Ion question and cluster missles

By Moe718, in X-Wing Rules Questions

Question about the Ion cannon/turrent vs. shielded ship... If you do get a hit on a ship with shields from an ion does the ship have to the 1 forward move or can it still function normal?

Cluster missle question.. If u hit a ship and the other ships at range 1 have a stealth device do they lose it?

Thanks for the info. Was trying to look up the answers but my 3 yr old turn the core rule book into a coloring book.

Yes, the Ion Token is given regardless of whether the damage was done to shields or not. Being 'Hit' and doing damage are two different concepts that just happen to usually overlap.

You are thinking of Assault missiles and no. Damage does not remove stealth device, getting hit with an attack does.

Thanks for the info and yes I did stat the wrong missles.

Tangential clarifications, to forestall any future follow-ups you might have :)

Ionization triggers on HIt. So too do Assault Missiles and the discarding of a Stealth device.

Munitions Failsafe and Gunner/Luke Skywalker trigger when the attack does not hit.

When you attack, if there were Red-die Explosions that went uncanceled by Green-die Squigglies (or Evade-token Squigglies), the attack has Hit. If there were no Red-die Explosions after the results canceled each other out, the attack has not hit.

Unless you're Lieutenant Blount. He always hits, regardless of what the dice show.

Suffering damage, though usually correlated with getting hit, is not the same thing.

Lieutenant Blount hits even if his victim takes no damage.

Even if an allied pilot stole an uncanceled red-die Hollow Explosion result using Draw Their Fire, the defender of the attack would still be Hit, even if the damage is suffered by someone else.

Suffering damage from the Darth Vader crew, overlapping a(n) asteroid / ship with Anti-Pursuit Lasers / Proximity Mine, or straying too close to a Seismic Charge / Assault Missile / Proton Bomb is not a hit.
You have simply suffered damage.

Suffering damage comes in two flavors: the discarding of a Shield token, or the reception of a Damage card (in either Face-up or Face-down position. We do not yet have a Shrodinger's Crit scenario).

Proton Bombs simply deal the card, and do not count as suffered damage. Therefore, they slip under shields.

Ionized ships do not reveal their maneuver dial. Therefore, they cannot trigger effects that occur at that trigger (dropping bombs, activating Advanced Sensors, decloaking, et cetera).

The 1 forward is white, unless the effected ship has Nien Nunb, an R2 Astromech, or a future card that paints 1-forward maneuvers a more Emerald shade. Simply because your ship's usual 1 forward is green doesn't actually matter here.

Yes, it is perfectly allowed to Ionize someone onto an asteroid or off the edge of the field. It is also hilarious.

Large ships require 2 Ion tokens to trigger the Ionized state, which clears all Ion tokens the ship has received. However, there is no way to remove Ion tokens from a ship until that ship is Ionized, so you can build up the paralysis over multiple turns, if you wish.

Ok, can we somehow sticky just a post, because dracon, that was awesome. We should just be quoting that answer every time from now on.

The only thing I would add is a little more emphasis that the ion effect clears all tokens. A small ship with 37 ion tokens only suffers the effect once unless it gets another one next round.

Edited by Forgottenlore

Tangential clarifications, to forestall any future follow-ups you might have :)

Ionization triggers on HIt. So too do Assault Missiles and the discarding of a Stealth device.

Munitions Failsafe and Gunner/Luke Skywalker trigger when the attack does not hit.

When you attack, if there were Red-die Explosions that went uncanceled by Green-die Squigglies (or Evade-token Squigglies), the attack has Hit. If there were no Red-die Explosions after the results canceled each other out, the attack has not hit.

Unless you're Lieutenant Blount. He always hits, regardless of what the dice show.

Suffering damage, though usually correlated with getting hit, is not the same thing.

Lieutenant Blount hits even if his victim takes no damage.

Even if an allied pilot stole an uncanceled red-die Hollow Explosion result using Draw Their Fire, the defender of the attack would still be Hit, even if the damage is suffered by someone else.

