for any upgrades on the pup card
This was my thought as well, but the more I read it the more I become convinced it's 9.
The Pup doesn't require any upgrade slots. The card says you have the Pilot Skill of the friendly ship equipped with the Hound's Tooth title card.
That would be the Bossk YV-666 card. What is the pilot skill of that card? 7, or 9? 7 normally, but with VI it goes up to 9. Does the upgrade on the Bossk card still count? I guess is what it comes down to.
Where do you submit questions to FF, anyway?
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Post by: statu
streamdragon wrote: statu wrote:I would guess you carry nothing across from the YV-666, other than the pilot skill and pilot ability, so Bossk would lose VI when the pup is deployed. I'm basing that entirely off there being no slots for any upgrades on the pup card
This was my thought as well, but the more I read it the more I become convinced it's 9.
The Pup doesn't require any upgrade slots. The card says you have the Pilot Skill of the friendly ship equipped with the Hound's Tooth title card.
That would be the Bossk YV-666 card. What is the pilot skill of that card? 7, or 9? 7 normally, but with VI it goes up to 9. Does the upgrade on the Bossk card still count? I guess is what it comes down to.
Where do you submit questions to FF, anyway?
You could argue if it is nine, that all EPTs should carry over. Is there any limitations to the hounds tooth title that mean the lower PS YV-666 cards can't take it?
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Post by: streamdragon
There are no limitations on pilots for the Hound's Tooth title, but Bossk is the only YV pilot with an EPT slot.
As for other EPTs, it's a pretty clear reason why they wouldn't carry over: the Nashtah Pup card doesn't specify they do. The only reason that VI is the issue it is, is because of its effect: raising the PS of the Pilot. The PS of the pilot DOES specifically get called out as carrying over to the Pup.
What is Bossk's PS? 7
What is Bossk's PS with VI? 9
The YV-666 pilot card doesn't lose the VI card when the ship is destroyed; that's pretty clear under the "Destroy a Ship" rules. The only cards removed are the damage cards. So does VI still alter the PS after the YV is removed from play? It's still equipped to the Pilot card, after all.
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Post by: Anpu-adom
This does need a FAQ and FFG knows about it since this question has been all over their forums (The best way of asking FFG anything is to be on their forums).
I can see the argument both ways, but like DanielBeaver said, you don't have explicit permission to move the upgrade card. Think of the upgrade card setting the pilots Pilot Skill at the beginning of each Activation and Combat phases, and the Pilot Skill reverting to the printed one at the end of each Cleanup step... you'll get close to the right interpretation.
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Post by: ScootyPuffJunior
Nashtah Pup will be PS 7 if Bossk is the pilot.
Upgrade cards do not transfer from the Hound's Tooth to the Nashtah Pup.
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Post by: streamdragon
ScootyPuffJunior wrote:Nashtah Pup will be PS 7 if Bossk is the pilot.
Upgrade cards do not transfer from the Hound's Tooth to the Nashtah Pup.
My symantec argument seems to be unclear:
1. When I start the game, I purchase Bossk, the Hound's Tooth title and Veteran Instincts. Bossk's Pilot card is now PS9.
2. When the YV-666 dies, the Nashtah Pup deploys. Nashtah Pup's pilot skill is equal to that of the friendly ship equipped with the Hound's Tooth title.
-a. What is the ship with the Hound's Tooth title? Bossk's YV-666 is.
-b. What is the pilot skill of Bossk's YV-666? 9
Ergo, the PS for the Nashtah Pup should be 9. It's not about transferring the EPT or any other upgrade card. In fact, you need VI to stay right where it is on Bossk's YV-666 pilot card.
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Post by: ScootyPuffJunior
streamdragon wrote: ScootyPuffJunior wrote:Nashtah Pup will be PS 7 if Bossk is the pilot.
Upgrade cards do not transfer from the Hound's Tooth to the Nashtah Pup.
My symantec argument seems to be unclear:
1. When I start the game, I purchase Bossk, the Hound's Tooth title and Veteran Instincts. Bossk's Pilot card is now PS9.
2. When the YV-666 dies, the Nashtah Pup deploys. Nashtah Pup's pilot skill is equal to that of the friendly ship equipped with the Hound's Tooth title.
-a. What is the ship with the Hound's Tooth title? Bossk's YV-666 is.
-b. What is the pilot skill of Bossk's YV-666? 9
Ergo, the PS for the Nashtah Pup should be 9. It's not about transferring the EPT or any other upgrade card. In fact, you need VI to stay right where it is on Bossk's YV-666 pilot card.
The ship and all upgrade cards on the YV-666 are no longer in play when the ship is destroyed.
The wording on the Nashtah Pup pilot card says: You have the pilot skill and pilot ability of the friendly destroyed ship equipped with the Hound's Tooth Upgrade card.
It does not say: You have the pilot skill and pilot ability of the friendly destroyed ship equipped with the Hound's Tooth Upgrade card, along with all other upgrade cards.
If you are running Bossk with the Hound's Tooth Upgrade card, your printed pilot skill is 7. The +2 PS is given via an Elite Talent upgrade card and that card is no longer in play when the ship is destroyed and removed from the table.
It is similar to not being able to use the IG-2000 title card to grant you the pilot ability of a pilot that has been removed from the game.
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Post by: streamdragon
ScootyPuffJunior wrote:The ship and all upgrade cards on the YV-666 are no longer in play when the ship is destroyed.
The wording on the Nashtah Pup pilot card says: You have the pilot skill and pilot ability of the friendly destroyed ship equipped with the Hound's Tooth Upgrade card.
It does not say: You have the pilot skill and pilot ability of the friendly destroyed ship equipped with the Hound's Tooth Upgrade card, along with all other upgrade cards.
If you are running Bossk with the Hound's Tooth Upgrade card, your printed pilot skill is 7. The +2 PS is given via an Elite Talent upgrade card and that card is no longer in play when the ship is destroyed and removed from the table.
It is similar to not being able to use the IG-2000 title card to grant you the pilot ability of a pilot that has been removed from the game.
The first part is blatantly untrue. When a ship is destroyed you are specifically told what to do:
X-Wing core rulebook, page 16
When the number of Damage cards dealt to a ship is equal to or greater than its hull value, the ship is immediately destroyed (faceup and facedown cards count toward this total). Immediately remove the destroyed ship from the play area, discard all of its Damage cards to a faceup discard pile next to the Damage deck, and return all of its tokens to their respective supplies.
At no point does it say "remove the Pilot card from the play area". Indeed, the Nashtah Pup card wouldn't work at all if you did so, as then there would be no "friendly destroyed ship equipped with the Hound's Tooth upgrade card". In fact, by the text on the Nashtah Pup card we are deliberately told that the ship card is still in play and that there are still upgrade cards on it. Again, the Hound's Tooth wouldn't work at all if discarded everything from the ship when its parent ship is destroyed. If you remove upgrade cards from Bossk's ship then suddenly there is no "friendly destroyed ship equipped with the Hound's Tooth upgrade card" for you to reference for Pilot Skill at all.
IF we accept that Bossk's ship card is still in play with the Hound's Tooth attached, and we have to for the Title to be usable at all, then we have to accept that other upgrade cards remain because we are never told to discard them. If Veteran Instincts is still in play, then Bossk's YV-666 ship card is still PS9. If Bossk's YV-666 ship card is still PS9, then the Nashtah Pup would be PS9 as well.
At no point are you told to remove the cards. Ordinarily, they would be unimportant because the ship is dead.
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Post by: ScootyPuffJunior
Actually, it is not. At no point does it say "remove the Pilot card from the play area".
