Starting Energy for Huge Ships

By kilrolo, in X-Wing Rules Questions

In reality right now we do not really know if it is zero, full or someplace in between. FFG needs to get an FAQ out soon, unless there are additional rules concerning it in the release of the Corvette. Has anyone emailed FFG? The last time I did about a rules question I did not receive any response. I guess it is time to try again, unless someone else already has.

Modified house rule: The transport starts with 0 + title modifier bonus for energy.

So a Bright Hope CR75 would start with 2 energy.

So the energy limit is a modifier?

The title card grants a modifier that increases the max amount of energy that a Transport can store. The normal rules don't cover a starting amount so the understood value for starting energy is 0. I was suggesting that, for a house rule on starting energy, a ship gets 0 energy plus the title modifier. So the Bright hope would start with 2 energy (0,+2 for title).

The title card grants a modifier that increases the max amount of energy that a Transport can store. The normal rules don't cover a starting amount so the understood value for starting energy is 0. I was suggesting that, for a house rule on starting energy, a ship gets 0 energy plus the title modifier. So the Bright hope would start with 2 energy (0,+2 for title).

OK, thanks for the clarification. I'm still working through these new rules and the modifier on those title cards were confusing.

I was having the same question running through my head...then I remembered there is a rules questions section. Though I have to say with no definitive answer from ffg, it could still go either way. Guess we wait for the tantive and/or faq.

That there is no "energize your ship" phase in the set up, like there is for shields, strongly, strongly says that you do not put energy tokens on ships at the beginning of the game.

It would appear that FFG will have to settle it as there is no specific rule that directly applies. It seems both factions have made valid arguments. At the present it appears to be up to the players to decide how they want to play it until FFG clears up the situation. How they want to decide from group to group will be their decision. I would think that if they cant decide the old fashioned die roll would suffice.

I actually submitted this question a while ago, but have received no answer. Interesting because the previous question I submitted had an answer the next morning. Go figure.

Huge ships start with zero energy. There is no rule for assigning them energy during setup, and the rules are pretty clear in stating that you gain energy based on your revealed maneuver. You have no revealed maneuver during the setup phase. You can house rule it any way you want but the intent as per the rulebook is pretty clear.

I myself will wait for an official ruling from FFG. Played too many games where what players thought was intended, was not what the author of the game intended.

You're welcome to do whatever you like. If there's no rule for allocating starting energy, though, you don't allocate any starting energy. ;)

Let me put it another way. The rulebook lists exactly one scenario in which a huge ship gains energy:

To gain and spend energy, the CR90 resolves three
additional steps during the Activation phase. These
steps occur between the “Clean Up” and “Perform
Action” steps, and they occur in the following order:
Gain Energy: The CR90 gains a number of
energy tokens equal to the number
of energy icons shown on the chosen
maneuver on the maneuver dial
(below the speed number).
None of those conditions is met during setup. The ship gains energy during the Activation phase. It gains energy tokens equal to the number of icons shown on the maneuver chosen on its dial.
Why would you start with energy? Energy is generated during the Activation phase, upon the reveal of your maneuver dial . None of those things happens during set up.
Edited by CrookedWookie

That is true, but there is none saying the other either. Perhaps we need to look at it logically based on the scenario presented. First a ship has just taken off from a planet, in that case no energy because this is its first turn of movement. Second situation or scenario, you have been moving through space for several turns, each turn generating energy, you could start with any amount up to the limit. Myself I really don't care which, I would just like FFG to give a definitive answer.

Worth noting that we do have a solid precedent in shields, which explicitly say you add tokens equal to the shield value. The rules don't tell you to add energy tokens during setup, so you don't add energy tokens during setup.

You're of course welcome to ask FFG, but the rules are actually pretty clear and solid on this one.

Edit: I was skipping this one until recently, worth crediting Sithborg for having made the same point above.

Edited by Buhallin

Couple points.

