Yet another stupid question brought to you by ME! - Flechette Torpedoes

By Papamambo, in X-Wing Rules Questions

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Ok, I gotta ask - is the 3 attack dice specifically to HIT your opponent, or is it 3 actual damage?

The reason I ask is that other weapons like the Ion Cannon and Turret have a 3 attack rating but only inflict 1 damage. Ion Pulse missiles also only inflict 1 damage.

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I've purposely not used Flechettes for the fear that what I am rolling is just for the effect rather than the actual damage it might inflict AND the effect.

Am I wrong?

This has been another stupid question brought to you by me ;)

Edited by Papamambo

Am I wrong?

Yes you are. Unless the card specifically sates to cancel all dice results and do X damage. Then you do damage based on your dice roll.

No such tjing as a stupid question. You were in doubt as the question is a valid one.

As stated above the Ion weapons mentioned cancel the dice results in exchange for 1 damage and one ion token

Note that the Ion torpedoes that are comming soon do not cancel dice results, but deal the damage rolled plus an ion token

Well, I have read it, but as these cards (specifically the Flechette Torp) came out after the original rule book was written, there seemed a contradiction in my eyes. Obviously wrong.

Thanks all. I may just give Flechettes and other Ordnance another look. A 2 point torpedoe that causes stress is a lot more appealing to me now, knowing that it also does the damage.

The only stupid question is the one you don't ask.

With Flechette torpedoes, you roll your three attack dice, the defender rolls his agility dice hoping to cancel as much as possible. Any uncancelled hits or crits, deal damage in the usual fashion (shields, then hull) and then the stress token gets applied, regardless of whether you hit or your hits were cancelled. This is the bit to remember, as I've seen a few forget it when they've missed. Hit or miss, the target still gets a stress token. The only restricting factor is if the defender's hull value is over 4.

With any of the Ion weapons, the dice rolls are only establishing whether you hit or miss the target, which is why is says to cancel all the results at the end. The effect of a successful hit is 1 damage and 1 Ion token (or 2 with Ion Pulse Msls).

Example: You fire your Ion Cannon at a target and roll 3 attack dice {hit} {crit} {crit}, the defender rolls three blanks. End result is you have hit the target, the target suffers 1 damage and gets 1 Ion token, the dice results are now cancelled.

Of course, the Ion Torpedo bucks the tradition. It's value jumped up when I realized it does normal damage.

Well, I have read it, but as these cards (specifically the Flechette Torp) came out after the original rule book was written, there seemed a contradiction in my eyes. Obviously wrong.

Thanks all. I may just give Flechettes and other Ordnance another look. A 2 point torpedoe that causes stress is a lot more appealing to me now, knowing that it also does the damage.

Unless specified otherwise on their cards, Secondary Weapons function exactly as outlined on p.19.

"In addition to being inside the attacker’s firing arc, the closest point of the target ship’s base must fall within the weapon range shown on the card (see “Upgrade Card Anatomy” below). If both of these conditions are met, then the player rolls the number of attack dice equal to this card’s attack value (instead of the ship’s primary weapon value)."

That has never changed, the cards you've linked to have special rules that cancel the dice rolls if you do hit, and applies a condition/effect which is different from the normal Compare Results & Deal Damage steps.

I get how it can be confusing but it helps to think of it as: the main rules are always in effect, until a specific card changes this.

And yes, the Ion Torp is looking mighty fun. :)

Hit or miss, the target still gets a stress token. The only restricting factor is if the defender's hull value is over 4.

And don't forget, when referring to hull here it means the yellow number on the ship card; you don't lose hull, you take damage. A TIE Bomber that has suffered 5 damage still has 6 hull for the purposes of a Flechette torpedo and is immune to the stress it would cause.

So the Hawk has 4 hull and could be effected but you give it the hull upgrade it wouldn't be effected. correct?

So the Hawk has 4 hull and could be effected but you give it the hull upgrade it wouldn't be effected. correct?

Correct.