Suffering damage from the Darth Vader crew, overlapping a(n) asteroid / ship with Anti-Pursuit Lasers / Proximity Mine, or straying too close to a Seismic Charge / Assault Missile / Proton Bomb is not a hit.

You have simply suffered damage.

Suffering damage comes in two flavors: the discarding of a Shield token, or the reception of a Damage card (in either Face-up or Face-down position. We do not yet have a Shrodinger's Crit scenario).

Proton Bombs simply deal the card, and do not count as suffered damage. Therefore, they slip under shields.

Ionized ships do not reveal their maneuver dial. Therefore, they cannot trigger effects that occur at that trigger (dropping bombs, activating Advanced Sensors, decloaking, et cetera).

The 1 forward is white, unless the effected ship has Nien Nunb, an R2 Astromech, or a future card that paints 1-forward maneuvers a more Emerald shade. Simply because your ship's usual 1 forward is green doesn't actually matter here.

Yes, it is perfectly allowed to Ionize someone onto an asteroid or off the edge of the field. It is also hilarious.

Large ships require 2 Ion tokens to trigger the Ionized state, which clears all Ion tokens the ship has received. However, there is no way to remove Ion tokens from a ship until that ship is Ionized, so you can build up the paralysis over multiple turns, if you wish.

Best write-up of this yet.

Ok, can we somehow sticky just a post, because dracon, that was awesome. We should just be quoting that answer every time from now on.

The only thing I would add is a little more emphasis that the ion effect clears all tokens. A small ship with 37 ion tokens only suffers the effect once unless it gets another one next round.

That was a great post.

I'm not sure how a small ship would get 37 Ion Token on it without being destroyed first. I do think it could be possible to dump 24 Ion token on a Falcon however. A swarm of a dozen Z-95's with Ion Pulse missiles all hitting would leave the Falcon alive but have a stack of 24 ion tokens on it. I guess if we add a hull/shield upgrade we could get another missile hit bringing tokens up to 26. The most tokens an upgrades Fighter should be able to get is 16.

Ok, can we somehow sticky just a post, because dracon, that was awesome. We should just be quoting that answer every time from now on.

The only thing I would add is a little more emphasis that the ion effect clears all tokens. A small ship with 37 ion tokens only suffers the effect once unless it gets another one next round.

That was a great post.

I'm not sure how a small ship would get 37 Ion Token on it without being destroyed first. I do think it could be possible to dump 24 Ion token on a Falcon however. A swarm of a dozen Z-95's with Ion Pulse missiles all hitting would leave the Falcon alive but have a stack of 24 ion tokens on it. I guess if we add a hull/shield upgrade we could get another missile hit bringing tokens up to 26. The most tokens an upgrades Fighter should be able to get is 16.

You forgot about Chewy...

Do 12 damage, receive 24 tokens

Take a 13th due to hull/shield upgrade, receive 2 more tokens

Take a 14th, discard Chewy, regen a shield, receive 2 more tokens

Take a 15th, suffered to the shield Chewy regen'd, receive 2 more tokens

(The 16th would then kill the ship)

Total maximum number of tokens via this method = 30

Though, a huge ship could have more (since we're already talking about 12 Z-95 + 3 Prototypes = 240pts min)... But you can only fire 3 more possible in a 300 point epic game (respecting the 12max of Z-95). And you'd have to count the fore/aft of the CR-90 as a single ship in order to make it work.

Ok, can we somehow sticky just a post, because dracon, that was awesome. We should just be quoting that answer every time from now on.

The only thing I would add is a little more emphasis that the ion effect clears all tokens. A small ship with 37 ion tokens only suffers the effect once unless it gets another one next round.

That was a great post.

I'm not sure how a small ship would get 37 Ion Token on it without being destroyed first. I do think it could be possible to dump 24 Ion token on a Falcon however. A swarm of a dozen Z-95's with Ion Pulse missiles all hitting would leave the Falcon alive but have a stack of 24 ion tokens on it. I guess if we add a hull/shield upgrade we could get another missile hit bringing tokens up to 26. The most tokens an upgrades Fighter should be able to get is 16.

You forgot about Chewy...

