A few questions from a n00b

By Zabby, in X-Wing Rules Questions

Hi all, I'm entirely new to this world and I'm waiting for my miniatures to be delivered from Amazon.

In the meantime, I've read the rules and seen a few gameplay videos to get a basic understanding on how everything works, and I still have a few doubts:

1) Are the upgrade cards interchangable between ships? For example, can I use a weapon or an action that I have found in an expansion on another ship? If so, do you keep upgrade cards together or separate by ship?

2) How do you calculate the damage of proximity mines and bombs in general?

3) What upgrade cards do I have to discard right after using them? Only actions and weapons? Are passive cards always valid?

4) What happens when I try to attack through an enemy ship? And what if the ship I attack through is my own?

5) Can I have more than one target lock?

6) When I come into contact with an enemy ship, can I attack it/other ships? Can it attack me? What if, after I have touched it, the enemy ship decides to move?

7) When I use Han's ability and re-roll, do I have to re-roll everything (even the hits) or can I choose what to re-roll? Example: 1st roll: focus, hit, blank. I spend the focus, I re-roll the blank. Can I do it?

Then, a strategic one:

What is your plan against a Falcon? It has a 360° firing arc, I can't figure out how to approach it in the best way.

I'm sure I'm going to have more of them, but thanks for now!

Edited by Zabby

1) Are the upgrade cards interchangable between ships? For example, can I use a weapon or an action that I have found in an expansion on another ship? If so, do you keep upgrade cards together or separate by ship?

Yes. Some cards are labeled Scum/Rebel/Empire only.

2) How do you calculate the damage of proximity mines and bombs in general?

The bomb cards should say this. If not, the rule book will.

3) What upgrade cards do I have to discard right after using them? Only actions and weapons? Are passive cards always valid?

You only discard upgrade cards that say to do it. The only ones I know of are Missles/Torpedos.

4) What happens when I try to attack through an enemy ship? And what if the ship I attack through is my own?

X-Wing is 3D space. Large ships can block attacks with a special upgrade card or ability.

5) Can I have more than one target lock?

If you have the right upgrade card that lets you or the right pilot with the special ability to have more than 1 lock.

6) When I come into contact with an enemy ship, can I attack it/other ships? Can it attack me? What if, after I have touched it, the enemy ship decides to move?

If you hit a ship, you cannot shoot it. But you can shoot other ships. That ship can't hit you either. If you move first and slam into it, then the other ship has its turn to move, then it moves freely.

7) When I use Han's ability and re-roll, do I have to re-roll everything (even the hits) or can I choose what to re-roll? Example: 1st roll: focus, hit, blank. I spend the focus, I re-roll the blank. Can I do it?

Gotta reroll them all, but in X-Wing once those dice are rerolled, they cannot be rerolled again.

What is your plan against a Falcon? It has a 360° firing arc, I can't figure out how to approach it in the best way.

http://vignette4.wikia.nocookie.net/xwing-miniatures/images/5/55/Torkhil-mux-1-.png/revision/latest?cb=20141103180846 <----- Call the Falcon Pilot Skill 0 then Ion his ass.

Edited by ishikabe

1) Every card is by interchangeable. A few ones have restrictions, like 'Rebel only' or 'TIE phantom only'. In those cases only the matching side/ship can field the card.

2) Mines and bombs inflict damage according to their reference cards. They usually make the target suffer damage, as if it were uncancelled hits from an attack. Proton bombs deal a face-up card, bypassing the normal procedure of suffering damage.

3) Cards are never discarded unless its text instructs you to do so. Missiles, torpedoes, and certain upgrades like 'Adrenaline rush' are examples of the latter. Most other cards are reusable every round or have passive effects.

4) Large and small ships don't affect your fire. Huge ships however do, adding one defense die to the defender's roll if the line of fire crosses its base.

