Decimator Questions

By shaner, in X-Wing

For those of you who have the Decimator. ..or have seen the cards...

The Decimator has a ram ability. ..awesomesauce. When it does ram, however, does it lose its action like other ships?

Next, I saw someone's post on here explaining putting the EngUpg on the big brute. The person went on to explain how you ram a ship to remove a shield. You then perform a boost action to move through the enemy ship causing a second damage or removing a second shield. Is this how it actually works?

Thanks

You can't actually perform a Boost Action if you would land on another ship, therefore, that way doesn't work. The correct upgrade is Daredevil, as it performs a MANEUVER, not technically a BOOST. However, you can take damage from performing the Daredevil action unless you ALSO take the Engine Upgrade modification. You also need the Dauntless title to perform an action after you collide with a ship, which deals a stress in addition to the Daredevil stress. You perform a maneuver to overlap a ship. This deals the ship one damage and activates Dauntless. You then can perform a free action, use Daredevil, land on that ship again and deal it another damage. You then receive two stress tokens, one for Dauntless and one for Daredevil. Here is the build in detail:

Captain Oicunn 42

++Dauntless Title 2

++Daredevil 3

++Engine Upgrade 4

51 points total.

RAMMING SPEED!

Edited by Engine25

You'll be thinking of this one.

captain-oicunn.png

used with this...

dauntless.png

Oicunn inflicts damage on a regular overlap, and if he's got the Dauntless title, he can perform a free action straight after, but then he gets stressed. You can't perform a boost if you would overlap, so I'm not sure where that idea has come from.

:ph34r:

Yes, Daredevil would be the only way to work it, but at the cost of two stress and possibly 2 damage or crits, it's a gamble. Then again, the VT-49 is a big solid beast.

Edited by Parravon

The pilot skill says each enemy ship you are touching after executing a "maneuver". Boost is a action, plus I don't think you can boost into another ship or obstacle according to the rules. You do lose your action, but there is a modification Dauntless that gives you a free action if your are overlapping, but you get a stress. Only one of the Decimator pilots have the ability Capt. Oicunn.

A question on Daredevil. Do you actually have to have the hard 1 turn on your dial to use it or is it just given to you with the card with the included restrictions?

A question on Daredevil. Do you actually have to have the hard 1 turn on your dial to use it or is it just given to you with the card with the included restrictions?

Good question. ...I'd like to know that too.

A question on Daredevil. Do you actually have to have the hard 1 turn on your dial to use it or is it just given to you with the card with the included restrictions?

Good question. ...I'd like to know that too.

The card says "execute a white 1-turn maneuver". It doesn't check your dial or, actually, interact with your dial in any way. So when you activate it, you go ahead and do the maneuver regardless of whether you have a 1-turn on your dial.

A question on Daredevil. Do you actually have to have the hard 1 turn on your dial to use it or is it just given to you with the card with the included restrictions?

Good question. ...I'd like to know that too.

A question on Daredevil. Do you actually have to have the hard 1 turn on your dial to use it or is it just given to you with the card with the included restrictions?

Good question. ...I'd like to know that too.

The card says "execute a white 1-turn maneuver". It doesn't check your dial or, actually, interact with your dial in any way. So when you activate it, you go ahead and do the maneuver regardless of whether you have a 1-turn on your dial.

As the most Vorpal of Swords said, it's a action, not a maneuver. That makes it more akin to a boost, but not technically a boost action. You do not have to have that maneuver on your dial. However, if you do not have the boost icon in your Action Bar, you have a chance to sustain damage as well as the stress. Therefore, it's best to take it alongside engine upgrade unless it is an interceptor or A wing. The Decimator has a LOT of hit points, but with no agility each one is quite valuable.

Engine25, I see you refer to it as an action, not maneuver, would that disqualify it for the tactic on the Decimator? I can see its use, but I just want to be sure that when used with Daredevil that it is considered a maneuver and not something else.

Thanks

PS the Decimator is a bear to kill especially with a couple of the different crew that it can have. My son used it with Whisper and several upgrades and it is ugly to play against

Engine25, I see you refer to it as an action, not maneuver, would that disqualify it for the tactic on the Decimator? I can see its use, but I just want to be sure that when used with Daredevil that it is considered a maneuver and not something else.

Thanks

PS the Decimator is a bear to kill especially with a couple of the different crew that it can have. My son used it with Whisper and several upgrades and it is ugly to play against

That's where the confusion lies. Read the Daredevil card. It is an ACTION that grants a MANEUVER. Unlike the boost action, it can still be completed if it would land you on top of another ship. Read my first post on the thread rugby after the OP. It certainly works unless they FAQ that it doesn't, meaning that if you begin a turn unstressed you can deal two free damage to an enemy, or one free damage you are stressed.

If the ship taking the ramming damage has shields, would those be taken off first or is it straight hull damage as a bomb is. Also should the decimator hand out the lube to the receiver of ramming or sell the lube to him?

If the ship taking the ramming damage has shields, would those be taken off first or is it straight hull damage as a bomb is. Also should the decimator hand out the lube to the receiver of ramming or sell the lube to him?

Damage is dealt normally.

Engine25, The reason I asked the question on Daredevil was 2 fold. First the did change the card from it was labeled originally as a red turn, now it is labeled as a white turn. what is a little confusing why would they even assign a color unless it meant something?

Engine25, The reason I asked the question on Daredevil was 2 fold. First the did change the card from it was labeled originally as a red turn, now it is labeled as a white turn. what is a little confusing why would they even assign a color unless it meant something?

