Okay, so, I need to know something. For the longest time, I've thought that you can choose to activate one of your cards when doing an action, but not do the action on the pilot's card. The rulebook was vague about this. Say I have a fully loaded decimator. Do I have to choose between my crew member's abilities for that one turn, or can I use them all in addition to my normal skill? How does all this actually work?
State of confusion: EPTs, native abilities, actions and other stuff.
Whaaaat?
For actions: Let's assume that a card that says "Action:" creates an imaginary icon in the action bar of your ship. You can then choose that action (thus, "instead" of focusing or TLing for instance).
In Xwing, "abilities" tend to be pilot abilities ONLY. Crew and upgrades don't technically have "abilities". They have some effect or some choice.
A pilot ability would be like Oicunn's ram ability. Note this is triggered off an event. Not an "activated" option like an action.
So if you have Oicunn with Expose and Dauntless, on a turn where you don't ram someone (and thus lose your action), you can choose 1 action from the following three options: Focus, TL, or "Expose - Action:".
If you rammed someone, you can activate Dauntless, choose one of the three, then receive a stress.
I believe one of the rules ninjas said Xwing rules work as interrupts: You can do things in the middle of fully resolving a card's effect.
Ex. Pretend I could have Oicunn and Jan Ors as crew. I could activate Dauntless, take a focus, then trigger Jan Ors crew to change it to an evade (in the middle of finishing resolving Dauntless, which has a second part), then take a stress.
If the Crew card says "Action:", it takes your action for the turn. If it's something like Mara Jade's, Mof Jerjerrod's, or Gunner's, those are passive and do not require an action and happen automatically when triggered.
Lackwit, are you feeling okay?
You have 2,100 posts in is forum and you don't know how actions work?
Lackwit, are you feeling okay?
You have 2,100 posts in is forum and you don't know how actions work?
2100 posts on FFG forums.
Quite simply, every card has an opportunity that triggers it. You can use every single card whose opportunity arises in a turn, including multiple cards associated with a single ship.
Okay, so, I need to know something. For the longest time, I've thought that you can choose to activate one of your cards when doing an action, but not do the action on the pilot's card. The rulebook was vague about this. Say I have a fully loaded decimator. Do I have to choose between my crew member's abilities for that one turn, or can I use them all in addition to my normal skill? How does all this actually work?
Lackwit, are you feeling okay?
You have 2,100 posts in is forum and you don't know how actions work?
There has been confusion before. But lets see If I think I understand the question.
- 1st question I think is are the pilot abilities the abilities for all unique pilots that replace the flavor text from the generics those are not actions. So you use them when they allow you to or are triggered.
- The actions are in the action bar those are the basic generic actions and native actions are those that don't need upgrades with the action header to perform them.
- Some upgrade cards add to your action bar such as Engine Upgrade and the Millennium Falcon title.
- Some upgrade cards are actions as in the "ACTION" header. Those cards require you to perform an action as everyone knows you can perform only 1 action per turn at the end of movement unless something allows you to take additional action at other times in the game. Such as Squad Leader upgrade.
- Free Actions are actions that can be done outside of the actions step.
- Often confusing are upgrade cards with the ACTION header that gives you a free action (ie Expert Handeling). You still spend your action to activate the upgrade card the free action means you do not have to spend another actions which you will need to get from somewhere else.
- Think of it this way you have 1 action point per activation phase assuming it doesn't get canceled by stress or overlapping. You spend it on any action in your action bar or any upgrade with the action header. You now have 0 action points and all other actions you do from there on out must be free actions. Example Push The Limit. You perform a focus action in a tie interceptor, you have 0 action points but you use PTL to perform a free action in your action bar for 0 action points, you perform an evade action for 0 points then take a stress as indicated by PTL. You performed two actions but only spent 1 point because one of them was free.
Lackwit, are you feeling okay?
You have 2,100 posts in is forum and you don't know how actions work?
2100 posts on FFG forums.
Er, every forum I've posted in IS star wars related, the only two being this and well, the Armada forum.
I also have less than ten games under my belt, all played at home.
Yeah.
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So, crew/other things can be used independently of actions?
Ah, my mistake. Apologies.
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So, crew/other things can be used independently of actions?
Yes, and in fact they have to be used in many cases (if they don't have "may" in the text, for example). So let's say you have a decimator with Mara Jade crew, you move and take a focus action; at the end of the combat phase you then HAVE to give every enemy ship at range 1 a stress (you can't opt to not give one to Soontir Fel, for example).
Oh. That's pretty interesting!