Newbie questions

By thecompnerd, in X-Wing Rules Questions

I'm new to the game and genre of table top games, so please bear with the newb questions:

1) For a ship that has upgrades, do you get those upgrades right off the bat? I couldn't find anything in the manual stating when the upgrades applied.

2) What to you do when a critical hit card says ACTION in bold? For example, I came across one that said to roll an attack dice and take damage if a hit is rolled. Are you supposed to roll an attack dice immediately when you receive the card or is this an action performed after a manuever?

3) The manual states that when your pilot is stressed you can't perform difficult manuever. However, if you perform a red manuever, the opposing player gets to select your manuever?? I'm having to paraphrase as I don't have the manual with me, but this was the most confusing instruction regarding how stress works.

That's it for now. Thanks for any help.

welcome to the forum. I'll try to answer your questions.

1) When building your squad you select what upgrades your ship will have. You get to have 0-1 Modification and 0-1 Title upgrades plus and upgrades listed on your pilot card. Once chosen and paid for by squad points you have these for the entire game, unless a card instructs you to discard them. Depending on the upgrade they work all the time or in specific circumstances. A Proton Torpedo can for example only be used when making an attack against an enemy ship on which you have a target lock. A Hull Upgrade just permanently raises your Hull value by 1 for the whole game.

2) If you suffer a Critical Damage with an Action header, this means that you as your action can try to do what the card does. Otherwise you might have to suffer some adverse effect like rolling for additional damage.

3) When stressed you can't perform actions (including free actions) and you can't perform red maneuvers. If you happen to set your dial on a red maneuver while stressed (this happens) your opponent gets to select another non red maneuver for you to execute instead. This is simply a mechanism for handling what happens if you accidentally try to do a red maneuver when stressed.

Hope this answers your questions

If you have purchased the upgrades for your ship, you get them when you get your ship (i.e. when they hit the table).

If an Upgrade or a Damage card has the "ACTION" bar, you may, as an Action, perform the text that follows on the card.

  • You get actions during the Activation phase after your individual ship has moved and is not stressed, has not overlapped another ship's base, has not overlapped an Obstacle, and have not had your maneuver template overlap an Obstacle.
  • There are other upgrades and pilot abilities that give you a "Free Action", which is an action as the above, but is performed without regard to the overlapping, and with timing drawn from its own text.

So, if you had a damage card that let you flip it face-down as an Action, you may, as your action for the turn, flip it face-down (as opposed to Focusing, for instance).

If you are stressed, you should not set your dial to a red maneuver, and can perform no actions (even free actions).

They enforce this limit by saying that, if you DO reveal a red maneuver on your dial while stressed, you hand your dial to your opponent, and they choose the legal (non-red) maneuver for you to perform that most benefits them.

Thanks for the replies!

1) I'll read up on the squad points as I didn't realize the upgrades tied into these. I only have the core set for now, which came with upgrades, and assume they're usable now.

2) Sorry, still confused about this... If I take a critical hit card, why would I want to perform the action on it since there's a chance of taking damage? Does the action have to be performed after my maneuver? Also, if I take damage from the action, am I also taking another damage if I flip the card over?

3) Cleared up on this one! I kept re-reading the manual as it seemed contradictory. I thought, who wouldn't remember NOT to perform a red maneuver when they're stressed? I guess it happens like you said.

What critical hit card are you talking about? Do you have the exact wording?

Damage cards with an action header allow you to take an action in order to (possibly) flip the card face down, and thus get rid of the critical effect. The two types I can think of are either

"Action:flip this card face down" -so, automatic, spend an action to negate the critical effects (the card itself stays though). Or

"Action: roll a die, on a particular result flip this card face down" - so, spend an action and maybe the crit effect gets fixed, maybe not though.

Cards with the second type of action are just using the dice to determine probability. If it says "Action: roll a die, on a boom result flip this card face down", it doesn't say to take any damage, it just says what die result you need to fix the critical result.

Edited by Forgottenlore

Thanks for the reply, Troy.

The following card is what had confused me:

You cannot perform the actions listed in your action bar. Action: Roll 1 attack die. On a * result, flip this card facedown.

If I'm understanding your answer, I spend my next action rolling a die to negate the effect of the card? If I get a *, then the card flips over and I don't take damage. But if I don't get a *, the effect stays until I successfully clear it in another round?

Sorry, one more question that hasn't been asked yet..

Can you lose a target lock if the targeted ship moves outside of range?

Correct on the damage card, you don't take any more damage. Like I said though, the card stays, it just no longer has any critical effect because it is now face down.