You're right, but you made that part up. I said "no longer in play," which means that the cards and ship no longer affect the game. Just like in Armada when the ship Admiral Motti is equipped on is destroyed. His effect on the other ships is lost. Indeed, the Nashtah Pup card wouldn't work at all if you did so, as then there would be no "friendly destroyed ship equipped with the Hound's Tooth upgrade card". In fact, by the text on the Nashtah Pup card we are deliberately told that the ship card is still in play and that there are still upgrade cards on it. Again, the Hound's Tooth wouldn't work at all if discarded everything from the ship when its parent ship is destroyed. If you remove upgrade cards from Bossk's ship then suddenly there is no "friendly destroyed ship equipped with the Hound's Tooth upgrade card" for you to reference for Pilot Skill at all.
Again, the card makes no mention of any other upgrade card equipped to the ship other than the Hound's Tooth title. The card tells you that to use the pilot skill and ability of the ship with the Hound's Tooth title. These are the only two cards you look at when determining what the outcome will be: The +2 pilot skill is granted by an EPT upgrade card and nothing on the Nashtah Pup pilot card suggests that you take that into consideration. The only thing that carries over is ability and pilot skill on the pilot card. IF we accept that Bossk's ship card is still in play with the Hound's Tooth attached, and we have to for the Title to be usable at all, then we have to accept that other upgrade cards remain because we are never told to discard them. If Veteran Instincts is still in play, then Bossk's YV-666 ship card is still PS9. If Bossk's YV-666 ship card is still PS9, then the Nashtah Pup would be PS9 as well.
Nope. Again, you're making up this "discard the ship cards" thing again. The title states, "After you are destroyed but before you are removed from the play area." The Hound's Tooth card kicks in when the ship is destroyed (it has damage cards equal to or greater than it's hull value). At this point, the ship and it's cards are no longer in play and cannot affect the game. In resolving that status, you trigger the title card. You then deploy the Nashtah Pup Pilot using method in the supplied rule book. After the Pup is deployed, the YV-666 is removed from the game. On top of all of that, the Nashtah Pup Pilot card looks like this: Notice the lack of upgrade slots? Nothing transfers from the YV-666 to the Nashtah Pup. Since the +2 PS is granted from a EPT upgrade card, it will not transfer. At no point are you told to remove the cards. Ordinarily, they would be unimportant because the ship is dead.
No one said remove the cards, they just don't count for anything. Just like with the IG-2000 title. Sorry, dude... it just doesn't work the way you want it to.
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Post by: ScootyPuffJunior
If it still wasn't clear, this came through from a member on the German FFG forum:
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Post by: Mathieu Raymond
Ok, really stupid question because I think FFG is smart enough to have made a different icon specifically for this... the S&V ships that can equip an astromech cannot equip a Rebel astromech, and vice versa, right?
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Post by: Crazy_Carnifex
Right.
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Post by: streamdragon
Mathieu Raymond wrote:Ok, really stupid question because I think FFG is smart enough to have made a different icon specifically for this... the S&V ships that can equip an astromech cannot equip a Rebel astromech, and vice versa, right?
Correct. Scum ships get Salvaged Astromechs, which is a different category from just Astromechs.
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Post by: Nicorex
I am in need of some clarification.
So I have been flying my "Elite Mini Swarm" list.
It consists of..
Canor with VI,
Tur with VI,
Howlrunner with EU and Expert handling,
Mauler with EU and Expert handling,
One of my opponents yesterday had a dispute with how I was flying Howl and Mauler.
As I read the card for Expert Handling, it is an action but it gives you a free action to preform a barrel roll and shake off a target lock. To me that says I get to preform a barrel roll and can still preform another action since it says I get a "FREE" barrel roll action.
My opponent said no and since it uses up your action. Since it is just a friendly tourney I did not press the argument.
I would still like to know who is correct.
Since I want to fly legally (I do not like to cheat).
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Post by: Turnip Jedi
Your oppenent is correct, your Action was to use Expert Handling, this enables you to barrel roll and discard a Target Lock, the reason it says FREE is otherwise you would not be able to roll having used up your action previously with Expert Handling
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Post by: Nicorex
But "Expert Handling" gives you a FREE barrel roll and removal of target lock after the barrel roll is complete. So if I used my one action for the turn to do the barrel roll then it was not FREE.
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Post by: Azreal13
Yes, it gives you a FREE barrel roll because if it wasn't free it wouldn't be legal for you to take it as you'd already used your action that turn to activate expert handling.
You see the "Action" in bold? That is the cost of activating the card. Therefore your action is Expert Handling, and one of the elements of the action "Expert Handling" is a free barrel roll.
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Post by: Nicorex
I see your point.
Here is the trouble.
This is the actual card I have.
See how, unlike your pic, my card say's preform a "FREE" barrel roll.
Yes it does say it is an action card. So how I read it. I get to do a free barrel roll and remove a target lock during the action phase. Then I get to spend my normal action point on something else since the barrel roll was free.
Why else would I spend points to buy a card that allows me to preform a barrel roll on a ship that already gets a barrel roll? Or am I spending two points to remove a target lock? Then why bother with the barrel roll part of the card and just make "EH" remove one target lock.
For some reason they put free on the card. Even the FAQ says to add the word free to the card.
Here is FFG's clarification on the card.
" A ship can only perform the same action once per
round. A ship equipped with Expert Handling cannot
perform a barrel roll and use the Expert Handling
action in the same round."
To me that says I get to do EH and preform another action.
I am not trying to sound whiny or anything. This is seriously how I interpret all this information.
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Post by: Turnip Jedi
Nope, the action you have taken is 'Expert Handling', the clarification is for if you somehow acquired another action (ie Squad Leader or Lando) to remind you that you could not use that action to either use Expert Handling again nor Roll as you've already performed both those actions this turn.
Note, all that FREE really means is that is does not count against your usual one action per turn
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Post by: Azreal13
Nicorex wrote:I roll and
Why else would I spend points to buy a card that allows me to preform a barrel roll on a ship that already gets a barrel roll? Or am I spending two points to remove a target lock?
Never fancied being able to barrel roll the Falcon?
It allows you to barrel roll any ship in the game (assuming the pilot has an EPT) regardless of icons on the action bar, and the removal of the target lock is becoming increasingly important as more cards are coming out that convey benefits for having one. It's perhaps isn't a common card just now, but it's stock is on the rise IMO.
As for the free action bit, the pic I used was just of an older copy, the version you have is from a newer print run, but you're not understanding free actions and you were playing it wrong, sorry. Automatically Appended Next Post: Put it another way, if the card just read "Action: Remove 1 enemy target lock from your ship" you wouldn't feel entitled to another action, would you?
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Post by: ScootyPuffJunior
The addition of the "free" text is FFG's way of allowing ships to perform actions they might not have access to via their action bar or to allow you to circumvent the "one action per activation rule." It is the same as BB-8, which allows you to perform a free barrel roll when you reveal a green maneuver, both before your normal time to perform actions and on ships that cannot normally perform a barrel roll.
As far as Expert Handling is concerned, the free part of the card has nothing to do paying the "cost" of activating the card. Since the card has the Action header, you have to spend your action to perform the card. The way this works is you declare Expert Handling as your action and then resolve the card text, performing a free barrel roll (that does not violate the "one action per activation" rule) and removing a target lock, and then receiving a stress token if applicable. You have now used your one action available during your activation, it was just multiple things nestled into one action.
However, you could use Experimental Interface with Expert Handling because it triggers like Push the Limit, except it allows you to use an upgrade card with the Action header instead of being limited to actions on your action bar.
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Post by: Anpu-adom
Just wanted to make sure that I was reading things right on the Twin Laser Turret...
