new player questions

By Odatria, in X-Wing Rules Questions

Hi everyone, I've just started collecting and playing and I've got a couple of questions to make sure I'm doing it right. I bought two starter sets and a handful of other ships to start, and my first question is this,

I mixed the two damage decks together without thinking about it. Should I only be using one? Is one big deck with double cards legal?

If I fly into an asteroid, do I automatically hit it again and not get an action and took for damage the following turn because I'm starting on top of the asteroid?

If a red maneuver is revealed by an opponent with a stress token and I can pick any white or green maneuver for them, can I choose a move that will make them flee the battlefield by moving them partially / fully off the edge?

Can you give a ship more than one of the same upgrade card if for example that card does not have a type listed or your pilot can take more than one astromech etc, can he take two of the same? Obviously not if they are named with a bullet, but if they aren't?

If you fly into an asteroid or enemy ship and have the boost or barrel roll skill can you use your ability to 'avoid' ending up on the obstacle?

Thanks for your help, that's all I can think of asking for now.

Edited by Odatria

In tournament play you are only suppose to use one complete damage deck. In casual play, it doesn't really matter. The good news is the tournament rules on the X-Wing page has a complete list of the damage deck so you can separate them again.

Possibly, if your maneuver templete would overlap the asteroid when you move on your next turn then yes. Otherwise, no.

Absolutely.

So you can only have one title and one modification updgrades, which are the only upgrades without specific slots. As for filling out upgrade slots with duplicates of other upgrades, that is absolutely allowed and in some cases encouraged assuming you are following the uniqueness rule (the bullet).

No. You complete your maneuver and then take your action (boost or barrel roll) assuming you didn't hit an asteroid or ship or otherwise lose your action.

That's great, thanks for clearing those up for me.

To clarify on the upgrade cards.

As was mentioned, you can only take 1 each of titles and modifications, unless a specific card tells you otherwise.

For the other upgrades, you may only take a single upgrade per icon listed on the ship card, but if the ship card has a given icon more than once you can take the same (non bulleted) upgrade for both slots.

For example, no ship has more than 1 astromech slot, so no ship can take more than a single astromech droid. Some ships, however, have more than 1 crew slot, so they could take the same (non bulleted) crew twice. Pay attention though to make sure the card you are doubling up on actually has additional effect in multiples. Tactician us a good one that people are talking a lot about lately, but gunner has a restriction on it that prevents 2 gunners from working together on the same ship.

I mixed the two damage decks together without thinking about it. Should I only be using one? Is one big deck with double cards legal?

Only the one is legal. Two has different odds once you've dealt the first card.

It's a 33 card deck with 7 Direct Hits and 2 of everything else, incidentally.

If I fly into an asteroid, do I automatically hit it again and not get an action and took for damage the following turn because I'm starting on top of the asteroid?

If you run into an asteroid so that your next maneuver will also be through the asteroid, you do trigger it a second time.

If you run into the asteroid and your maneuver template won't touch it (by, say, resting the side of your ship on the rock) then you've only hit it once.

If a red maneuver is revealed by an opponent with a stress token and I can pick any white or green maneuver for them, can I choose a move that will make them flee the battlefield by moving them partially / fully off the edge?

Yes. In fact, you probably should. Alternatively, put them on an Asteroid, or directly in front of your fleet and facing the wrong way.

Can you give a ship more than one of the same upgrade card if for example that card does not have a type listed or your pilot can take more than one astromech etc, can he take two of the same? Obviously not if they are named with a bullet, but if they aren't?

One upgrade per slot.

If you fly into an asteroid or enemy ship and have the boost or barrel roll skill can you use your ability to 'avoid' ending up on the obstacle?

With Advanced Sensors (a System upgrade), you may perform those actions before your move.

However, once you've lost your action, you've lost your action.

Notably, the only thing that can prevent free actions is Stress, or having already performed that action. If you've got someone with Squad Leader, or another way to do actions outside of the normal step, you could theoretically barrel-roll off of that rock, and still get to shoot.

One ship actually barrel rolls off of asteroids constantly, Dash Rendar on the yt-2400. His ability lets him ignore obstacles during the activation phase (movement), but if he end up parked on an asteroid after the activation phase, he still can't shoot.

Alternatively, the crew member version of dash lets the ship he's on still shoot while parked on an asteroid and ignore obstructions when shooting.

Sure these have been answered but the nice clean list:

1. I mixed the two damage decks together without thinking about it. Should I only be using one? Is one big deck with double cards legal?

2. If I fly into an asteroid, do I automatically hit it again and not get an action and took for damage the following turn because I'm starting on top of the asteroid?

3. If a red maneuver is revealed by an opponent with a stress token and I can pick any white or green maneuver for them, can I choose a move that will make them flee the battlefield by moving them partially / fully off the edge?