5) No, but you can change your target everytime you acquire a Target Lock. Note that you can't acquire a new Target lock over the same target you have already locked. Also, the crew upgrade 'Weapons engineer' allows you to maintain 2 target locks, it being the notable exception to the rule.

6) Ships that are touching cannot attack between themselves. They are free to attack any other ships in their arc of fire. If a ship you are touching, moves and breaks contact with you, you can later attack it normally.

7) Han's ability forces you to reroll all dice. Note that any given die can be rerolled only once per attack. If you use a target lock token to reroll some dice before using Han's ability, then Han can only reroll those dice that haven't been previously rerolled.

8) Usually, low defense ships such as the YT-1300 are overwhelmed by lots of shots, such as those from multiple small fighters, like TIE Fighters.

...

1) Are the upgrade cards interchangable between ships? For example, can I use a weapon or an action that I have found in an expansion on another ship? If so, do you keep upgrade cards together or separate by ship?

2) How do you calculate the damage of proximity mines and bombs in general?

3) What upgrade cards do I have to discard right after using them? Only actions and weapons? Are passive cards always valid?

4) What happens when I try to attack through an enemy ship? And what if the ship I attack through is my own?

5) Can I have more than one target lock?

6) When I come into contact with an enemy ship, can I attack it/other ships? Can it attack me? What if, after I have touched it, the enemy ship decides to move?

7) When I use Han's ability and re-roll, do I have to re-roll everything (even the hits) or can I choose what to re-roll? Example: 1st roll: focus, hit, blank. I spend the focus, I re-roll the blank. Can I do it?

...

1. You may assign upgrade cards to any ship that allows that type of upgrade. A few are faction specific and some are unique but a card like R5P9 could be assigned to any single ship you have with an Astromech slot. I store upgrade cards by type unless very specific.

2. Follow the cards. When the go off it is typically measure to see what they hit and the suffer damage or deal cards.

3. Those cards should say "discard this" if can be lost. There are many different cards that are discarded to be used.

4. Generally speaking nothing special happens when attacking through another ship.

5. Only if you have the Weapons Engineer upgrade which will allow you to have two TLs at a time.

6. Ships that are touching can not attack each other. If one moves away they can shoot at each other again. Non touching ships can be shoot at.

7. Han's ship ability requires you to re-roll all possible dice. Only if you have re-rolled a die or specifically be told it can not be re-rolled will it remain untouched as dice can only be re-rolled once. You may modify the dice in other ways still.

And of course you've already gotten all of these same answers already this thread.

Your questions have been pretty well answered, so I just want to add a few things.

  1. Welcome to X-wing! I'm sure you'll have a great time, and we're happy to have you.
  2. When trying to apply game effects, read the cards as specifically as possible. Don't add or remove words that you think belong. Just do what the card says to do.
  3. Carefully read the section in the rule book that defines the steps of an attack (page 9 if I'm not mistaken). Most of the unusual interactions in the game occur here, and a solid understanding of these rules will save you a lot of confusion later.

Thanks everybody for the warm welcome, everything is clear but one point at question 5:

"Note that you can't acquire a new Target lock over the same target you have already locked".

What do you mean by that?

I can't target lock someone BEHIND the ship I've already target locked?

Thanks everybody for the warm welcome, everything is clear but one point at question 5:

"Note that you can't acquire a new Target lock over the same target you have already locked".

What do you mean by that?

I can't target lock someone BEHIND the ship I've already target locked?

No, you can't reacquire a lock on the person who you are already locked on.

Thanks everybody for the warm welcome, everything is clear but one point at question 5:

"Note that you can't acquire a new Target lock over the same target you have already locked".

What do you mean by that?

I can't target lock someone BEHIND the ship I've already target locked?

No, you can't reacquire a lock on the person who you are already locked on.

Which is mostly for purposes of anything that triggers off of you gaining a target lock, like Weapons Engineer. You couldn't target lock the ship you've already locked to get the Engineer's second lock. But you could move the lock to a different ship, then use the Engineer to lock the original ship.

