2 Questions

By lo742, in X-Wing

Tie Defender - Colonel Vessery, "When attacking, immediately after rolling attack die, you may acquire a target lock on the defender if it already has a red target lock token"

Basically does this mean someone else needs to target lock his target before he attacks. Then after his attack he can acquire a target lock? If he already had a lock, he could not use his lock to reroll and then acquire another I am assuming? If there is no target lock, he acquires one does it count for that turn so when he rolls damage he can reroll?

Second question

Expose ability - can you use this if your agility is already at 0? I am assuming no, but wanted to double check.

Thanks :)

1. Vessery's buddy locks target. Vessery shoots at target, gets a free lock, and can use it right away.

2. Yes you can, it just doesn't drop below 0

Ok thanks, that clarifies that.

I have another question :)

Can you have 2 of the same crew members on your side but in different ships? ie, can I have Gunner or Ysanne on 2 ships?

Cards with a black dot next to their name means you can only have 1 per team. It's pretty much every named character /astromech and Rebel captive if I remember right. Might be a few other oddballs such as Lone Wolf that I can't think of off the top of my head.

Edited by FNG tie pilot

Also, to add onto that... A named character can only be use once per list regardless of whether it's an pilot card or crew card.

Ex : Darth Vader cannot be flying a tie advanced (pilot) and riding in a shuttle (crew)on the same team

Black dot, got it.

Thanks for the help.

1. Vessery's buddy locks target. Vessery shoots at target, gets a free lock, and can use it right away.

2. Yes you can, it just doesn't drop below 0

1. = Correct, a squad-mate of Vessery must have a target lock on Vessery's target in order for Vessery to acquire his free target lock (which he can then use immediately if required

2. Yes you can use expose but your agility will drop to -1. In normal circumstances this will make no difference from having an agility of "0" as you will not be rolling any defense dice either way (you'll ned an agility of at least "1" to roll any defense dice. The reason for the distinction is because (as with PS) all modifiers are culmulative. That is to say there may be further modifiers to be applied to the scenario. here's an example;

Scenario a) APPLYING ALL MODIFIERS; a decimator (ie Oicunn) uses expose to get +1 attack dice. It's agility therefore drops to "-1". Now if it is targeted by someone at range 1 or 2 it's agility will still be "-1" and therefore no difference is seen from scenario b) below (where we don't drop below "0"). OK now let's assume someone attacks you from range 3. In this situation you get a +1 agility range bonus. As your agility is "-1", your amended agility is "0". still no defense dice. Nevermind...

Scenario b) NOT DROPPING BELOW "0". the same decimator uses expose. It's agility stays at "0". when attacked at range 1-2 it remains at "0" and therefore makes no difference to scenario a) above. HOWEVER, if attacked at range 3 the agility will move from the initial un-modified score of "0" to "1" and therefore gains 1x defense dice....

There are obviously further modifiers such as using Kenkirk"s pilot ability, or Wedge's pilot ability and many upgrade cards such as stealth devices and outmanouver which all impact the situation...

Edit: OK AS POINTED OUT TO ME BELOW THIS RESPONSE IS NOT TOTALLY ACCURATE-SEE POSTS BELOW...

Edited by Bikeanimal

Scenario b) NOT DROPPING BELOW "0". the same decimator uses expose. It's agility stays at "0". when attacked at range 1-2 it remains at "0" and therefore makes no difference to scenario a) above. HOWEVER, if attacked at range 3 the agility will move from the initial un-modified score of "0" to "1" and therefore gains 1x defense dice....

This isn't accurate. You gain +1 defense dice at Range 3, but your Agility doesn't change. A Decimator that uses Expose at Range 3 still rolls 1 defense die: -1 Agility is "rounded" to 0, then you add the bonus die for range. The same is true of obstructed attacks.

Actually, attacking at range 3 doesn't give you +1 Agility - it gives you an extra Defence Dice. A subtle difference, but if you use expose and are attacked at range 3 you still get the 1 Defence Dice.

Dammit - ninja'd

Edited by Cupid Stunt

Don't forget though that Kenkirk's ability will be cancelled by using Expose.

Scenario b) NOT DROPPING BELOW "0". the same decimator uses expose. It's agility stays at "0". when attacked at range 1-2 it remains at "0" and therefore makes no difference to scenario a) above. HOWEVER, if attacked at range 3 the agility will move from the initial un-modified score of "0" to "1" and therefore gains 1x defense dice....

This isn't accurate. You gain +1 defense dice at Range 3, but your Agility doesn't change. A Decimator that uses Expose at Range 3 still rolls 1 defense die: -1 Agility is "rounded" to 0, then you add the bonus die for range. The same is true of obstructed attacks.

OK i am in error, it is a bonus dice not a bonus agility value-my bad:-(

However, the agility situation is still as per scenario a) where the score can (and does) go into negative figures as required. Why? because the number/outcome of defense rolls is determined by the following process;

- determine number of dice to be rolled based on agility value (this will include ALL agility modifiers such as bonuses like Kenkirk/stealth device/counter measures AND reductions such as Wedge's ability/expose/outmanouver/structural damage). YOU ONLY "ROUND" ANY NEGATIVE AGILITY VALUES TO ZERO AT THE END OF THIS CALCULATION.

- Then determine the amended number of dice to be rolled from any relevant games effects (such as bonuses like range modifiers/asteroids)

- roll said number of dice

- add/amend dice results via modifiers/tokens etc

Why is this important?

If a negative effect on your agility didn't change your agility to a negative number from using expose (or Wedge or outmanouver or structural damage) then the positive effects such as Kenkirk, stealth device counter measures etc would have your defensive dice numbers sky rocketing totally skewing the results...

So in summation range/obstruction modifiers will always ensure you are rolling at least some dice (as the agility value is capped at a minimum of zero at step 1) BUT THIS CAP IS ONLY USED IF THE INITIAL STEP'S FIGURE IS NEGATIVE.

The following quote from the recent FAQ sums this up (and probably makes the rest of this response moot...:-? hey-ho, i likes a good discussion...

increAsing And reducing vAlues

When multiple card effects or abilities increase or reduce a value, such as

agility, ignore any “to a minimum of 0” restrictions until the calculation is

complete. For example, if a ship with a printed agility value of “0” and the

“Structural Damage” card uses “Countermeasures,” its agility is “0.”

Edited by Bikeanimal

Ok thanks, that clarifies that.

I have another question :)

Can you have 2 of the same crew members on your side but in different ships? ie, can I have Gunner or Ysanne on 2 ships?

While you can put two of the same crew on a ship (assuming that they are not unique or limited), sometimes only one of them is useful. For instance, having two Gunners (or Gunner + Luke) on a ship is a waste of points because you can only use one of them in a round due to final line on the card.

"You cannot perform another attack this round."

Some good info, thanks all for your help :)