4. Can you give a ship more than one of the same upgrade card if for example that card does not have a type listed or your pilot can take more than one astromech etc, can he take two of the same? Obviously not if they are named with a bullet, but if they aren't?

5. If you fly into an asteroid or enemy ship and have the boost or barrel roll skill can you use your ability to 'avoid' ending up on the obstacle?\

1. Should be using one deck. Mixing two is illegal. Having two decks mixed together throws off the chances of drawing certain cards once cards start getting removed from the deck. With one deck if a given non-Direct Hit critical is drawn as the first card the odds of drawing the other next are 1/32 but with two decks they would be 3/65 which is about 50% greater.

2. Not always. When you start moving again the next turn you can basically ignore your starting position on the asteroid and as long as your maneuver doesn't touch it or you end up landing landing on it again (maybe you've been blocked) you can act normally.

3, YES!!!! Just know that some people may consider it poor sportsmanship despite it being completely legal and a great way to teach someone about the dangers of red maneuvers while stressed.

4. No. You are allowed one upgrade of each type allowed plus one title and one modification. If you have multiple upgrades of the same type available, like say a TIE Bomber and missiles, you may be able to fill them with the same type of upgrade. Note that while some upgrades will stack others will overlap when repeated.

5. Only if you can act while on the Asteroid so generally no.

It looks like you've already gotten answers for your questions. There are couple of extra pieces of information I figured I add.

3. If a red maneuver is revealed by an opponent with a stress token and I can pick any white or green maneuver for them, can I choose a move that will make them flee the battlefield by moving them partially / fully off the edge?


Just like setting a red move while stressed, revealing the incorrect dial for a ship that is set to a move that is not on the correct dial results in your opponent picking a legal move on your behalf.

5. If you fly into an asteroid or enemy ship and have the boost or barrel roll skill can you use your ability to 'avoid' ending up on the obstacle?

Keep in mind that hitting an asteroid isn't like having a stress token. If anything permits you to take an action outside of your perform action step (Squad Leader, Airen Cracken, Kyle giving Jake a Focus token) you would be able to use your boost or barrel-roll to get free of the asteroid. You can only boost or barrel-roll if the template doesn't cross the obstacle.

Thanks everyone. I have another question regarding the ECM upgrade card. If you have it on a ship, do you remove all red and all blue target locks from all enemy ships which can't target you? Or just the blue target locks and keep your own red counters on them?

It was an interesting read though.

About Damage cards - Simply split them to two 33 and make them private for both sides so each faction draws only from its own 33 deck. That is how I uderstand it.

About Damage cards - Simply split them to two 33

It's not that simple. Each deck must consist of the following cards. If you were to combine two decks then simply split them in half, you could have a deck with 14 Direct Hits!, which would be very unfair for whom ever has that deck.

Blinded Pilot (2)

Console Fire (2)

Damaged Cockpit (2)

Damaged Engine (2)

Damaged Sensor Array (2)

Direct Hit! (7)

Injured Pilot (2)

Minor Explosion (2)

Minor Hull Breach (2)

Munitions Failure (2)

Structural Damage (2)

Stunned Pilot (2)

Thrust Control Fire (2)

Weapon Malfunction (2)

About Damage cards - Simply split them to two 33

It's not that simple. Each deck must consist of the following cards. If you were to combine two decks then simply split them in half, you could have a deck with 14 Direct Hits!, which would be very unfair for whom ever has that deck.

Blinded Pilot (2)

Console Fire (2)

Damaged Cockpit (2)

Damaged Engine (2)

Damaged Sensor Array (2)

Direct Hit! (7)

Injured Pilot (2)

Minor Explosion (2)

Minor Hull Breach (2)

Munitions Failure (2)

Structural Damage (2)

Stunned Pilot (2)

Thrust Control Fire (2)

Weapon Malfunction (2)

That's what I meant but did not write it literally. Split them in identical halves.

About Damage cards - Simply split them to two 33

It's not that simple. Each deck must consist of the following cards. If you were to combine two decks then simply split them in half, you could have a deck with 14 Direct Hits!, which would be very unfair for whom ever has that deck.

....

That's what I meant but did not write it literally. Split them in identical halves.

But it is a very important clarification.

Some people who have mixed damage decks may not see anything wrong with just taking "half of the stack" and giving it to the other player so both players have a "deck" to draw from. While many of those people would just be ignorant those who know how the deck works could try to take advantage of the situation and rig a deck with cards that will not hurt them too much.

There has been discussion/threads about stacking a damage deck. It is very much against the rules and it is worth pointing out that you may inspect an opponent's damage deck to be sure it has the right cards in it before randomizing it. Some have thought it is unsportsman like to check an opponent's deck but you should never feel guilty about doing it to protect yourself.