Unexpected Interactions.

By DraconPyrothayan, in X-Wing

What follows is a list of odd and potentially unknown interactions between upgrades/pilots.

Feel free to add more in the comments, and I'll expand the Master List!

  • R2 Astromech turns the Daredevil White maneuver green. There is currently no application for this, though it does matter to homebrewists.
    Similarly, R2 and Nien Nunb both turn the Ioned maneuver green.
  • If a Pilot loses Veteran's Instinct during the Activation phase, and hasn't yet Activated, it keeps it until Combat.
  • Intelligence Agent, Mercenary Co-Pilot, Tactician , Recon Specialist, and Flight Instructor all have cumulative effects.
    If you tripled up on a Decimator, you look at 3 dials, convert 3 hits to crits, deal 3 stress , gain 4 tokens from a Focus action, or re-roll up to 3 dice when defending.
  • You can use C3P0 to get extra tokens from Lando (The crew card).
  • If Vader uses Advanced Sensors, he loses his second action, as he specifies that they happen in the perform actions step.
  • If you trigger Dauntless by colliding with a Green maneuver, you clear that stress immediately.
  • Even if you do not have the "Acquire a Target Lock" action, you may still acquire target locks from other sources. Same with "Evade" and Evade Tokens.
  • When using Outrider and a Cannon, the Gunner crew does nothing, as you cannot fire with your primary weapon.
  • When using Outrider and a Cannon, if you lose the Cannon for some reason, you regain your Primary Weapon.
  • A decimator, using expose, behind an asteroid or at range three will still roll 1 defense die.
  • When attacking, Dutch can spend a target lock and reroll no dice to attempt to gain a new target lock with his astromech, Hobbie can spend a target lock and reroll no dice to clear stress, Garven can spend a focus token with no focus results to pass the token, and Kayan can spend a Stress token with no focus results to de-stress.
  • If you are Ioned, you do not assign yourself a maneuver. Therefore, you don't get to trigger anything "Before you reveal your maneuver dial", like decloaking , dropping bombs, or using Advanced Sensors.
  • If you have a Recon Specialist and can be near/on board with the Jan Ors crew, a Focus action can net 1 Focus and 1 Evade token.
  • If you are carrying Jan Ors or a Fleet officer, her ability can give you that token as well.
  • If you have a turret, and Biggs is in range of that turret, you cannot fire at one of his squadmates at Range 1. Even if your turret is a Hot-Shot blaster.
  • If Nera Dantels has Target Locked Biggs Darklighter, and she has Torpedoes that can fire at him, she cannot fire at his Range-1 Squadmates. Like the above, but more restrictive.
  • If you use an Autoblaster with an Accuracy Corrector, your shots cannot be canceled.
  • If Soontir Fel or Keyan Farlander attacks a ship with a Rebel Captive, the focus/stress can be used to modify the attack.
  • Damaged Sensor Array does not block a Decimator from using Ysanne Isard's ability, but it would block her on a Firespray, who has an Evade on the action bar.
  • A ship with Push the Limit and Experimental Interface can gain 3 actions for 2 stress in a single turn. However, neither card allows for a Damage Card's action, nor would they work on a theoretical Pilot Ability action.
  • Decoy + Swarm Tactics can be used in conjunction to share a high Pilot Skill over a longer range, and can also be used to make both pilots have the lower PS.
  • Enhanced Scopes can allow a high PS pilot to receive a free action from a lower PS Squad Leader.
  • If Corran Horn kills Fel's Wrath in the end-phase, Fel's Wrath stays around until the end of the combat step on the following turn.
  • If you perform a "Daredevil" action with a Damaged Engine, you only receive 1 stress. Yes, the Daredevil turn is now Red, but there is no check-stress step outside of its normal position in the turn, and so the stress from the red maneuver is never assigned. This is likely why the card was changed to its current incarnation.
  • Being unable to attack an enemy ship while you are on an asteroid, or being unable to attack an enemy ship that you are touching, are both restricted to the Combat Phase. Therefore, Corran Horn's end-phase attack is immune to those restrictions.
  • Imperial Boba Fett + Navigator allows any selected bank to be rotated to any other available bank on your dial. This is called Fettigator.
  • Stay On Target + Navigator allows you to rotate your dial to a Red version of any other bearing/speed combination on your dial, excluding only maneuvers that are both unique in speed and bearing. IG-88 cannot use the combo to produce its 4 Koiogran, nor can Captain Kagi use the combo to produce his 0 Stop. Of course, neither can actually equip the combo, either, but it's worth illustrating the gap.
  • Tetran Cowall + Stay On Target may turn a revealed Koiogran into a red version of any 1, 3, or 5 speed maneuver on his dial. Similarly, he can also turn a revealed 1, 3, or 5 speed maneuver into any of his available Koiogran options. This is given to us via E-Mail, and follows the same logic of Fettigator, and is unlikely to be FAQ'd against.
  • If you are using Palob Godalhi, you can use Opportunist to gain extra damage against the ship whose token you stole.
  • The Greedo crew combos with Determination, to reduce incoming damage. Slightly. 8/33 of your damage cards would get discarded, but 7/33 of them would be double damage.
  • The Greedo crew dealing the first card face-up can kill an opponent with the Chewbacca crew, when simply having a [boom]-[KABLAM] transition would spare them.
  • If you are using Torkil Mux, you can use your pilot ability to enable Predator or Fleet Officer's higher tier use.
  • Dace Bonearm can kill enemies with the Leebo crew in the activation phase
  • Rules-as-Written, a blocked IG-88D's special Segnor Loop will turn into a stressful BANK when blocked. This is likely to get FAQ'd.
  • The Target Lock from the R4 Aggromech can be used to modify dice in this attack. This is best used with Blaster Turrets, but can be used on any attack to turn your 3/4 damage-per-die average into 7/8 damage-per-die.
  • The Accuracy Corrector can be used to purposefully miss. This is likely to get FAQ'd.
  • Bodyguard can be used to boost damage from Proton Rockets
  • Calculation gives Ten Nunb an unblockable Ion or Flechette cannon.
  • Calculation gives Imperial Kath the largest likelyhood of producing stress.
  • The Flechette Cannon and Tactician can combine for 2 stress against the opponent. The former applies on-hit if the opponent is not stressed, and the latter applies after the attack resolves.
  • "Dutch" Vander with the BTL-A4 title, a Turret of your choice, and R5-K6 generates, on average, 3.0312 Target Locks for your fleet per turn. Compared to "Dutch"'s normal 2 TLs, R5-K6 isn't looking so terrible anymore.
  • Outlaw Tech and K4 Security Droid also have cumulative effects. However, there is not yet a Scum ship with more than one Crew slot. Nevermind. Outlaw Tech is Limited, and K4's multiuse could only happen if a ship could hold multiple target locks, but only acquire them one at a time.
  • Connor Nets do not prevent the action of a ship with Advanced Sensors, as it merely causes one to skip their "Perform Actions" step.
  • Darth Vader with the TIE/x1 title gains no synergy with Advanced Sensors, as his pilot ability name-drops the "Perform Actions" step.
  • Garven Dreis, flying alongside Esege Tuketu, passes Esege's focus token back to him after using it.
    This means that he can spend a Focus Token in every manner while attacking, and not actually lose the token.
    An example would be using an R2-D6'd Deadeye to fire an Advanced Proton Torpedo, and then using the same Focus Token to modify the results.
    Similarly, an R2-D6'd Calculation on Dreis results in one Crit and several Hits being pulled out of your Focus results.
  • It is possible to place 5 large obstacles such that a 6th cannot be placed without violating the range rules. There is not yet a procedure for resolving this situation.
Edited by DraconPyrothayan