It doesn't say that I have to target the same ship with both attacks. For instance, I can target a TIE with only 1 hull left and destroy it on my first attack. I could then attack another ship with the second attack.
Right?
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Post by: Turnip Jedi
I'm fairly sure both shots have to go against the same ship as its worded 'perform this attack twice against a ship' , it's not exactly rock solid wording but I think that the intention, hopefully someone with better grasp of rules explaining will clarify
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Post by: Azreal13
Actually, I think I disagree.
The first step of the "Perform Attack" macro is "declare target," so as there's nothing that contradicts performing the whole "Perform Attack" sequence in its entirety, one can declare another target the second time.
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Post by: larva_uk
The wording "perform this attack twice" is the same as on the Cluster Missiles card which is in the FAQ as specifically attacking the same target twice. Cards that can attack a different target second time around have different wording (such as Gunner's "after you perform an attack that does not hit you may immediately perform a primary weapon attack") that indicate the second attack is an entirely separate attack.
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Post by: Anpu-adom
I can see it both ways, but Larva_uk makes a compelling case.
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Post by: Azreal13
I suppose one could argue that you're not performing an attack twice if you're targeting a different ship the second time, in that case you're performing two attacks rather than one attack twice...
Given the precedent it is probably better to play it like Cluster Missiles and if it emerges the other way then it's a bonus.
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Post by: ScootyPuffJunior
Azreal13 wrote:I suppose one could argue that you're not performing an attack twice if you're targeting a different ship the second time, in that case you're performing two attacks rather than one attack twice...
Yes, both attacks happen under the ATTACK: header, meaning that one single attack against your target consists of two separate attack rolls, just like Cluster Missile.
Given the precedent it is probably better to play it like Cluster Missiles and if it emerges the other way then it's a bonus.
It's already been decided:
Twin Laser Turret
Twin Laser Turret is treated as two separate attacks against the same target. During the second attack, the “Declare Defender and Weapon” step is skipped.
Page 13 of the FAQ.
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Post by: Anpu-adom
Wow... Sept. 29th FAQ date.
That is three FAQ's published in the month of September. GW... please take note!
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Post by: Mathieu Raymond
Why would they? GW are a model company
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Post by: Mathieu Raymond
For some reason, the search function doesn't seem to work today.
So, I just want to see if I read this wrong. Stealth Device is deactivated once you are hit. Lt Blount is considered as having hit his opponent even if he doesn't inflict damage... so...
I imagine he'll go down pretty fast once the shenanigan is up, but still, it's 17 points that can also do something else.
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Post by: ScootyPuffJunior
Yes, any attack from Blount will cause Stealth Device to drop. It's also why he is commonly equipped with Ion Pulse Missiles.
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Post by: Mathieu Raymond
Nice potential double use out of him indeed.
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Post by: Mathieu Raymond
I just witnessed a battle report on youtube where the rebel player used 4 TLT y-wings. In it, the Imperial player only rolled once for his evade, not against both attacks, in some instances. The reasoning was never clearly given. For instance, his phantoms rolled twice, but the shuttle only ever rolled once.
Wha.....?
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Post by: Anpu-adom
Someone was messing up. You do get to roll your defense dice against all attacks from a TLT equipped ship.
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Post by: ScootyPuffJunior
Mathieu Raymond wrote:I just witnessed a battle report on youtube where the rebel player used 4 TLT y-wings. In it, the Imperial player only rolled once for his evade, not against both attacks, in some instances. The reasoning was never clearly given. For instance, his phantoms rolled twice, but the shuttle only ever rolled once.
Wha.....?
Anpu-adom wrote:Someone was messing up. You do get to roll your defense dice against all attacks from a TLT equipped ship.
Indeed. However, I think there was more in play in this instance.
I have not seen the video in question, but I'm willing to bet dollars to donuts that yhey skipped the second roll because the attacker rolled at least two hits, making the one dice agility roll for the shuttle useless (the attack was going to hit no matter what). Now, according the the letter of the rules, both attacker and defender roll their dice no matter what the outcome of the former is. However, in practice often times a defensive roll will be skipped if the outcome of the dice don't matter.
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Post by: Anpu-adom
Good point.
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Post by: Mathieu Raymond
So editing rather than bad rules?
They made a second video of X-Wing (it's the all miniatures great and small channel, I think) and they mess up and misuse so many of the rules such as SLAM and Poe with BB-8... it's driving me nuts.
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Post by: Crazy_Carnifex
Mathieu Raymond wrote:So editing rather than bad rules?
They made a second video of X-Wing (it's the all miniatures great and small channel, I think) and they mess up and misuse so many of the rules such as SLAM and Poe with BB-8... it's driving me nuts.
Not even editing. Lots of players don't bother rolling against guaranteed hits from a TLT.
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Post by: TheWaspinator
Yeah, the TLT is kind of weird since you can easily have situations where the defender's die roll doesn't matter.
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Post by: ScootyPuffJunior
No, I don't think so. If it's this video you're talking about, they say why there is no defensive roll at about the 8:30 mark. With the way TLT works, if a hit goes through, all dice are canceled and the defender receives one damage. Since TLT rolls three attack dice compared to the shuttle's one agility, if two or more attack dice roll hits the shuttle's defensive roll doesn't matter as the attack is guaranteed to hit, triggering the card effect.
By the letter of the rules, all attack and defense dice should be rolled no matter what (even if the attacker rolls all blanks). In practice, most people forgo this because it's useless to roll dice that don't effect the game.
They made a second video of X-Wing (it's the all miniatures great and small channel, I think) and they mess up and misuse so many of the rules such as SLAM and Poe with BB-8... it's driving me nuts.
Yeah, they butchered just about every rule in that game. The shakey cam filming didn't help either.
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Post by: DanielBeaver
Does Stay On Target play nice with BB-8?
Stay On Target (the corrected FAQ version):
When you reveal a maneuver, you may rotate your dial to another maneuver with the same speed.
Treat your maneuver as a red maneuver.
BB-8:
When you reveal a green maneuver, you may perform a free barrel roll action.
My concern is that SoT makes the maneuver Red, which would preclude me from using BB-8. However, my understanding is that, since the timing of the two cards is exactly the same (when I reveal the maneuver), I can choose which order to invoke the cards, which would make it legal to do:
I reveal a Green Left 1 Bank
Then use BB-8 to barrel roll
Then use SoT to rotate the dial to the Right 1 Bank (which counts as a Red maneuver, granting stress as normal).
Anything I'm overlooking? I'm pretty sure I'm right about being able to choose which order to use card/pilot abilities, as long as I'm the controlling player for all of them.
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Post by: ScootyPuffJunior
DanielBeaver wrote:Anything I'm overlooking? I'm pretty sure I'm right about being able to choose which order to use card/pilot abilities, as long as I'm the controlling player for all of them.
Yep, it works for the reason think it does.
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Post by: AlienEarth
probably is a stupid question: i'm a noob, srry.
when an ability says "while attacking or defending", like Poe, means every time in a turn poe attacks or defends or just one time a turn?
sorry for bad english :-(
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Post by: Peregrine
AlienEarth wrote:probably is a stupid question: i'm a noob, srry.
when an ability says "while attacking or defending", like Poe, means every time in a turn poe attacks or defends or just one time a turn?
sorry for bad english :-(
"When attacking or defending" means just that: any time you are attacking or defending. Poe's ability will trigger once each time this happens. Abilities that are limited to once per turn will always explicitly say so.
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Post by: Da Kommizzar
Since the rules state that you can use any paintjob of a model as long as it is the same model no matter the Pilot driving. How does this interact with Tie F/O?