You do not loose the target lock if the target moves away.

Edited by Forgottenlore

Sorry, one more question that hasn't been asked yet..

Can you lose a target lock if the targeted ship moves outside of range?

Nope, target locks stick around until used, removed by certain upgrade/pilot card effects, or you target lock a different ship instead.

Thanks everyone.

Sorry, one more question that hasn't been asked yet..

Can you lose a target lock if the targeted ship moves outside of range?

Nope, target locks stick around until used, removed by certain upgrade/pilot card effects, or you target lock a different ship instead.

Or if the ship you're locking is destroyed.

Hi all,

I got another newbie question for you as well.

I tried to post a reply in another newbie thread, but I didn't get any answers because the post had to get approved first (I'm new to the forums :) ), and it appeared in between other posts too late to be seen as a "new post".

The question goes like this; Can pilot ability affect huge ships?

An example, Howlrunner. Her pilot ability says: "When another friendly ship at Range 1 is attacking with its primary weapon, it may reroll 1 attack die." Does this apply for the Raider? And a follow-up, can pilot abilities affect ships several times? For instance if I spend the extra two energy to do another primary attack with the Raider, do I get to use her ability twice?

When the Tantive came out, most pilot abilities appled to huge ships, but the rules for it included a few exceptions (one of which has been removed). So as it stands right now, howlrunner should work, but when we actually get the rules for the raider there may be a special clause saying she doesn't work on huge ships.

Hope folks don't mind, but just gonna jump in with a newb question as well!

With the tie interceptor you can boost, but there is also an upgrade card called daredevil, now boost says as your action you can use one of the easy 1 templates, and daredevil says you can use the hard bank 1 templates. Do these stack? For example I do a standard maneuever, followed by the boost, followed by daredevil. Or because the daredevil card says "action" would this just replace the boost?

Edited by Duke Piewalker

Daredevil is an action card, so it would replace the boost.

Got another to fire out here, on the outrider title card it mentions primary weapons, so does this mean I'll have HLC equipped ergo can't fire at range 1 but will be using 4 dice in a 360 degree arc but at range 2 & 3 only?

Thanks in advance

Got another to fire out here, on the outrider title card it mentions primary weapons, so does this mean I'll have HLC equipped ergo can't fire at range 1 but will be using 4 dice in a 360 degree arc but at range 2 & 3 only?

Thanks in advance

Yes. the Outrider title and HLC combined means the ship has a range 1 blind spot that it cannot shoot in at all. Colloquially among the fans this is known as the "donut hole".

A few notes about this.

Range is always measured closest point to closest point, so if ANY of the target ship is within range 1 you cannot shoot at it.

The critical damage card "munition's failure" causes you to discard a secondary weapon. If HLC is discarded in this way, the outrider's primary weapon starts working again and it can suddenly shoot at range 1. There have been a few stories from people who have lost games because they landed a crit that ended up helping the enemy.

Got another to fire out here, on the outrider title card it mentions primary weapons, so does this mean I'll have HLC equipped ergo can't fire at range 1 but will be using 4 dice in a 360 degree arc but at range 2 & 3 only?

Thanks in advance

Yes. the Outrider title and HLC combined means the ship has a range 1 blind spot that it cannot shoot in at all. Colloquially among the fans this is known as the "donut hole".

A few notes about this.

Range is always measured closest point to closest point, so if ANY of the target ship is within range 1 you cannot shoot at it.

The critical damage card "munition's failure" causes you to discard a secondary weapon. If HLC is discarded in this way, the outrider's primary weapon starts working again and it can suddenly shoot at range 1. There have been a few stories from people who have lost games because they landed a crit that ended up helping the enemy.

Also, "Gunner" is useless on a ship with the Outrider Title and a cannon, as he requires that you have a primary weapon available to shoot.

If Munitions Failure occurs, Gunner would be viable again, but those are long and silly odds to pay 5 points to exploit.

Yes! I knew I was forgetting one.

Yes! I knew I was forgetting one.

Does that mean that you have to hand over your name, now?

Yes! I knew I was forgetting one.

Does that mean that you have to hand over your name, now?

No, it just means that I am more fully embodying my name.

Yes! I knew I was forgetting one.

Does that mean that you have to hand over your name, now?

No, it just means that I am more fully embodying my name.

If it was always remembered completely then it wouldn't be Forgotten.

Besides, there is always the question of how deep do you take a simple question when answering it. Many have been around long enough to foresee the follow up questions and thus just answer them right away at the risk of providing too much information.