First, there are literally an infinite number of things the rulebook does not tell you specifically you can't do. That's less a slippery slope and more a logical precipice. The rulebook doesn't state you can't eat one of your opponent's ships and declare yourself King of Finland prior to the start of the game, but I don't know that's necessarily a compelling argument that it's what the designers intended, either. ;)

Second, you're not looking at it "logically," you're trying to apply your interpretation of theme and fluff in a non-game context and force the game to conform to it. That's actually a worse method of rules interpretation than simply "well the rulebook didn't SAY not to..."

The energy is purely a game construct. There is no real world, physics type logic powering it, it's just a game device. You could just as easily flip it and say that it's emergency, combat power versus regular operational power, and you wouldn't have it on hand until you move into range and detect the enemy presence.

I'm sure they'll clarify this, and if you refuse to listen to logic until you hear it straight from them, l'chaim, I guess. But the rules give a clear definition of the process for generating energy, with absolutely no mention of that happening at any point prior to activating your ship and revealing its dial.

So if you are arguing that you should be allowed to simply because they didn't think to expressly forbid it, you're making up rules where none exist. There is literally zero indication anywhere in the Huge ship rules that (barring any special crew or upgrade cards or whatever, I'd have to look) ships generate energy at any other time, in any other fashion.

First, there are literally an infinite number of things the rulebook does not tell you specifically you can't do.

Yes any time you start a discussion on the rules with "the rules don't say you can/can't" you're on pretty shaky ground logically speaking.

As I and others have pointed out. The rules tell you to add shield tokens at the start of the game, but say nothing about energy tokens. So I consider the lack of a statement proof enough of the intention.

Sure they could of said, and honestly should of said "Huge ships start with 0 energy at the start of the game." But they didn't really need to say that, because you should only do what the rules tell you can do.

Heh I went to hit Like This and hit Report instead. That was almost awkward. "He's making too much logical sense - there's no place for that on the forums!" :D

The rulebook doesn't state you can't eat one of your opponent's ships and declare yourself King of Finland prior to the start of the game, but I don't know that's necessarily a compelling argument that it's what the designers intended, either. ;)

Arghh, dammit. I guess I have been playing it wrong all this time.

The rulebook doesn't state you can't eat one of your opponent's ships and declare yourself King of Finland prior to the start of the game, but I don't know that's necessarily a compelling argument that it's what the designers intended, either. ;)

Arghh, dammit. I guess I have been playing it wrong all this time.

Wait, you mean I'm NOT the King of Finland?!

The rulebook doesn't state you can't eat one of your opponent's ships and declare yourself King of Finland prior to the start of the game, but I don't know that's necessarily a compelling argument that it's what the designers intended, either. ;)

Arghh, dammit. I guess I have been playing it wrong all this time.

Wait, you mean I'm NOT the King of Finland?!

I bet the King of Finland eats ships all the time!

I myself will wait for an official ruling from FFG. Played too many games where what players thought was intended, was not what the author of the game intended.

Here you go:

In response to your question:

Rule Question:

Regarding the new Rebel Transport:

How much Energy does a Transport start out with? In other words, how many Energy tokens are assigned to a Transport during Setup?

Thanks!

Although shield tokens have a “Activate Shields” step during setup, there is no related step for energy tokens. Huge ships start the game with 0 energy.

Thanks for playing,

Frank Brooks

Associate Creative Content Developer

Fantasy Flight Games

And there ya have it

I think it's wrong.

I think it should have it's normal pool full since it's already in space.

If it was on the ground and the lifting off then yes.

I say full pool of energy and nothing allocated to the weapons if the ship is on the move!!

But guess we'll start with no energy and full shields.

Thanks Frank, appreciate the response.

I think it's wrong.

I think it should have it's normal pool full since it's already in space.

If it was on the ground and the lifting off then yes.

I say full pool of energy and nothing allocated to the weapons if the ship is on the move!!

But guess we'll start with no energy and full shields.

What if keeping these secondary functions charged damaged power systems? Or if the ship just left hyperspace and as such used it's theoretical energy pool just to reach the battlefield? It's really not hard to find a fluff worthy explanation. And from a gameplay perspective it's much better since making the right choice is what the game is about.

Edited by Vonpenguin

Mynocks. They're chewing on the power cables. It takes at least one turn to clean them off before the CR90 can start storing any energy.

Mynocks.