Do Tie F/O count as an alternate paint scheme, thus I could use them as academy pilots if I so desire? The models are not 100% the same in sculpt, the little crosses on their wings being thinner on the old ships, so does that prevent it? If I painted the Tie F/O to fit Imperial colours, does that allow it?
I feel this is not an easy answer because they are so similar unlike the different models of X-Wing.
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Post by: Anpu-adom
The TIE/ FO doesn't count as an alternate paint scheme... the ship type is different. Similarly, the TIE Advanced and TIE Advanced Prototype are different ships... you cannot equip Advanced Targeting Computer on the Inquisitor, as a result. All 4 ships are TIE's however, and can benefit from Twin Ion Engine MkII. It's all on the ship line...
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Post by: streamdragon
Da Kommizzar wrote:Since the rules state that you can use any paintjob of a model as long as it is the same model no matter the Pilot driving.
I think that's more to allow Scum pilots to use their Rebel Y-Wings, Z-95s and HWKs with Scum pilots.
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Post by: Peregrine
Da Kommizzar wrote:Do Tie F/O count as an alternate paint scheme, thus I could use them as academy pilots if I so desire? The models are not 100% the same in sculpt, the little crosses on their wings being thinner on the old ships, so does that prevent it?
There are other differences too, if you look carefully. And yes, RAW it prevents you from using TIE/ fo models and basic TIE fighters interchangeably. In casual games most people probably won't care, but if you're taking them to a tournament you need the correct model.
If I painted the Tie F/O to fit Imperial colours, does that allow it?
No. You will just have a repainted TIE/ fo. It would be no different from painting your TIE/ fo bright pink. Like all repainted models it still counts as whatever the model is, regardless of what paint you have put on top of it.
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Post by: DanielBeaver
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Post by: Anpu-adom
Modifications affect the ship... not only half of it. No, you can not have two modifications on the same Huge Ship (unless something comes to change that). So yes, you can have 3 missile or torpedoes on a Raider... and they don't require energy to fire. Ordnance Experts would modify all secondary missile or torpedo attacks from the Raider that it is on (OMG! How did I miss that the first time through?!?!) Vader will also work on each attack, provided that you are willing to suffer the damage.
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Post by: DanielBeaver
Yet Another X-Wing Miniatures Squad Builder is doing it per-card, so that you can take two upgrades, but they only work on one side (e..g, for ordnance tubes). That might just be a limitation of their implementation. The huge ship rules don't have a lot to say about it, which makes me think your interpretation (just one mod, applies to whole ship) is the correct one. I'm going to an Epic tournament at the Fantasy Flight Game Center on Sunday, so I just wanted to get everything clarified.
Anpu-adom wrote:Ordnance Experts would modify all secondary missile or torpedo attacks from the Raider that it is on (OMG! How did I miss that the first time through?!?!)
Yep, helps mitigate the lack of focus tokens. On a 4 dice attack like a Homing Missile, it's basically equivalent to a persistent focus token.
(Ordnance Experts was bad example to use, since it would clearly affect both halfs. Gunnery Team would have been a better example).
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Post by: Peregrine
Anpu-adom wrote:Ordnance Experts would modify all secondary missile or torpedo attacks from the Raider that it is on
No. Ordnance experts specifically say "once per round". You have the potential to choose any of the raider's missile or torpedo shots to modify, regardless of which section they come from, but only one of them can use it.
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Post by: Anpu-adom
Peregrine wrote: Anpu-adom wrote:Ordnance Experts would modify all secondary missile or torpedo attacks from the Raider that it is on
No. Ordnance experts specifically say "once per round". You have the potential to choose any of the raider's missile or torpedo shots to modify, regardless of which section they come from, but only one of them can use it.
*tips hat* If you had a pair of Assault Carriers with Ordnance Experts at range 1-3 of your Imperial Raider...
You'd have an overly expensive, crummy list.
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Post by: Dave-c
Does a proton bomb ignore shields?
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Post by: ScootyPuffJunior
Yes.
Proton Bombs deal one faceup damage card to each ship at range 1. Being dealt a damage card is not the same as suffering damage.
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Post by: bocatt
Youngster and generic TIE Fighter with Experimental Interface:
Friendly TIE fighters at Range 1-3 may perform the action on your equipped Elite Talent Upgrade card.
Once per round, after you perform an action, you may perform 1 free action from an equipped Upgrade card with the "Action:" header. Then receive 1 stress token
Experimental Interface specifically cites "An equipped Upgrade card" and Youngster says that TIE fighters "may perform the action on your equipped Elite Talent Upgrade Card"
So do TIE fighters treat the upgrade card as having that "action" on their Action bar? Or still as an Upgrade card that is, for all intents and purposes, equipped to them?
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Post by: ScootyPuffJunior
bocatt wrote:So do TIE fighters treat the upgrade card as having that "action" on their Action bar? Or still as an Upgrade card that is, for all intents and purposes, equipped to them?
I would say no, those upgrade cards are not equipped to the TIE fighter with Experimental Interface; Youngster just allows other TIEs to use his equipped card.
Now, as far as I know there has not been an official ruling on this but I'm sure there will be and the answer will be no.
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Post by: Anpu-adom
I agree with ScootyPuff on that one.
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Post by: streamdragon
Question on Bossk's crew card:
If my ship is already stressed, do I still get the Focus/ TL from Bossk? It seems like I should, as they are separate sentences? Am I reading what I want to see, rather than what it actually says?
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Post by: Anpu-adom
If you are already stressed when Bossk activates, then you don't get another stress token. You do get a focus and Target lock. As you said... separate sentences.
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Post by: statu
As it says then wouldn't you need to receive the stress to be able to get the focus and target lock?
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Post by: ScootyPuffJunior
statu wrote:As it says then wouldn't you need to receive the stress to be able to get the focus and target lock?
No.
Do what the card says which is recieve a stress token if you don't have one, then assign a focus token and acquire a target lock on the defender. Nothing written on the card requires you to take a stress token to complete the effect, it just forces you to take one if you don't have one already.
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Post by: streamdragon
Anpu-adom wrote:If you are already stressed when Bossk activates, then you don't get another stress token. You do get a focus and Target lock. As you said... separate sentences.
ScootyPuffJunior wrote:Do what the card says which is recieve a stress token if you don't have one, then assign a focus token and acquire a target lock on the defender. Nothing written on the card requires you to take a stress token to complete the effect, it just forces you to take one if you don't have one already.
Cool, I was reading that right. PTL + Bossk on 4-Lom isn't wasting one card all the time.
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Post by: Anpu-adom
But why wouldn't you pair Bossk with gunner?
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Post by: bocatt
Because that is an illegal build. The G-1A starfighter has 1 crew slot. It's rather obvious Bossk and Gunner were meant to be taken together on a YV-666 but that does not preclude Bossk's use on other ships with one Crew slot.
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Post by: Anpu-adom
Yes, it wouldn't work on the G-1A, but the effects of Bossk and Gunner on a YV-666 is stronger, I feel, than Bossk and 4-Lom. But, that is a discussion for another thread... feel free to make one, and I'll join in.
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Post by: AlienEarth
hi guys!
I have a rapid question, i'd look in the faq but...
if Wampa cancels 2 or more Crit damages, he deals 2 or more damage cards or just one?
He's strong with targ comp, isn'he?
maybe with youngster w/marksmanship??
thank you!
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Post by: ScootyPuffJunior
Do what the card tells you to do, not what it doesn't tell you to do (or what you want it to do).
Wampa's card text says this:
When attacking, you may cancel all dice results. If you cancel a critical result, deal 1 facedown Damage card to the defender.
