Scum Initiative

By Daleeboy, in X-Wing Rules Questions

Hi guys,

New to forums and pretty new to game. Played a few games with friends, and finally decided to get myself a collection, starting with Scum & Villainy.

I just wondered where they fit into the Initiative order? I know it's usually done on points, but if points are tied it seems to suggest Imperials have initiative, but what if it's Rebels vs S*V, who gets initiative then?

Can't seem to find an answer anywhere I look.

Cheers,

Hello to the game!

Regarding your question:

That depends. In the rules within the core game, if points are tied, the imperial player has initiative. So if you play scum vs imperial, you can go with that. But if you look into the tournament rules, which a lot of people on this forum take as the standard, there's a different ruling:

If points are tied, a coin is flipped. The winner of the coinflip then can decide whether he likes to have initiative or not.

I would like to point out that even among players who don't play tournaments, the tournament method (or something very similar) of determining initiative is almost always used. Basically, randomly determine someone, they can choose whether they want initiative or not.

Cheers guys. That's what we did last night anyway, when we couldn't find rule. Seems like the common sense approach.

I'd always done it (I swear it came from a tournament rule sheet but that seems to be coinflips) is by rolling three attack dice each, then whoever rolls the most focus results wins. If tied, reroll until you don't.

For a three way initiative clash (all players have a ship of the same pilot skill and the same overall squad cost), you'd have to adapt that. I'd say all three roll, if there's a winner they choose first, if there's a loser they choose last, if not, reroll. Then use the normal method to resolve the other two players.

If you prefer the rulebook's factional priority, IG-2000's mission sets a precedent for Imperial Rebel Scum.

I'd always done it (I swear it came from a tournament rule sheet but that seems to be coinflips) is by rolling three attack dice each, then whoever rolls the most focus results wins. If tied, reroll until you don't.

The only problem there, is you can't reroll more than once. ;)

I'd always done it (I swear it came from a tournament rule sheet but that seems to be coinflips) is by rolling three attack dice each, then whoever rolls the most focus results wins. If tied, reroll until you don't.

Yes, an older tournament document had it done that way. (or something close, at least)

I'd always done it (I swear it came from a tournament rule sheet but that seems to be coinflips) is by rolling three attack dice each, then whoever rolls the most focus results wins. If tied, reroll until you don't.

Yes, an older tournament document had it done that way. (or something close, at least)

It's an older code, sir, but it checks out.

Hit or miss with a red die. Hits and crits is half the die, focus and blank the other half.

If you prefer the rulebook's factional priority, IG-2000's mission sets a precedent for Imperial Rebel Scum.

Do I read this right that in Rebels vs. Scum, Rebels have Initiative, or that no one really bothers with this idea anymore?

Edited by Darth Meanie

If you prefer the rulebook's factional priority, IG-2000's mission sets a precedent for Imperial Rebel Scum.

Do I read this right that in Rebels vs. Scum, Rebels have Initiative, or that no one really bothers with this idea anymore?

In 100 point dogfights, you get to chose whether to take the initiative if you spent fewer points than your opponent. if you both spent the same amount of points, you decide randomly by coin flip or dice off (typically I do it by rolling an attack die, hits+crits vs focus+misses). There's no RAW way to decide initiative for Scum as there is in starter set matches for Rebels vs Imps, to the best of my knowledge.

Do I read this right that in Rebels vs. Scum, Rebels have Initiative, or that no one really bothers with this idea anymore?

The current base rules say:

If the squads cost different points, the player with the cheaper list chooses who has Initiative.

If the squads cost the same, determine one player at random. That player chooses who has Initiative.

This is true for both casual and tournament games. (There is a small exception: if you're playing a specific mission, it may have its own rule about who has Initiative.)

Oh that's interesting. The way people did it (and I therefore just assumed was the way it was done) at my local game cafe was to both roll a red Dice, whoever got the better roll won (hit beats focus, critical beats hit etc). I guess as the rules suggest, as long as it's random it doesn't really matter.

Oh that's interesting. The way people did it (and I therefore just assumed was the way it was done) at my local game cafe was to both roll a red Dice, whoever got the better roll won (hit beats focus, critical beats hit etc). I guess as the rules suggest, as long as it's random it doesn't really matter.

That method has a good chance of making you reroll a whole bunch, whereas just flipping a coin or rolling hits versus not-hits is only one. It doesn't make any difference really though as long as it's random and fair.