Ready for takeoff

By Raahk, in Star Wars: The Card Game

I agree, no errata will be necassary for the three pre-existing pilots. I guess the rules will make clear that the Pilot. trait is what triggers the piloting condition. Not the "Pilot(X)" keyword which is simply short-hand for "Reduce the cost to play this card to X if it is played as an enhancement. You may play this card on a friendly Vehicle unit as an enhancement"

We actually have 4 current Pilot trait cards (the 3 everyone's thinking of, and Rookie Pilot). All of them could be put into play as an enhancement with the Stay on Target fate card. However, without errata, Luke, Wedge, and Black Squadron Pilot will not give their normal abilities to the ship they're placed on via Stay On Target. They only have abilities that are active when played as enhancements. Presumably, the full rules for the Pilot keyword will include that they have their piloting ability whenever they're attached as enhancements, which would be a good thing to give the existing pilots so that you didn't have to remember if you played Wedge on his speeder or put him in play via Stay On Target.

I'm pretty new to the game, got in about three weeks ago, bought all of the expansions and was wondering what is up with this rule...I've searched, found it, then lost it..

I haven't actually played a game yet, but have been learning the ropes. I come from MTG so there are a lot of similarities here.

You seem to be the person who would know from browsing the boards...

If I understand it correctly, there is a difference between putting into play and playing...I can understand that coming from MTG, putting into play, isn't the same as casting a card...so if a card has a 'cast from hand' ability, it won't trigger if you place it into play via another card effect since it wasn't cast....I understand that part of the rule.

Where I am getting a little lost, is with the abilities of the 'first gen' pilot cards, like the ones that have gotten errata'd. So, the ONLY way their 'enhancement' abilities would kick in is when you actually play, pay the cost and play from your hand, and play it as an enhancement...IF you use the new fate card to 'put it into play', you're not casting, therefore the ability would read as blank (so luke doesn't get the bounce back ability)? The new pilots however, WOULD have any of their abilities? Am I understanding that correctly?

The confusion is the errata:

"This card may enter play as an enhancement on a friendly Speeder or Fighter...." both the luke & wedge have that, so one would think that when it's played (regardless of how it comes in) if it is an enhancement, it should have that text.

Also...what cards can have a pilot? Just fighters correct, unless otherwise noted on the card?

Edited by scruffycavetroll

Holy necromancy batman!

Holy necromancy batman!

is my zombie assessment right though?

I assume your questioning my rules question where the wording on the card says to play it from your hand even though it means put into play, which is still a huge frustration for me.

As for the question about Luke, I'll have to look at it more because that is an interesting point.

I assume your questioning my rules question where the wording on the card says to play it from your hand even though it means put into play, which is still a huge frustration for me.

As for the question about Luke, I'll have to look at it more because that is an interesting point.

I suppose, it is and isn't. I do understand the difference between putting into play and playing a card, there are similar rules in Magic the Gathering which is what i've been playing for 20 years or so and of course a lot of other ccgs in between.

The errata “This card may enter play as an enhancement on a friendly Speeder or Fighter unit with the text:" would lead one to believe, that as long as it is coming in as an enhancement, it would / should have the text regardless if being 'played' via paying costs, or putting into play by an effect ...as long as it meets the 'enhancement' requirement it should have the text, as I would think the card is checking if it is an enhancement or not, because entering play isn't the same as played or put into play, it's the act of the card being put in the play area...like 'comes into play' in magic...it doesn't matter how / where the card got into play, just that it's in the 'act' of coming into the field...

However, that could be a game rule, where if cards are put into play, their boxes read blank..if that is the case then i just need to lay back and accept it.

Luke basically reads now:

Pilot (2)

when he enters play as an enhancement, gains text: etc etc etc.

entering play is not the same as being played, at least in my mind....Stay On Target, the card causing the consternation reads 'put into play as an enhancement'...so any effect I would believe is checking to see if a card is an enhancement or not...the how shouldn't matter unless a card specifically says "played'.

The only thing I'm thinking of is that the ability is directly tied to the cost of the card being played as an enhancement, so in the case of wedge, you pay the 2 and announce you're playing him as an enhancement then he gets the ability, same with luke...

would a card like the new lando come in blank with stay on target?

Edited by scruffycavetroll

Lots of nuances to the questions here, but I'll try to address them (posting from my iPad at work, so it'll be the short version).

My earlier post you quoted was from before the errata were announced. As such, it no longer applies to the current situation.

Pre-errata: the old "pilot" cards only got their extra text if the were "played" and not if they entered play in any other way. The MtG analogy is pretty spot on here.

After the errata, they are now able to enter play with their text no matter how they enter play. Again, this works similar to MtG: a card with an enters play ability doesn't care if it entered play via being played (cast) or from some other ability.

Pilot keyword units always have their text when they are an enhancement as part of the Pilot keyword rules. As such, any of them put in play via Stay On Target do have their text (as would Luke, Wedge, and Black Squadron Pilot post errata if on the appropriate type of unit).