If you decide to cancel your dice and there is a critical result, you deal a facedown damage card. It doesn't say "For each critical result..." so no matter how critical results you cancel, you can only deal one damage card.
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Post by: House Griffith
ScootyPuffJunior wrote:Do what the card tells you to do, not what it doesn't tell you to do (or what you want it to do).
Wampa's card text says this:
When attacking, you may cancel all dice results. If you cancel a critical result, deal 1 facedown Damage card to the defender.
If you decide to cancel your dice and there is a critical result, you deal a facedown damage card. It doesn't say "For each critical result..." so no matter how critical results you cancel, you can only deal one damage card.
To add on:
Not sure if this has been covered already, but someone in the Xwing TMG reddit forum emailed FFG about WHEN you cancel your dice, and were told that it occurs during the "compare results" step. This is awesome, because it means you can attack and see if the opponent evades before you cancel a crit for damage.
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Post by: Turnip Jedi
Just checking I've got this right in my head, fairly sure its right but not 100%
Twin Laser Turret and Tactician, in arc, at range 2 equals 2 stress tokens as Tact triggers on 'after an attack'
and
Twin Laser Turret and R3-A2, in arc, at range 2 is only 1 stress token as per the FAQ you only declare target once with TLT, which is when stressbot triggers
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Post by: ScootyPuffJunior
Yes.
Tactician triggers twice and R3-A2 triggers once with TLT.
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Post by: Anpu-adom
And R3-A2 must be declared when the target is declared... cannot be used after you see what damage is being done.
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Post by: Mathieu Raymond
The stress is almost as sweet as the damage, so I'd say that's not a big drawback. Automatically Appended Next Post: I'd a stupid question, and I always try to find the answer in the booklet but never seem to...
When can you and can't you check arcs?
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Post by: Azreal13
I think, but it's off the top of my head so may be wrong, you only check when you've declared an attack, at the same step you check range etc.. but you are free to declare an alternate target should the original one be found to be ineligible.
This could be out of date or just plain wrong though.
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Post by: ScootyPuffJunior
Azreal13 wrote:I think, but it's off the top of my head so may be wrong, you only check when you've declared an attack, at the same step you check range etc.. but you are free to declare an alternate target should the original one be found to be ineligible.
This could be out of date or just plain wrong though.
You're pretty much right:
Declare Target: The attacker may measure range to any number of enemy ships and check which enemy ships are inside his firing arc. Then the attacker chooses one of his weapons to attack with. Then he chooses one enemy ship to be the target and pays any costs required for the attack.
You get to measure whatever you want, then you pick a weapon, then you pick a ship, and then you roll your dice (if you can meet the condition of your chosen attack).
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Post by: Dave-c
Ok so I'm using a twin laser turret that is range 2-3. Part of the enemy ship is in range 1 part is in range 2. Am I able to shoot at him?
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Post by: Anpu-adom
From the Learn to Play guide: Range: Range is the distance between the attacker and target ship as measured with the range ruler. To measure range for an attack, place the Range 1 end of the ruler so that it touches the part of the attacker’s base that is closest to the target ship. Then point the ruler toward the closest part of the target ship’s base that is inside the attacker’s firing arc. The lowest section (1, 2, or 3) of the ruler that overlaps the target ship’s base is the range between the ships. The target ship is within range if it is at Range 1–3. In the advanced game, the attacker or defender can gain a bonus.
From Section 3 of the FAQ: “At” vs. “Within” “At” means the closest part of the target’s base touches that range section. For example, when attacking a ship whose base touches both Range 2 and Range 3, that ship is at Range 2. “Within” means wholly within. For example, normal tournament deployment is “within Range 1 of the table edge.” You always use the lowest range when shooting. So if the nearest part of the opponents base is at Range 1, you can't target that ship with a TLT or HLC. Automatically Appended Next Post: Azreal13 wrote:I think, but it's off the top of my head so may be wrong, you only check when you've declared an attack, at the same step you check range etc.. but you are free to declare an alternate target should the original one be found to be ineligible.
This could be out of date or just plain wrong though.
You can also check range when you are taking the target lock action... Or learn the rule of 11.
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Post by: Mathieu Raymond
I was thinking more of shenanigans to get outside of arcs, regarding boosts and barrel rolls.
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Post by: Azreal13
No, for that you need to have your eye in.
If I can give any advice to help with that, be sure to stand up if you're playing seated, that change in altitude (which at 6'5" can be quite a swing in my case) can really distort what looks like it's in arc or range. Been caught like that on more than one occasion.
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Post by: Mathieu Raymond
Don't I know it. Although I stand a mere 5' 7'' and a half (very important half), parallax has sometimes stolen me a range 1 shot by a few millimeters.
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Post by: Apostasus
I have an Autothrusters question based off some strange wording in the most recent FAQ (that seems to contradict the way I've seen AT played & interpreted)
Autothrusters does not trigger if the ship equipped
with Autothrusters is inside the attacker’s primary or
auxiliary firing arc at Range 1–2.
If a ship with a turret weapon attacks a ship equipped
with Autothrusters, first measure closest point to
closest point to determine range, then use the printed
firing arc on the attacker to determine whether the
defender is in the attacker’s firing arc
(Emphasis in the original)
To me this could be read to say that AT never triggers if the defender is in the primary arc at any range, and only triggers vs turrets/auxiliary arcs at range 3. But it could also be read that AT ONLY triggers at range 3 (or greater) regardless of primary vs. aux arc.
So, do autothrusters ONLY work at range 3 regardless of primary vs. secondary arc? I've seen it interpreted/played as working at R3 vs primary and any range if outside of the primary arc, but that seems inconsistent with the FAQ (now)...
I'm rather hoping I'm reading this wrong as it would seem like a pretty significant nerf to Tie Interceptors especially
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Post by: Azreal13
They always work at R3.
They always work outside of Primary/Auxiliary arcs.
Simple and easy to remember.
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Post by: Apostasus
Sorry if I'm being dense about this but is there a difference between auxiliary arcs and turret arcs? I don't own any of the ships/expansions with 'em, so I'm not as familiar with the wording & differences.
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Post by: Azreal13
Yes
An auxiliary arc is a second fire arc. It works exactly the same as the primary arc, and upgrades trigger the same, but points in a non standard direction. You have the rear 90 on the Firespray and the two extra 45 fronts on the YV666 (to make a total 180 forward.)
Turrets do not have auxiliary arcs, they have their front arc as standard like every other ship, but the crucial difference is they have permission to target outside of their primary arc.
The Ghost when it lands will possibly have all three, as it can have its primary, the auxiliary from a docked Phantom and an equipped turret upgrade, but the docked Phantom arc is referred to as "special" on the card, and it may not work exactly the same.
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Post by: streamdragon
Apostasus wrote:Sorry if I'm being dense about this but is there a difference between auxiliary arcs and turret arcs? I don't own any of the ships/expansions with 'em, so I'm not as familiar with the wording & differences.
An auxiliary arc is printed on the pilot chit that goes on the base. An example is the button firing arc of a Firesprays or the 180 arc of a YV-666.
Conversely, a turret ship doesn't actually have a secondary printed arc. It has that loop arrow. A turret upgrade simply let's you attack outside your primary firing arc.
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Post by: bocatt
Azreal13 wrote:Yes
An auxiliary arc is a second fire arc. It works exactly the same as the primary arc, and upgrades trigger the same, but points in a non standard direction.
Not exactly 100%. It is not *treated* as a primary for all intents and purposes. Secondary weapons state they must be fired from a primary firing arc. And an Auxiliary firing arc is not a primary firing arc.