Do 12 damage, receive 24 tokens

Take a 13th due to hull/shield upgrade, receive 2 more tokens

Take a 14th, discard Chewy, regen a shield, receive 2 more tokens

Take a 15th, suffered to the shield Chewy regen'd, receive 2 more tokens

(The 16th would then kill the ship)

Total maximum number of tokens via this method = 30

Though, a huge ship could have more (since we're already talking about 12 Z-95 + 3 Prototypes = 240pts min)... But you can only fire 3 more possible in a 300 point epic game (respecting the 12max of Z-95). And you'd have to count the fore/aft of the CR-90 as a single ship in order to make it work.

SMALL ship, mate.

It was a 37 ship list, every ship was equipped with Draw Their Fire. ;P

Ok, can we somehow sticky just a post, because dracon, that was awesome. We should just be quoting that answer every time from now on.

The only thing I would add is a little more emphasis that the ion effect clears all tokens. A small ship with 37 ion tokens only suffers the effect once unless it gets another one next round.

That was a great post.

I'm not sure how a small ship would get 37 Ion Token on it without being destroyed first. I do think it could be possible to dump 24 Ion token on a Falcon however. A swarm of a dozen Z-95's with Ion Pulse missiles all hitting would leave the Falcon alive but have a stack of 24 ion tokens on it. I guess if we add a hull/shield upgrade we could get another missile hit bringing tokens up to 26. The most tokens an upgrades Fighter should be able to get is 16.

You forgot about Chewy...

Do 12 damage, receive 24 tokens

Take a 13th due to hull/shield upgrade, receive 2 more tokens

Take a 14th, discard Chewy, regen a shield, receive 2 more tokens

Take a 15th, suffered to the shield Chewy regen'd, receive 2 more tokens

(The 16th would then kill the ship)

Total maximum number of tokens via this method = 30

Though, a huge ship could have more (since we're already talking about 12 Z-95 + 3 Prototypes = 240pts min)... But you can only fire 3 more possible in a 300 point epic game (respecting the 12max of Z-95). And you'd have to count the fore/aft of the CR-90 as a single ship in order to make it work.

SMALL ship, mate.

Easy. Fel's Wrath. You can hit him with as many Ion Missiles as you want and he's not destroyed until the end of the combat phase.

Speaking of which, I just realized something. If Corran Horn shoots Fel's Wrath during the End Phase, Fel's Wrath is technically not destroyed until the end of the Combat phase next turn. You could move him, shoot with him, run over asteroids and proximity mines, you're good to go until the end of the Combat phase. Anyone see any problems with that interpretation of his ability?

Edited by SableGryphon

Speaking of which, I just realized something. If Corran Horn shoots Fel's Wrath during the End Phase, Fel's Wrath is technically not destroyed until the end of the Combat phase next turn. You could move him, shoot with him, run over asteroids and proximity mines, you're good to go until the end of the Combat phase. Anyone see any problems with that interpretation of his ability?

I believe you are correct, sir. Just like if he was blown up by flying through a Proximity Mine, but a little bit longer ago.

Still doesn't make him playable.

Easy. Fel's Wrath. You can hit him with as many Ion Missiles as you want and he's not destroyed until the end of the combat phase.

Speaking of which, I just realized something. If Corran Horn shoots Fel's Wrath during the End Phase, Fel's Wrath is technically not destroyed until the end of the Combat phase next turn. You could move him, shoot with him, run over asteroids and proximity mines, you're good to go until the end of the Combat phase. Anyone see any problems with that interpretation of his ability?

:o

Did you just find a REAL use for Fel's Wrath? A ghost that actually lives to fight another TURN once destroyed? I bet EVERYONE will start bringing along Fel's Wrath now to help counter that crazy Corran.

:rolleyes:

Speaking of which, I just realized something. If Corran Horn shoots Fel's Wrath during the End Phase, Fel's Wrath is technically not destroyed until the end of the Combat phase next turn. You could move him, shoot with him, run over asteroids and proximity mines, you're good to go until the end of the Combat phase. Anyone see any problems with that interpretation of his ability?

Seems fine to me.