Timing on Accuracy Corrector (Wave 6)

By kraedin, in X-Wing Rules Questions

accuracy-corrector.png

The "Compare Results" step on page 12 says that "All abilities that allow players to cancel dice must be resolved at the start of the “Compare Results” step."

The "Modify Attack Dice" step on page 11 says that "During this step, players may resolve abilities and spend tokens that allow them to modify attack dice."

Accuracy Corrector cancels dice and then (may) modify attack dice. In which step do you use it? Does "must be resolved" beat "may resolve"?

accuracy-corrector.png

The "Compare Results" step on page 12 says that "All abilities that allow players to cancel dice must be resolved at the start of the “Compare Results” step."

The "Modify Attack Dice" step on page 11 says that "During this step, players may resolve abilities and spend tokens that allow them to modify attack dice."

Accuracy Corrector cancels dice and then (may) modify attack dice. In which step do you use it? Does "must be resolved" beat "may resolve"?

I think the Corrector will count as a "Cancelation" ability, because that's the core of it. The followon effect is incidental.

So I think you do it at the start of Compare Results.

I suspect the INTENT is basically "trade your normal attack with 2 [hit] results that can not be modified" which should happen at step 2 in the rulebook and then step 3 could be skipped. However reading it and the rulebook it seems you can decide to use this after Defense Dice are rolled and modified; of course doing that I really wonder what the point preventing additional modifications as those two [hit] results with either be cancelled or not.

I think the card is supposed to resolve during modify attack dice. Then the "cannot modify again" part makes sense.

The way it is written, it does resolve during compare results.

I think the card is supposed to resolve during modify attack dice. Then the "cannot modify again" part makes sense.

This honestly wouldn't surprise me. I don't think we've ever had an ability that used that particular timing rule. Honestly, I'd forgotten it existed. I wouldn't be shocked if FFG had forgotten it too :P

I think this is the only card that could even use that rule. All the other cancel dice abilities have specific timing, like ion cannon turret.

On a related note, Accuracy Corrector cancels only dice results. Anything you added during modify attack dice remains in the common area.

On a related note, Accuracy Corrector cancels only dice results. Anything you added during modify attack dice remains in the common area.

But how many things, except maybe this, actually ADD results during the modify attack dice phase?

On a related note, Accuracy Corrector cancels only dice results. Anything you added during modify attack dice remains in the common area.

But how many things, except maybe this, actually ADD results during the modify attack dice phase?

So far, only Kir Kanos does. He does not have a system upgrade slot.

So far, only Kir Kanos does. He does not have a system upgrade slot.

Why one asks the question. :)

But how many things, except maybe this, actually ADD results during the modify attack dice phase?

Or modify dice outside of the modify dice step?

IMHO, there are windows for certain types of abilities to be used, but nothing stops other abilities from working outside those windows. It's like the difference between a barrel roll action and a barrel roll... The action opens up the barrel roll, but it's not the only way to get it.

Similarly, there's a window for modification abilities, and a window for cancellation abilities, but those abilities aren't the only way to modify or cancel dice. Ion Cannons already present an example of that - they cancel dice, but it's not a "choose to activate ability", it has a trigger condition.

That's why I lean towards this activating as a cancellation ability, rather than a dice modification ability. There's no trigger condition on the cancellation, which means you can choose to activate it then. The modification only happens if you perform the cancellation, which effectively makes it a triggered ability.

But the "can choose to do this at will" is the cancellation.

I think the last paragraph is an oversight on the designers part. It does not make sense. You just cancelled all attack dice. There are no dice to modify. And it causes confusion as to when the effect happens.

The rulebook is quite clear that cancellation effects happen at the start of step 6.

I think the last paragraph is an oversight on the designers part. It does not make sense. You just cancelled all attack dice. There are no dice to modify. And it causes confusion as to when the effect happens.

Not necessarily. There could be other game effects which trigger and cause the dice to be modified, say based on a hit. "When attacking, if you hit you may change one {Eyeball} to a {Hit}" would be an interesting ability.

Chosen abilities may have to be used before that point. Triggered abilities maybe not so much.

Yes I did think of that. There might be effects in Wave 6 or later releases that would perhaps modify dice in the compare results step.

But what really gets me is that it states you can't modify the dice further, when there are no dice to modify.

Yes I did think of that. There might be effects in Wave 6 or later releases that would perhaps modify dice in the compare results step.

But what really gets me is that it states you can't modify the dice further, when there are no dice to modify.

Added results can be modified just like dice can.

