HWK-290 Kyle Katarn Ability

By TeamNovice, in X-Wing Rules Questions

New to X-Wing. Confused with Kyle Katarn's

HWK-290 ability.

"At the start of the Combat Phase...."

Question: Does this mean when he becomes active during the Combat Phase or at the very beginning of the Combat Phase itself before anyone becomes active?

Thanks all.

Very beginning, before anyone has had a chance to attack.

Thank you.

There's a couple of things that can trigger at the start of a phase, so they happen before anything else in that particular phase. If both players have an effect or ability that trigger at the same point, the player with initiative resolves his first.

Yes confusing. they should have made all of the abilities as per the Active ship or word the abilities better,

What's confusing about having something happen at the start of a phase?

Not just referring to just that one.

There are four phases, Planning, Activation, Combat, End.

Each phase can have something happen at the beginning, when a pilot activates and at the end.

When multiple abilities trigger at the same point (two players both having Swarm Tactics equipped for instance), the player with initiative goes first.

Currently, the following pilots, crew and upgrades have abilities that trigger at the start or end of a phase:

Corran Horn, extra attack at start of End Phase.

Roark Garnet, boost PS at start of Combat Phase.

Kyle Katarn, distributes focus tokens at start of Combat Phase.

Colonel Jendon, distribute Target Lock tokens at start of Combat Phase.

Command Alozen, acquire Target Lock at start of Combat Phase.

"Fel's Wrath", is not destroyed until end of Combat Phase.

Torkil Mux, lower enemy PS for rest of the round at the end of Activation Phase.

Palob Godalhi, steal focus or evade token from enemy at start of Combat Phase.

Guri, gain focus token at start of Combat Phase.

Kaa'to Leeachos, steal focus or evade from friendly ship at start of Combat Phase.

Bodyguard, increase agility of friendly ship at start of Combat Phase.

Decoy, switch PS at start of Combat Phase.

Swarm Tactics, boost friendly PS at start of Combat Phase.

Wingman, remove friendly stress at start of Combat Phase.

Countermeasures, boost Agility at start of Combat Phase.

Quantom Storm, gain energy at start of End Phase.

R5-P9, exchange focus for shield at end of Combat Phase.

Proton Bombs, detonate at end of Activation Phase

Seismic Charges, detonate at end of Activation Phase.

Carlist Rieekan, boost PS at start of Activation Phase.

Intelligence Agent, look at enemy maneuver dial at start of Activation Phase.

Leia Organa, treat red maneuvers as white at start of Activation Phase.

Mara Jade, assign stress tokens at end of Combat Phase.

R2-D2, boost shield at end of End Phase.

Raymus Antilles, look at dial, assign stress at start of Activation Phase.

Ysanne Isard, evade action at start of Combat Phase.

That is about for pilots and upgrades with abilities that trigger at the start or end of a phase.

There are several upgrades which are a bit ambiguous, being activated during a phase or at the end of the round.

Backup Shield Generator and R5-D8 are examples of this.

All cards that have a specific trigger time during a phase have an end time specified as well.

Planning Phase

- start

-activation of pilots (none currently)

- end

Activation Phase

- start

- activation of small and large base ships according to PS

- activation of huge ships according to PS

- end

Combat Phase

- start

- activation of ships according to PS, regardless of base size

- end

End Phase

- start

- activation of pilots / upgrades (R5-D8, Quantom Storm)

- end

I don't find it that complicated, but probably that's because I've played a ton of Magic: The Gathering.

Thanks for the signature link Dagonet.