There's a reason they had to FAQ the auxiliary arcs to cancel autothrusters and trigger tactician. because they are *not* primary firing arcs.
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Post by: DanielBeaver
A follow-up question about firing arcs:
The VCX-100 has an auxiliary firing arc on it's rear, but the ship card itself does not actually have the Auxiliary Firing Arc icon
Compare to a Firespray:
So nomrally, a VCX-100 can only fire it's primary weapon from it's primary firing arc. You then have the Ghost and Phantom titles to specifically enable the VCX-100 to fire it's primary weapon from it's rear arc.
So far so clear. Let's say that we have the Ghost with a docked Phantom being pursued by Soontir Fel. Fel strays into the rear firing arc within range 2, and so when the Ghost fires it's primary weapon from it's rear firing arc, Fel doesn't get to benefit from autothrusters. The same would be true of the follow-up shot from the Ghost's turret weapon, since again the conditions for autothrusters are not met (Fel is within range 2, and within a firing arc).
Here's my question: let's say we have the same situation, but the VCX-100 doesn't have the title card (or maybe the Phantom isn't docked). The ship can't shoot it's primary weapon from the rear arc, so that's a moot point. But what about the turret weapon? If Fel gets shot by the VCX-100's TLT, and he's within that rear fire arc, does it still "count" as being within a firing arc? By my understanding of the current rules and FAQ, I don't think it matters that the VCX-100 can't actually fire it's primary weapon from that arc, the mere presence of a firing arc prevents autothrusters from triggering.
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Post by: locarno24
Correct. It's no different to firing a twin laser turret at a target that happens to be in your primary weapon arc at range 2. The target is within your arc, hence cannot use autothrusters.
It doesn't matter that you're not firing your primary weapon, or even if you don't have a primary weapon (say a HWK-260 with an appropriate critical hit).
A printed arc still counts for anything which says inside/outside your arc:
Autothrusters
Backstabber
Graz the Hunter
Kavil
Outmaneuver
Tactician
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Post by: Anpu-adom
Wording on the Phantom allows the Ghost to fire out of a 'Special" arc... which is different than an auxiliary arc. I don't know if Autothrusters actually shut off if Fel is behind the Ghost.
Either way, if the Phantom isn't there there isn't an arc there... turret shot or no. We need to wait for the FAQ to be certain.
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Post by: Mathieu Raymond
I didn't see this mentionned here so far, and it is raging on a FB thread right now:
Does the Inquisitor invalidate a)the extra green dice at range 3 or b)autothrusters.
I'm asking because I am literally of two minds.
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Post by: Azreal13
"When attacking at Range 2-3 with your Primary Weapon, treat the range as Range 1."
Yes to both, it hardly gets more unequivocal than that?
If the intent was to simply give the Inquisitor an extra red die (which is the only bonus he'd get if things like AT still get to work) then they'd have said "when attacking at range 2-3, roll an additional attack die." Or something similar.
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Post by: Mathieu Raymond
So ironically, the simplest counter to Soontir Fel is another Imperial ship. Nice.
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Post by: Azreal13
Seems that way! The Quis is force sensitive after all!
Thinking further, I'm more certain I'm correct, as the range is determined when you declare the attack, and is measured from the attacker to the defender.
I imagine the objections are based around the idea that you measure from defender to attacker for defensive cards (even if not articulated that way) but the rules never give permission to do that, only to determine the defender's range from the attacker, which, in his case, will always be treated as 1.
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Post by: DanielBeaver
For the case of defense dice, I think it's very clear that the defender gains no range 3 advantage, because you treat the range as Range 1.
For the case of autothrusters, I think you can use similar logic: that autothrusters does not trigger, because you treat the range as Range 1.
The argument I've seen to the contrary about autothrusters boils down to basically that the triggering condition is that the ship is in range 3, not that the attack is range 3. I think that's a distinction without a difference, especially since auothrusters only ever triggers as a modifier to dice during an attack. The wordage "when defending" makes the intent clear.
For an interesting comparison, I would use the example of Gemmer Sojan's ability. If the Inquisitor attacks Gemmer, does he count as being within range 1 of the Inquisitor, and so gain the extra defense dice? Take a look at combat steps:
Roll Defense Dice: The defender rolls a number of defense dice equal to its agility value.
The defender resolves any card abilities that allow him to roll additional or fewer defense dice.
We resolve Gemmer and the Inquisitor's card abilities. At what range is Gemmer's ship from the Inquisitor? The Inquisitor's card tells us to treat the range as range 1 when attacking with his primary weapon.
Gemmer says to roll an extra defense dice if the range is 1.
So we do what the cards tell us to do: we treat Gemmer's agility as 4.
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Post by: House Griffith
Playing Devil's advocate/splitting hairs here: The inquisitor's Ability says to "treat the range...as Range 1", referring only to your attacks, NOT to your ship. Gemmer's ability says "When you are at range 1 of at least one enemy ship...increase agility" Could the argument be made that if the Inquisitor is not physically in range 1 of Gemmer, no bonus applies? The things affected by the Quis's ability: attacks =/= ship in this case.
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Post by: Azreal13
No.
At, within and beyond are specific game terms.
The answer is really simple, when making a R2-3 attack with the Inquisitor, what bonuses/penalties would apply if the attack were actually being made at R1?
Then do that.
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Post by: DanielBeaver
I'm hoping we get a day 1 FAQ about it, because there are a lot of range-based abilities in the game.
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Post by: House Griffith
Azreal13 wrote:No. At, within and beyond are specific game terms. The answer is really simple, when making a R2-3 attack with the Inquisitor, what bonuses/penalties would apply if the attack were actually being made at R1? Then do that. Right, but I'm saying Gemmer's ability refers to a ship being at range 1, whereas Quis's ability refers to his attacks (not his ship) treated as if at range 1. Maybe if it were worded to say "treat the Inquisitor's ship as being at range 1 for all attacks", but as written....no. Not trying to be obtuse here, trying to understand.
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Post by: Mathieu Raymond
And maybe he'll be the one ship that can actually bypass all of them. That'll make him really good, but in a flimsy ship.
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Post by: Anpu-adom
Something I found on the FFG forums that I wanted you guys to be aware of...
So, by strict RAW a Tractor Beam putting you on an obstacle during the shooting phase you wouldn't roll for damage for being on the asteroid this turn.
I don't think that that is what FFG intended, but there you have it.
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Post by: ScootyPuffJunior
Anpu-adom wrote:So, by strict RAW a Tractor Beam putting you on an obstacle during the shooting phase you wouldn't roll for damage for being on the asteroid this turn.
I don't think that that is what FFG intended, but there you have it.
You will still roll for damage because the FAQ says you suffer the effects of the obstacle if you are forced to land on a token.
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Post by: streamdragon
ScootyPuffJunior wrote: Anpu-adom wrote:So, by strict RAW a Tractor Beam putting you on an obstacle during the shooting phase you wouldn't roll for damage for being on the asteroid this turn.
I don't think that that is what FFG intended, but there you have it.
You will still roll for damage because the FAQ says you suffer the effects of the obstacle if you are forced to land on a token.
That's the way I read it as well. I suppose they could have slipped the word "immediately" right before "suffer the effects" to make it more clear though.
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Post by: Anpu-adom
I see it both ways, and believe that the intent is that you roll for damage. The wording is unclear, and I expect FFG to make further adjustments to the language.
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Post by: ScootyPuffJunior
Anpu-adom wrote:I see it both ways, and believe that the intent is that you roll for damage. The wording is unclear, and I expect FFG to make further adjustments to the language.
I think it's already clear because they made a point to say that you suffer the effects of landing on the obstacle, which is clearly defined in the rules.