C3P0 doesn't add tokens.

R2 Astromech/nien do not change a white maneuver from daredevil/ion due to it being a worse condition (same reasoning behind damaged engine+r2

C3P0 doesn't add tokens.

He can if paired with Lando

C3P0 doesn't add tokens.

But Lando (crew) does, and Lando causes you to roll defense dice. Since 3PO triggers when you are going to roll defense dice, 3PO can trigger when you use Lando to (potentialy) add an evade result to Lando's roll, providing a token.

R2 Astromech/nien do not change a white maneuver from daredevil/ion due to it being a worse condition (same reasoning behind damaged engine+r2

Except the FAQ specifically states that they do.

Except the FAQ specifically states that they do.

Could you "show your work" on this as the FAQ I read says it doesn't.

According to the FAQ, the only interaction specified under R2 is in relation to Damaged Engine Critical hit. It states that if you have both R2 and Damaged Engine, any 1 and 2 hard turns are red.

Daredevil specifically states that

"A ship that performs the Daredevil action follows all
normal rules for executing a maneuver. Daredevil may
be performed even if the ship would overlap another
ship or obstacle; resolve the overlapping as normal."

Key phrase here is "... all normal rules for executing a maneuver..." which includes R2.

Is this R2 interaction the reason for the change from red to white+stress?

Is this R2 interaction the reason for the change from red to white+stress?

Possibly, but there's a few other factors. White+stress doesn't activate Outlaw Tech, for example. It also allows you to use Inertial Dampeners even if you had stress from the previous round.

It's also possible that they wanted Tycho to be able to use it and knew he would be stressed 99% of the time.

R2 Astromech/nien do not change a white maneuver from daredevil/ion due to it being a worse condition (same reasoning behind damaged engine+r2

The rule is not "Worst wins". If it were, the R2 would never be able to do anything at all.

The rule is actually "If there are two effect which modify the same thing, the worst one wins." Daredevil is not modifying the difficulty - it just is what it is. So there's only one effect making a modification, and it completes normally.

Is this R2 interaction the reason for the change from red to white+stress?

