redcell wrote:1) how do target locks work? Do they work with normal attacks or torpedo's and missiles only? so Luke target lock's night beast dose that target lock only work for one target? Dose it stay with him the entire game? and can she change target lock and how?
What the Rules Reference says about Target Locks:
While attacking, a ship can spend a target lock that it has on the defender to reroll any number of its attack dice.
A target lock consists of a red target lock token anda blue target lock token displaying the same letter. When a target lock is acquired, assign the blue target lock token to the ship performing the action (the locking ship), and assign the red target locktoken on the target (the locked ship).
Target locks are not removed during the End phase.
A ship can maintain one target lock. If a ship acquires a new target lock, it must remove its old target lock.
If you have a target lock on your target, you spend it to reroll any number of dice. Keep in mind that you cannot reroll them again this attack as dice may only be rerolled once. Some secondary weapons require to to spend your target lock to attack with them (such as Proton Torpedoes). When you do this, you cannot use your target lock to reroll any dice during that attack.
2) R2D2 shield regen so Mauler knocks down a shield on her next turn she dose a green maneuver dose she get to regen the shield right then or dose this count as a action during the action phase?
R2-D2 does not count as an action. The only Upgrade Cards that count as actions will have the "
ACTION:" header.
3) Torpedoes How do they work in the attacking phase? It seems a waste to use them when your normal attack at range one did them same amount of damage. I was thinking that this is a range 3 option to get a extra dice? But am unsure.
Torpedoes work just like normal attacks, but you have to meet the card requirement to use them. Let's look at Proton Torpedoes:
To perform an attack with this card, you need to have a Target Lock to spend and be at range 2 or 3. The benefit of secondary weapons is that the defender does not get a range bonus to their defense roll, meaning a TIE fighter won't get to roll 4 green dice when defending against a range 3 attack from a secondary weapon (torpedo, missile, or cannon).
4)Critical Damage vs normal damage. We had a situation where she hit me with a normal damage and 2 critical damage I rolled three evades and had a evade token dose this cancel out all the damage? I did not know about critical damage.
If you rolled enough evade results equal to or greater than hit/critical results, the attack misses completely and no damage is done. In your example, you do no need to spend your evade token because you had enough evades from you defense roll. Critical damage deals a face up damage card to your ship. During an attack, your defense dice cancel normal hits before critical hits, but critical hits have no effect on shields.
sorry had to add one more we had a situation where both my tie fight were in range but one tie fight obstructed the others view. can the tie fighter still fire threw his own ally to hit the enemy? Or can he not shoot or do you treat it like a meteor where they get a extra defense dice?
Ships, friendly or enemy, do not obstruct shots.
The old core set, which is what you have, doesn't come with the new "Rules Reference" booklet like the new core set does. However, you can find it
here. It really helps clarify things better than the original core rules.