This is another one of those cases where people are trying to rules lawyer and looking way too much into what has been written in an attempt to figure out an advantage, just like the people arguing that the TIE Adv. Prototype should be able to take the TIE/x1 title.
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Post by: streamdragon
Elusiveness and Target Lock.
A die that has been rerolled cannot be rerolled again. But what if different effects (and players) are causing the reroll?
We know the attack sequence:
Attacker Rolls dice
-Defender Modifies Attack Dice
-Attacker Modifies Attack Dice
Elusiveness: "When defending, you may receive 1 stress token to choose 1 attack die. The attacker must reroll that die."
Hypothetical:
My opponent has a Target Lock on my ship and is attacking with 4 red dice; they roll Hit, Hit, Focus, Blank.
I use Elusiveness and make them reroll a Hit, resulting in another Blank. (Hit, Focus, Blank, Blank)
They spend their Target Lock; can they reroll both Blanks, or just the original one? I feel like the rule is meant to be used for things like Target Lock and Predator, or Predator and Dengar crew, but as far as I can see it's not instance specific; once a die has been rerolled, it cannot under any circumstances be rerolled again.
Edit: this would apply equally to Zuckus crew and (lol) Flight Instructor crew. That is, if anyone ever used Flight Instructor. Concept still applies though.
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Post by: Anpu-adom
It's really simply put, a dice that is rerolled cannot be rerolled again. If I force you to reroll your dice with Zuckus crew (and take stress for each of your dice) then you can spend your Target Lock, but you don't actually get to reroll any dice.
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Post by: ScootyPuffJunior
Correct.
They can't reroll the Elusiveness die as it has already been rerolled once.
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Post by: streamdragon
Thanks guys!
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Post by: Mathieu Raymond
ScootyPuffJunior wrote: Anpu-adom wrote:So, by strict RAW a Tractor Beam putting you on an obstacle during the shooting phase you wouldn't roll for damage for being on the asteroid this turn.
I don't think that that is what FFG intended, but there you have it.
You will still roll for damage because the FAQ says you suffer the effects of the obstacle if you are forced to land on a token.
It's a good thing they FAQed it. Because yesterday (after a really rapid loss to Brobots) we were trying to figure out a good combination to use the tractor beam, and we kept getting hung up on the fact that the Rules Reference booklet specifies that it is when a ship executes a maneuver, and the Tractor Beam reference card specifies that the move is not a maneuver. So I was a bit stumped.
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Post by: ScootyPuffJunior
Mathieu Raymond wrote: ScootyPuffJunior wrote: Anpu-adom wrote:So, by strict RAW a Tractor Beam putting you on an obstacle during the shooting phase you wouldn't roll for damage for being on the asteroid this turn.
I don't think that that is what FFG intended, but there you have it.
You will still roll for damage because the FAQ says you suffer the effects of the obstacle if you are forced to land on a token.
It's a good thing they FAQed it. Because yesterday (after a really rapid loss to Brobots) we were trying to figure out a good combination to use the tractor beam, and we kept getting hung up on the fact that the Rules Reference booklet specifies that it is when a ship executes a maneuver, and the Tractor Beam reference card specifies that the move is not a maneuver. So I was a bit stumped.
Well, the argument against rolling damage comes from the fact that the rules about how obstacles work also mention that everything happens after executing a maneuver (this was done to prevent the Tractor Beam from triggering other game effects that happen after executing a maneuver).
Although I understand this is a tabletop game so common sense is often ignored, it's pretty obvious what to do since the effects are spelled out in the rules:
Asteroid: The ship must skip its “Perform Action” step this round. After skipping the “Perform Action” step, it rolls one attack die. On a [BOOM] result, the ship suffers one damage; on a [KABOOM] result, it suffers one critical damage. While a ship is overlapping an asteroid, it cannot perform any attacks.
So in this case, you follow the steps in a logical order. It says to skip the "Perform Action" step, which you ignore because that window has passed. The next thing to do is roll an attack dice and suffer any damage from said roll. Finally, if you haven't attacked this round, you cannot do so because you're on the asteroid. The argument is that since you have to ignore the "skip its 'Perform Actions' step this round," then you don't have to roll for damage, which is ridiculous.
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Post by: Mathieu Raymond
Agreed. But for some esl readers, the sentence structure of the paragraph before that seems binding. Like I said, I'm just happy there was an FAQ, it means I'm not at the complete bottom of the barrel.
Imagine if you can maneuver the ship just so its front guides leave some asteroid showing. Potential double damage. Very nice.
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Post by: statu
Pretty sure this is a stupid question, but I want to be certain I have this right before I attempt this in game. If a ship's maneuvre template was to go over all three of a cluster mines templates, do they all detonate at once? I'm sure they do, but would just like to be sure
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Post by: Azreal13
Yep, and conversely if you were to drop a CM on a large based ship so as to have it touch al 3, then that would trigger them all too.
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Post by: Turnip Jedi
Just checking, if you put a TLT on a Ghost / Phantom, that you only get one attack rather than the usual two out of the TLT at the End of Combat?
I'm fairly sure that's the case but still a bit fuzzy on TLT and 'attack'
Cheers
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Post by: Anpu-adom
I think that's what I've heard, but my brain is too fuzzy at this moment to answer fully. I'll throw up some card images later in this spot.
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Post by: ScootyPuffJunior
Turnip Jedi wrote:Just checking, if you put a TLT on a Ghost / Phantom, that you only get one attack rather than the usual two out of the TLT at the End of Combat? Probably.
That seems to be the consensus as of now, though I'm sure it will be FAQ'd before long.
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Post by: Apostasus
Juno Eclipse question: when Juno imcreases or decreases the speed of a maneuver does the color of the maneuver remain the same? I.e. if Juno reveals a 1 bank (green) but increases the speed to 2 (which would be a white maneuver) would it still clear a stress token?
I've looked into the FAQ and couldn't find any reference to it
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Post by: Turnip Jedi
I'm fairly sure it stays the same difficulty as her ability just changes the number and nothing else
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Post by: Anpu-adom
Yep, the color remains the same. Above right is the most optimized dial for Juno.
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Post by: Apostasus
Even if the color/difficulty stays the same, that dial is a bit misleading-- for example 1 bank could be either white or green, depending on how you got there: if you had it on the dial, it's green, but it would be white if you dialed a 2 bank and then modified
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Post by: Mathieu Raymond
I want to play this as kosher as possible, so please tell me I am not overly paranoid when I do this:
Let's say I want to modify my bearing or maneuver completely via Hera Syndulla's pilot ability or the Navigator crew card. I have to declare that I will modify my maneuver before actually putting down the original movement template and checking if my maneuver is good or not, eh?
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Post by: DanielBeaver
Mathieu Raymond wrote:I want to play this as kosher as possible, so please tell me I am not overly paranoid when I do this:
Let's say I want to modify my bearing or maneuver completely via Hera Syndulla's pilot ability or the Navigator crew card. I have to declare that I will modify my maneuver before actually putting down the original movement template and checking if my maneuver is good or not, eh?
Yes. Reveal dial, then change dial, then place template.
Hera and Navigator happen during the Reveal Dial step, which is the step before you actually place the movement template and physically re-position the ship. When you reveal the dial and then decide to invoke one of these cards, you have to rely on your own dead reckoning when choosing what maneuver to rotate your dial to.
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Post by: Anpu-adom
Yes, that I how I play it as well. You have to decide what to move it to before placing a template.
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Post by: Apostasus
Paul Heaver playing wrong?
I saw Mr. H via YouTube playing an Inquisitor with PTL. And on a couple of occasions it seemed like he took one action then used PTL for the target lock/evade combination provided by the v1 title.