It's a little bit arcane, but the problem is that--because it's done as an action, outside the usual maneuvering steps--the "check stress" step never happens, so your ship doesn't really care what color the maneuver granted by Daredevil is. The errata'ed version makes it so that most ships actually get stress from using it, and incidentally so that Tycho can use it even if he already has a mass of stress tokens.

You can't actually perform a Boost Action if you would land on another ship, therefore, that way doesn't work. The correct upgrade is Daredevil, as it performs a MANEUVER, not technically a BOOST. However, you can take damage from performing the Daredevil action unless you ALSO take the Engine Upgrade modification. You also need the Dauntless title to perform an action after you collide with a ship, which deals a stress in addition to the Daredevil stress. You perform a maneuver to overlap a ship. This deals the ship one damage and activates Dauntless. You then can perform a free action, use Daredevil, land on that ship again and deal it another damage. You then receive two stress tokens, one for Dauntless and one for Daredevil. Here is the build in detail:

Captain Oicunn 42

++Dauntless Title 2

++Daredevil 3

++Engine Upgrade 4

51 points total.

RAMMING SPEED!

The Engine Upgrade doesn't help at all here, especially since he won't have an action to use it with once he uses Daredevil. So a waste of 4pts.

In my opinion it would have been better if they had errataed the rule book to redefine the scope of "execute a maneuver" to INCLUDE the "check pilot stres step." I think that would make it to where it would be simpler and more intuitive. Most people think it works that way, but it doesn't, and so you get these "arcane" card and rules interactions.

The Engine Upgrade doesn't help at all here, especially since he won't have an action to use it with once he uses Daredevil. So a waste of 4pts.

The Engine Upgrade allows it to use DD without damaging itself

Edited by Syleh Forge

In my opinion it would have been better if they had errataed the rule book to redefine the scope of "execute a maneuver" to INCLUDE the "check pilot stres step." I think that would make it to where it would be simpler and more intuitive. Most people think it works that way, but it doesn't, and so you get these "arcane" card and rules interactions.

Or they could have just errated it to say "When you perform a boost action you may instead use the 1 turn template.....(rest of the junk about stress and damage)" Or "Action: Perform a 1 turn maneuver..." and make no reference to color of the dial at all and save themselves the trouble. (granted there would still be R2+Damaged Engine concerns for this option)

Engine25, The reason I asked the question on Daredevil was 2 fold. First the did change the card from it was labeled originally as a red turn, now it is labeled as a white turn. what is a little confusing why would they even assign a color unless it meant something?

It's a little bit arcane, but the problem is that--because it's done as an action, outside the usual maneuvering steps--the "check stress" step never happens, so your ship doesn't really care what color the maneuver granted by Daredevil is. The errata'ed version makes it so that most ships actually get stress from using it, and incidentally so that Tycho can use it even if he already has a mass of stress tokens.

To bad its not considered an attack so you could Vader the rebel scum afterwards

yeah, actually. the whole daredevil thing only works to give you a bump if you ddint' have one. I dont think you can dauntless into daredevil.

i just prefer going: Oicunn Ruthlessness Gunner Ysanne. That gives it survavibility, and 3 modes of nearly unavoidable damage

In my opinion it would have been better if they had errataed the rule book to redefine the scope of "execute a maneuver" to INCLUDE the "check pilot stres step." I think that would make it to where it would be simpler and more intuitive. Most people think it works that way, but it doesn't, and so you get these "arcane" card and rules interactions.

Or they could have just errated it to say "When you perform a boost action you may instead use the 1 turn template.....(rest of the junk about stress and damage)" Or "Action: Perform a 1 turn maneuver..." and make no reference to color of the dial at all and save themselves the trouble. (granted there would still be R2+Damaged Engine concerns for this option)

I'm talking about a broader rules issue though, that is not limited to the Daredevil card.

yeah, actually. the whole daredevil thing only works to give you a bump if you ddint' have one. I dont think you can dauntless into daredevil.

i just prefer going: Oicunn Ruthlessness Gunner Ysanne. That gives it survavibility, and 3 modes of nearly unavoidable damage

You still can, since you don't receive the Dauntless stress until after you perform the Free action, much like Experimental Interface and PTL

To spell it out because other people will get confused later and it will be nice to have this laid out

1) You crash into a ship

2) Resolve Oicunn/APL stuff

3)Dauntless Title activates you may perform a free action

4) you resolve said action whatever it may be all the way to completion, if it is Daredevil then you follow everything in the errata'ed text for it perform a white turn maneuver

5) you crash again, resolve Oicunn/APL stuff

6) Receive stress token from Daredevil

7) If you don't have the boost icon on you bar roll 2 attack dice suffer results

8) now that the "free" Daredevil action has been resolved, you receive a stress token from Dauntless title

When all is said and done, you dealt 2 damage to any ships you crashed into and you suffer up to 4 damage yourself (if the enemy ship had APLs and/or you didn't by an EU for Oicunn) and you receive 2 stress tokens.

Side note I would not get terribly attached to a ramming strategy because of the Falcon lists that are out there is a potential that many of them try adding APLs to discourage ramming, it isn't guaranteed damage like Oicunn, but it will still add up on a ship with 0 agility

Mostly correct. You resolve his ability, but you only resolve APL if they crash into you. It's possible to go off twice if your opponent decides to Daredevil into your APL ship, but why would they do that? That's terrible!

EDIT: misread that. Yeah, if Oicunn into an APL and Daredevils into it again, he rolls twice.

Edited by PhantomFO

To bad its not considered an attack so you could Vader the rebel scum afterwards

As long as they are higher ps than you, you can Vader afterwards too! It's fun. Big O death roll.

Decimator doesn't like questions.. decimator's answer to everything is KILL!

Edited by Rakky Wistol