In general, Pilot enhancements may be on any vehicle. The Pilot keyword allows them to be played on any vehicle and Stay On Target can place any pilot on any vehicle. However, some of them have text that only works when on a specific type of vehicle. Also, Luke and Wedge can still only be played on Fighters and Speeders and Black Squadron Pilot can only be played on Fighters (and if put onto a different kind of vehicle via Stay On Target, they don't get their game text because they can't use their "may enter play" ability if not going onto the appropriate type of vehicle).

Hope that helps, and welcome to the game!

Lots of nuances to the questions here, but I'll try to address them (posting from my iPad at work, so it'll be the short version).

My earlier post you quoted was from before the errata were announced. As such, it no longer applies to the current situation.

Pre-errata: the old "pilot" cards only got their extra text if the were "played" and not if they entered play in any other way. The MtG analogy is pretty spot on here.

After the errata, they are now able to enter play with their text no matter how they enter play. Again, this works similar to MtG: a card with an enters play ability doesn't care if it entered play via being played (cast) or from some other ability.

Pilot keyword units always have their text when they are an enhancement as part of the Pilot keyword rules. As such, any of them put in play via Stay On Target do have their text (as would Luke, Wedge, and Black Squadron Pilot post errata if on the appropriate type of unit).

In general, Pilot enhancements may be on any vehicle. The Pilot keyword allows them to be played on any vehicle and Stay On Target can place any pilot on any vehicle. However, some of them have text that only works when on a specific type of vehicle. Also, Luke and Wedge can still only be played on Fighters and Speeders and Black Squadron Pilot can only be played on Fighters (and if put onto a different kind of vehicle via Stay On Target, they don't get their game text because they can't use their "may enter play" ability if not going onto the appropriate type of vehicle).

Hope that helps, and welcome to the game!

It does so thank you...I'm just a little late coming to the party so to speak, which is where I was getting confused as when I read the errata, I read that the purpose of it was to get the cards to work correctly...so the errata was created with the intention of getting the text there when played with SOT, then I was seeing things saying they were blank/ I never looked at the dates of things here and put 2 & 2 together, and when I read the new FAQ nothing about this was in there, but that errata.

I wouldn't think they would get the text if placed on something no specified eg, fighter.

so this means a cap ship can have a pilot?! Interesting, although none of the pilots effect them.

thanks for the help.

Edited by scruffycavetroll

so this means a cap ship can have a pilot?! Interesting, although none of the pilots effect them.

Yes, as long as long as they enter play correctly, there's nothing preventing you from playing a Pilot card on a Capital ship.

Some Pilots' ability will work on any kind of vehicle (Lando Calrissian, "Mauler" Mithel, etc) Some Abilities work for any piloted vehicle (Memories of Tanaab, Call to Arms)

And even if your pilot might not trigger extra powers for not being on the right kind of vehicle, it can still protect that vehicle against enemy effects.

Putting a pilot on Transports such as Millenium Falcon or Moldy Crow will protect them from Niles Ferrier's Pilot ability. Piloting your Home One with a Rookie Pilot will protect you against Delta One.

Also, Gray Squadron Gunner from the Draw Their Fire force Pack will affect a Capital Ship: (Enhanced unit gains [unit Damage] for each [blast Damage] and for each ([Edge-enabled Blast Damage]) it has.) Slap him on your Home One with Stay on Target, and Vader goes Bye-Bye.

Piloting your Home One with a Rookie Pilot will protect you against Delta One.

I don't think will do anything as the Rookie Pilot is not an Enhancement which is why he was not part of the errata.

Piloting your Home One with a Rookie Pilot will protect you against Delta One.

I don't think will do anything as the Rookie Pilot is not an Enhancement which is why he was not part of the errata.

Rookie Pilot does not have any inherent ability to enter play as an enhancement, but other effects could still cause him to become an enhancement (and if he does, he does have the Pilot trait so he would cause the enhanced vehicle to be piloted). Currently existing way to get Rookie Pilot on a vehicle as an Enhancement: Stay On Target.

Ah. Hadn't considered putting him on with SoT as it seemed pointless since he doesn't have an ability but yeah, SoT looks for the pilot trait I guess.

He's not pointless on a Rogue Squadron X-Wing....

You'd still definitely rather have Hobbie or Luke though.

Hobbie for sure, Luke is a bit more iffy. Part of the whole reason for having a pilot on the Rogue Squadron X-Wing is so you can use the refresh ability on the ship by sacing the pilot. Sacing Hobbie or the Rookie is a non-issue because they don't actually do anything themselves except allow for the X-Wing's text to be used. Luke is a bigger investment, and brings something to the table in the form of black tactics. If you want to use the X-Wing's refresh, you have to give up on the tactics. And because of Luke's text, if you sacrifice him to refresh the X-Wing, he's going to end up in the discard, since he only "hops out" of the ship if the ship leaves play, which the X-Wing is not.