When you have a TL on ship you either need to move it away or spend it before you can TL the ship again.

Look at the Y-Wing "Dutch" to see why allowing TL on a ship you already have a TL on could lead to problems. When he gets a TL he allows another ship to get one too but if there is only one ship in range and he already has a TL on it he can not just get another to trigger his ability again.

Hi all, I'm entirely new to this world and I'm waiting for my miniatures to be delivered from Amazon.

In the meantime, I've read the rules and seen a few gameplay videos to get a basic understanding on how everything works, and I still have a few doubts:

1) Are the upgrade cards interchangable between ships? For example, can I use a weapon or an action that I have found in an expansion on another ship? If so, do you keep upgrade cards together or separate by ship?

2) How do you calculate the damage of proximity mines and bombs in general?

3) What upgrade cards do I have to discard right after using them? Only actions and weapons? Are passive cards always valid?

4) What happens when I try to attack through an enemy ship? And what if the ship I attack through is my own?

5) Can I have more than one target lock?

6) When I come into contact with an enemy ship, can I attack it/other ships? Can it attack me? What if, after I have touched it, the enemy ship decides to move?

7) When I use Han's ability and re-roll, do I have to re-roll everything (even the hits) or can I choose what to re-roll? Example: 1st roll: focus, hit, blank. I spend the focus, I re-roll the blank. Can I do it?

Then, a strategic one:

What is your plan against a Falcon? It has a 360° firing arc, I can't figure out how to approach it in the best way.

I'm sure I'm going to have more of them, but thanks for now!

I also wanted to clarify a couple things, as I think I know what you're trying to ask on a couple questions. Seems much longer ago, but I was a total noob just 4 months ago myself! Just paying it forward :P

1. Yes, as mentioned, you can use any upgrade cards on any ship that can also take that same upgrade type. There are several different types of upgrade cards - Elite Pilot Talents (EPT), Crew, Modifications (unmarked, as any ship can take one modification by default), Missiles, Torpedoes, etc. And as for storage, I would simply keep all upgrade cards in separate stacks according to upgrade type. What I did was put them in several stacks, usually including 2 or 3 different upgrade types that are roughly similar (e.g. my Crew and Astromech Droids are in the same pile; Turrets, Cannons, and Bombs in another; Torpedoes and Missiles in another).

2. Seismic Charges do 1 damage to each ship within Range 1 of the bomb when it detonates. Pretty simple. Proton Bomb does 1 faceup damage (critical) to each ship in Range 1, even if affected ships still have shields. Proximity Mines stay on the board until a ship flies through or onto it, then that ship rolls 3 attack dice and takes any damage shown by the dice. Note: Proxy Mines require an action to drop; other bombs are dropped prior to your maneuver, and do not require an action. Be sure to read and re-read all rules and card effects plenty of times!

3. Folks mentioned that cards will specify when to discard them, and mentioned Missiles and Torps. Other cards that come to mind that can be discarded: Bombs, certain Crew, Illicit Mods, Modifications.

4. As noted, you're "in space" and as such, imagine you're shooting from over or under other ships in your line of fire. There are obstruction rules which give the defending ship a bonus if it's behind an asteroid, or if it's behind a large-base ship with the "Tactical Jammer" upgrade.

5. This has been pretty well covered, but note: One ship cannot be locked on to 2 targets at once (except with Weapons Engineer crew upgrade), however a ship can be locked onto by multiple enemy ships.

6. Pretty well covered - When you collide with another ship, you lose your action, and ships touching bases cannot attack each other but can still attack others if possible.