Yes I did think of that. There might be effects in Wave 6 or later releases that would perhaps modify dice in the compare results step.

But what really gets me is that it states you can't modify the dice further, when there are no dice to modify.

Added results can be modified just like dice can.

Yes, but the card says you can't modify dice, not dice results.

Yes I did think of that. There might be effects in Wave 6 or later releases that would perhaps modify dice in the compare results step.

But what really gets me is that it states you can't modify the dice further, when there are no dice to modify.

Added results can be modified just like dice can.

Yes, but the card says you can't modify dice, not dice results.

I'm not entirely sure that's going to matter. "Add" is considered a possibility for "Modifying Dice Results" even though it's not actually a die that's being added. And that added result can (we generally assume) be modified as normal throughout the standard steps, even though the rules refer to dice throughout.

There's certainly a bit of conflict here with Ten Numb/Autoblaster wording, but it feels to me like things that refer to "modifying dice" should probably be universally "modifying results". As silly as it may seem, I suspect there's a difference between "attack dice" and "defense dice" which refer to the source of results, and "dice" which broadly mean all results.

Yes, but the card says you can't modify dice, not dice results.

Adding results is still modifying dice. The term "dice" does not have to specifically refer to actual dice rolled; the term can be used generally to refer to your dice pool.

Yes I agree that the rules for modifying attack dice on page 11 modifying dice invludes adding and modifying dice results. Which is then why this card has to state you can not modidy them further.

But it does go contrary to the concensus for Ten Numb, where dice does not mean dice results.


But going back to the OP I would say yes must trumps may. There is nothing in the rules that say you must change attack dice in step 3. But the rules clearly states that effects that allows you to cancel dice must be used at the beginning of step 6.

And interestingly this card seems to be the first to fall subject to this. Ion weapons actually don't allow you to cancel dice. They cancel the dice after you determine that the defender is hit which is later in step 6. They also deal their damage and ion token in step 6 and then deal no damage in step 7 as the dice were cancelled.

The argument put forth that the last paragraph means that this card resolves in step 3 is based on the assunption that you can only modify attack dce in step 3. This card is the first to modify dice outside step 3, but as stated above the rules does not state that you can only modify attack dice in step 3. And the last paragraph is indeed intended to stop you from using other cards that migh be released in the future from further changing the dice result.

Edited by StephenEsven

But it does go contrary to the concensus for Ten Numb, where dice does not mean dice results.

It's subtle, but I think the distinction here lies in the difference between "dice" and "defense dice". Token results are added to the dice pool, and can be affected by things that modify "dice". "Defense dice" refer specifically to rolled green dice, and the origin of the results.

It's a weird distinction, but it is consistent.

wow and here all I was thinking of is thie means sensor jammer wont work on those 2 hits. nor merc. copilot or anything similar.

i hadnt gone nearly all this deep thats why I read here thanks y'all

;-)

wow and here all I was thinking of is thie means sensor jammer wont work on those 2 hits. nor merc. copilot or anything similar.

i hadnt gone nearly all this deep thats why I read here thanks y'all

;-)

Sensor Jammer wouldn't work on the [hit] results added by Accuracy Corrector. The sequence would be:

  1. Attacker rolls attack dice.
  2. Defender modifies attack dice (Sensor Jammer is here).
  3. Attack modifies attack dice.
  4. Defender rolls defense dice.
  5. Attacker modifies defense dice.
  6. Defender modifies defense dice.
  7. Start of the Compare Results step (Accuracy Corrector is here).
  8. [hit] and [crit] results are cancelled by [evade] results.
  9. Defender suffers uncancelled [hit] and [crit] results.

Also lets not forget that you may add 2 hit results. Pair the card with gunner, luke or munitions failsafe and you can use it to ensure another attack or not wasting an expensive pie e or ordenance for just one hit (assumoing the defender can cancel one hit)

accuracy-corrector.png

If a ship equipped with R7-T1 is at Range 1–2 and inside

the firing arc of an enemy ship, the following sequence

occurs: the ship equipped with R7-T1 may acquire a

target lock on the enemy ship. Then, the ship equipped

with R7-T1 may perform a free boost action, even if it

did not acquire a target lock on the enemy ship.

Lemme just use the similarities of the "may" phrasing in both cards to go ahead and choose not to cancel any of my dice.

And then I'll use the second "may" and add 2 hits to my roll anyway.

Per the FAQ's precedent, this ought to be perfectly fine. (In R7-T1's case, you trigger the "double 'may'" by choosing a ship. In the Accuracy Corrector's case, you trigger the "double 'may'" by the status of attacking.)