No - the change didn't actually affect the R2 interaction.

The problem with the original wording is that it didn't generate stress at all . Stress isn't triggered by a maneuver - it's a separate step in the Activation Phase, which looks at the maneuver you executed in the previous step. Daredevil's red maneuver didn't care that it was red, because there was no accompanying "Check Pilot Stress" step.

The R2 Astromech does indeed turn the maneuver green... but it doesn't matter if it does or not. You don't get to clear a stress from that green, because there's no "Check Pilot Stress" step. So just like they had to errata it because being red didn't give you a stress, being green won't clear one.

I am sure I read somewhere that the 1 white movement when ioned is technically not a movement hence it can't be turned green by an upgrade.

I am sure I read somewhere that the 1 white movement when ioned is technically not a movement hence it can't be turned green by an upgrade.

You may have, but it certainly wasn't official.

And it may depend on when you read it - there was a great deal of opposition to the idea that the difficulty of the ion maneuver could be changed. That was put to bed by the FAQ update, but a lot of people were VERY unhappy about that interaction.

  • Intelligence Agent, Mercenary Co-Pilot, Tactician, Recon Specialist, and Flight Instructor all have cumulative effects.

    If you tripled up on a Decimator, you look at 3 dials, convert 3 hits to crits, deal 3 stress, gain 4 tokens from a Focus action, or re-roll up to 3 dice when defending.

Note that weapons engineer is not included in the above list. You can have several on one ship but you cannot have more than two target locks total.

A green maneuver clears the stress you just received from dauntless.

Some people will not expect that.

If Vader uses Advanced Sensors, he performs only one action. His pilot ability is lost.

Ships without TL icon in the action bar can acquire a TL.

What follows is a list of odd and potentially unknown interactions between upgrades/pilots.

Feel free to add more in the comments, and I'll expand the Master List!

  • R2 Astromech turns the Daredevil White maneuver green. There is currently no application for this, though it does matter to homebrewists.

    Similarly, R2 and Nien Nunb both turn the Ioned maneuver green.

...

True but R2 does not stop the roll 2 dice for damage, and as on now none of the ships that have astromech have boos in their activation bar. So you would have to add daredevil to a pilot that has an EPT (so no Y-wings), and if you want to avoid the damage from 2 attack dice you must include engine upgrade to take a modification slot. So the cheapest build for all of this would be from:

Jek Porkins 26 + Daredevil 3 + R2 1 + Engine Upgrade 4 for a total of 34 points

To the most expensive

Coran Horn 35 + Daredevil 3 + R2 1 + Engine Upgrade 4 for a total of 43 points.

I think the Jek build might be interesting (but you can still damage yourself if you try and remove the stress.) Coran not so much.

Also if you are stressed you would not be able to perform daredevil (even if R@ turns it into a green) because daredevil is an ACTION header upgrade and you cannot perform actions until you clear the stress.

So with your gimmick sure R2 works with daredevil for the stress but the damage needs engine upgrade.

Also no ships with an astromech slot has a crew slot. So nein numb will not work with R2 and he only turns straights to greens. He wont work with daredevil.

Edited by Marinealver

Outrider: If you lose your cannon upgrade card, your primary weapon returns to duty.

Outrider: If you lose your cannon upgrade card, your primary weapon returns to duty.

I don't think that was unexpected. I mean can you imagine one of your ships not having an attack for the rest of the game because of 1 unlucky face up?

Edited by Marinealver

Could you "show your work" on this as the FAQ I read says it doesn't.

Page 16 of the FAQ, under the clarifications for the R2 Astromech upgrade. Note the last sentence, which I have bolded. Same wording for Nien Nunb on the previous page.

r2 A stromech

A ship equipped with R2 Astromech that has Damaged Engine assigned to it treats all of its turn maneuvers

[ and ] as red maneuvers, including the 1- and 2-speed turn maneuvers.

If ship is ionized, R2 Astromech’s ability does make the white [ 1] maneuver green.

R2 Astromech/nien do not change a white maneuver from daredevil/ion due to it being a worse condition (same reasoning behind damaged engine+r2

The rule is not "Worst wins". If it were, the R2 would never be able to do anything at all.

The rule is actually "If there are two effect which modify the same thing, the worst one wins." Daredevil is not modifying the difficulty - it just is what it is. So there's only one effect making a modification, and it completes normally.

Is this R2 interaction the reason for the change from red to white+stress?

No - the change didn't actually affect the R2 interaction.

The problem with the original wording is that it didn't generate stress at all . Stress isn't triggered by a maneuver - it's a separate step in the Activation Phase, which looks at the maneuver you executed in the previous step. Daredevil's red maneuver didn't care that it was red, because there was no accompanying "Check Pilot Stress" step.

I think something might also have applied with the red maneuver while stressed thing (Only applicable to Tycho) but I believe the primary reason was the stress thing

C3P0 doesn't add tokens.

He adds a result to Lando, who does.