7. Jehan Menasis explained this the most thoroughly above.

8. The Falcon, YT-2400 (Dash Rendar's ship) and VT-49 Decimator (mammoth Imperial ship) all have powerful, full-range turret (360°) weapons. They have actually been problematic for even the best competitors, and only just recently has Fantasy Flight begun to release some legitimate counters for these ships. Other ships can take a Turret upgrade weapon, which maxes out at Range 2 instead of 3, but can fire in the same full arc. There are many strategies: A) Get good at flying one yourself, and level the playing field; B) Focus down the small "escort" ships, and then use superior numbers against the turret ship; C) Burn it down as fast as possible, as they usually have very poor agility.

@KTreu42: your post was good, but it's absolutely not true that "only just recently has Fantasy Flight begun to release some legitimate counters for" Falcons and their family. Consider that the Falcon was released in Wave 2, but didn't win a major championship until 2014 Worlds. This is the wrong place to get into the (complicated) reasons for that, but it strongly suggests that the big turret ships aren't a balance problem.

A couple corrections to ktreu42's post

Proton bombs do NOT cause "critical damage", they deal a face up damage card. "Damage" in the game is a specific term and removes shield tokens first, then any left over gets converted into damage cards.

Turrets do not have a 360 degree arc. They have the same arc of fire that everyone else has, but turrets have the option to fire outside of their arc. This is a very important distinction for cards like backstabber, autothrusters, tactician, etc...

A couple corrections to ktreu42's post

Proton bombs do NOT cause "critical damage", they deal a face up damage card. "Damage" in the game is a specific term and removes shield tokens first, then any left over gets converted into damage cards.

Turrets do not have a 360 degree arc. They have the same arc of fire that everyone else has, but turrets have the option to fire outside of their arc. This is a very important distinction for cards like backstabber, autothrusters, tactician, etc...

I did say "faceup" and put "critical" in ()'s simply to suggest that reading a faceup damage card implies a critical effect. I even went on to explain that you take it faceup even if the ship still has shields.

The turret point is fair, although confusing the poor chap this early with those gritty details was not my MO. Those are things you come to pick up once you get some games under your belt and start really working on some meaningful strategy and builds.

...

2. Seismic Charges do 1 damage to each ship within Range 1 of the bomb when it detonates. Pretty simple. Proton Bomb does 1 faceup damage (critical) to each ship in Range 1, even if affected ships still have shields. Proximity Mines stay on the board until a ship flies through or onto it, then that ship rolls 3 attack dice and takes any damage shown by the dice. Note: Proxy Mines require an action to drop; other bombs are dropped prior to your maneuver, and do not require an action. Be sure to read and re-read all rules and card effects plenty of times!

...

Although the visual may be correct the terms really should be fixed her because while Seismic Charges and Proton Bombs seem very similar they work very differently when they go off. When a Seismic goes off it is like every ship within range 1 suffers one "hit" result that can not be cancelled with defense; it still needs to remove shields before it can deal any cards. The Proton Bomb goes off it also affects every ship within range 1 but those ships are simply dealt a face-up damage card which is different from 'suffering' results.

Although we do not have them there are two other results that could appear between the Seismic and Proton Bomb:

1. Have a bomb explode that causes all ships in range 1 to suffer a [crit] result. This would still hit shields first like a Seismic Charge but if there are no Shield tokens to absorb the blast it would cause a face-up card to be given.

2. Have a bomb explode that cause all ships in range 1 to be dealt one face-down card. This would ignore shields completely.

Now if those bombs cost 3 and 4 to go between the 2 and 5 of the other bombs it may make sense but which one would get which cost I can't say as one is not clearly better than the other.

I did say "faceup" and put "critical" in ()'s simply to suggest that reading a faceup damage card implies a critical effect. I even went on to explain that you take it faceup even if the ship still has shields.

The turret point is fair, although confusing the poor chap this early with those gritty details was not my MO. Those are things you come to pick up once you get some games under your belt and start really working on some meaningful strategy and builds.

It's best for new players to get the correct information from the start. Once a person gets it into their head that "damage" sometimes hits shields and sometimes doesn't, it creates all sorts of misunderstandings later on down the line.

It's not like x-wing is a particularly difficult rules set or anything.