I count 6+ crew, 3 teams, 3 titles, 6 hardpoints, and I have no idea how many energy. You'll need new sleeves. Probably at least 20.
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I count 6+ crew, 3 teams, 3 titles, 6 hardpoints, and I have no idea how many energy. You'll need new sleeves. Probably at least 20.
Thanks! That's what I figured, but I lost track with all of the spoilers popping up here and on Facebook.
I think it has 24 upgrade cards and 20 damage cards (10 for each half of the CR-90), if I counted them right on the X-Wing Facebook page.
Edited by DanthraxI think it has 24 upgrade cards and 20 damage cards (10 for each half of the CR-90), if I counted them right on the X-Wing Facebook page.
Thanks, Danthrax! At least I'll need more than 1 or 2. I think 14 is worth buying another pack of sleeves. Even for this penny-pincher. ![]()
Does any energy allocated to weapons stay on the weapons until used? In other words can I bank the energy on weapons and generate more when I move?
That is what I understand.
Does any energy allocated to weapons stay on the weapons until used? In other words can I bank the energy on weapons and generate more when I move?
Yes. You can store energy on upgrade cards. You cannot use that energy for anything but that upgrade card.
Note: The grid overload critical drains all energy from the aft section and any upgrade cards assigned to it. So you may loose that energy.
Does any energy allocated to weapons stay on the weapons until used? In other words can I bank the energy on weapons and generate more when I move?
Yes it looks like the ship card(s) can hold X number of energy, Other cards like Quad and Single Lasers can also hold X number of energy.
From the energy rules quoted below, energy can be stored until use on the weapon card. That energy cannot be used for anything else. There is NO mention of how to move that energy off of the weapon if desired, they specifically state in the Allocation step (#2), energy is allocated from the "ship card". It does not mention re-allocating from one weapon to another lets say (I would think this should be possible though, it doesn't seem so right now).
The rules seem specific that the ship card is the "gate" as it were to energy. If you are full of energy on your ship card, lets say 5... You basically can never allocate more then 5 in a turn to re-power weapons.
So while you might have 5 energy already at the start of the round, you do a 1 bank with the CR90 to get 3 more, they are wasted because the card is full... then AFTER you gain energy from the movement, you allocate the 5 energy to all your guns... leaving your ship card at 0 energy.
energy steps in the activation phaseTo gain and spend energy, huge ships resolves two additional steps during theActivation phase. These steps occur between the “Clean Up” and “PerformAction” steps, and they occur in the following order:1. Gain Energy: The huge ship gains a number of energytokens equal to the number of energy icons shown onthe chosen maneuver on the maneuver dial (below thespeed number).2. Allocate Energy: The huge ship’s controlling player may removeenergy tokens from his Ship card and place them on any cards withan energy limit that are equipped to this ship. He cannot place energytokens on a card in excess of its energy limit.3. Use Energy: The huge ship may use one or more of its Upgradecards or Damage cards with the “energy:” header. Each card with thisheader can be used only once per round
I thought this was the case just wasn't sure, now we just need to have a ruling on if huge ships start with full energy or build it up as they move.
They build it up as the move. They start with none.