I thought, though, that my reading of rules/FAQ indicated that the stress of PTL kicked in before the free evade ACTION ( rather than just getting an evade token a la Soontir Fel )
Was he flying a bit too casual? Or am I reading it wrong?
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Post by: Azreal13
It is my understanding that actions stack, much like in M:TG, so if you do something that generates a free action, that action is then suspended, the free action resolved and then the trigger action resolved. In the case of any timing clashes the player with initiative gets to choose resolution order, or if they're both generated by the same player then that player is free to choose which order they resolve.
So, by my understanding, he's free to act as you said.
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Post by: Peregrine
The answer is that effects in X-Wing can interrupt the resolution of card abilities. In the case of PTL and the V1 title it works because PTL has two separate effects as part of its resolution: taking a free action and then receiving a stress token. The V1 title triggers immediately after the free action is used to acquire a target lock, before the stress is applied. Then, once the V1 title has been resolved, PTL resumes resolving and gives the ship a stress token.
Note that this would NOT work if PTL (or a hypothetical future card) combined the two effects into a single step, because then you would receive the stress token immediately and there would not be a stress-free window where you could successfully trigger the V1 title.
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Post by: Smacks
Question: if you declare that you are going to perform an action, such as a barrel roll, but then it turns out the roll would be illegal (for example, leave you overlapping something). In strict play, are you allowed to withdraw the barrel roll and perform a different action instead?
The reason I ask is because I've been playing a few games in the benchmark application, and if you aren't able to roll or boost in one direction, it will automatically move you in the other direction. This has really screwed my position up a few times (one time forcing me off the table edge), so I was curious if it is official rules, or just a quirk of the program?
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Post by: ScootyPuffJunior
Smacks wrote:Question: if you declare that you are going to perform an action, such as a barrel roll, but then it turns out the roll would be illegal (for example, leave you overlapping something). In strict play, are you allowed to withdraw the barrel roll and perform a different action instead? The reason I ask is because I've been playing a few games in the benchmark application, and if you aren't able to roll or boost in one direction, it will automatically move you in the other direction. This has really screwed my position up a few times (one time forcing me off the table edge), so I was curious if it is official rules, or just a quirk of the program?
Absolutely. If you cannot complete your declared boost or barrel roll, you may choose a different direction or a different action altogether. It's addressed in the rules reference under the Barrel Roll and Boost sections.
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Post by: Smacks
Thank you for the prompt reply.
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Post by: TheWaspinator
About the v1 / PTL thing: you can also do it this way:
1: Do a target lock
2: Perform free evade action from title
3: Trigger PTL off the evade action, do your free action, take the stress
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Post by: ScootyPuffJunior
TheWaspinator wrote:About the v1 / PTL thing: you can also do it this way:
1: Do a target lock
2: Perform free evade action from title
3: Trigger PTL off the evade action, do your free action, take the stress
You don't need to do it that way at all because using Push the Limit to take a target lock action as your second action and then using the v1 title for the evade action is perfectly legal.
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Post by: TheWaspinator
I know. The Push the Limit / Experimental Interface ruling makes it clear. Just pointing out that you have flexibility in the order of this stuff, which could matter if you're doing boosts or barrel rolls near the edge of range 3.
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Post by: Apostasus
Epsilon Ace question:
Does the ps boost to 12 count for deployment or does the special ability not kick in until the ship hits the table? I didn't see anything in the FAQ about this...
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Post by: Azreal13
In the absence of any other ruling, I'd say as it is impossible to have any damage cards at deployment, that you'd count the PS12.
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Post by: ScootyPuffJunior
Azreal13 wrote:In the absence of any other ruling, I'd say as it is impossible to have any damage cards at deployment, that you'd count the PS12.
Yep, I'm inclined to agree.
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Post by: Peregrine
And I'll note that ships with veteran instincts deploy at their modified PS, so there's precedent for counting modified PS after special rules are applied instead of whatever number is printed on the card.
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Post by: Apostasus
Sorry if this is a basic question, but can a ship with experimental interface use that ability to trigger the same action a second time in a round?
I'mean guessing no, because when it comes to actions on the ship (boost/barrel roll) you can't
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Post by: Peregrine
Apostasus wrote:Sorry if this is a basic question, but can a ship with experimental interface use that ability to trigger the same action a second time in a round?
I'mean guessing no, because when it comes to actions on the ship (boost/barrel roll) you can't
No. EI does not grant an exception to the "you may not perform the same action twice in one turn" rule.
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Post by: Mathieu Raymond
So this idea has been kicked around, I want to run by you guys. I don't think it'd pass muster on the competitive side, and you get no advantage of higher PS until the shooting phase, but... eh?
Roark Garnet gives PS12 to a Green A-Wing, who in turn passes it to someone else, who passes it to someone else, on down the chain, via Swarm Tactics. Feasible?
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Post by: Peregrine
Mathieu Raymond wrote:Roark Garnet gives PS12 to a Green A-Wing, who in turn passes it to someone else, who passes it to someone else, on down the chain, via Swarm Tactics. Feasible?
It works. Roark can set PS 12 on the first ship before swarm tactics is resolved, and then the swarm tactics chain will pass it along. Whether it's a good strategy or not, probably not, but that's outside the scope of the YMDC thread.
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Post by: Apostasus
In the squadron builder program I use, Comm Relay is listed as unique.
I've checked the FAQ several times but I don't see it in the errata and my copy of the card doesn't have the indicator for a unique upgrade.
I ask because I'm contemplating a TIE/fo mini swarm with comm relays...
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Post by: Azreal13
It's an error, I agree there is no such limitation in the latest FAQ or on the card itself.
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Post by: Apostasus
Right, thanks
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Post by: Turnip Jedi
Couple of quick rules brush up queries if I may
1) Weapons Engineer - "You may maintain 2 target locks (only 1 per enemy ship). When you acquire a target lock, you may lock onto 2 enemy ships.", could someone clarify if I declare a TL action with the Weapons Engineer I get two Blue and two Red tokens, the self confusing part of my brain is suggesting it's one Blue and two Red
2) C3PO, I guess zero evades, then roll focus, can I stack the triggers so that I add an Evade from 3PO and then use a focus token to change the focus to an evade.
Cheers
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Post by: Anpu-adom
Turnip Jedi wrote:Couple of quick rules brush up queries if I may
1) Weapons Engineer - "You may maintain 2 target locks (only 1 per enemy ship). When you acquire a target lock, you may lock onto 2 enemy ships.", could someone clarify if I declare a TL action with the Weapons Engineer I get two Blue and two Red tokens, the self confusing part of my brain is suggesting it's one Blue and two Red
Yes, you get 2 Reds and 2 Blues (as a red and a blue constitute a target lock... when one is removed, so is the other). Part of me wants to confuse the issue by throwing in a discussion of Fire-control System... but no.
Turnip Jedi wrote:2) C3PO, I guess zero evades, then roll focus, can I stack the triggers so that I add an Evade from 3PO and then use a focus token to change the focus to an evade.
Cheers
Yes. Thus is the power of the fussy butler droid.
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Post by: Turnip Jedi
Cheers
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Post by: Peregrine
Anpu-adom wrote: Turnip Jedi wrote:2) C3PO, I guess zero evades, then roll focus, can I stack the triggers so that I add an Evade from 3PO and then use a focus token to change the focus to an evade.
Cheers
Yes. Thus is the power of the fussy butler droid.
Also, note that C-3PO happens before any dice modification occurs, including your opponent's dice modification. For example, they can turn the evade into an eye with juke, force you to re-roll the evade like any other die, etc.
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