Notes on the Imperial Raider accompanying literature

By Parakitor, in X-Wing

I have finally made some time to read through the rules and am working through the Mission Booklet that accompany the Imperial Raider, and I would like to share some thoughts.

1) In the Mission Booklet there is a nice little treatise on the Raider-class corvette development history. Not much new there, but it gives some good flavor to this brand new ship in the Star Wars galaxy. I like it.

2) I chuckled at the rules for playing with Scum and Villainy in the campaign: "Simply replace all references to "Rebel" with "Scum." Heh. I already do that :P .

3) I was quite surprised to read the rules on defending against primary weapon attacks at ranges 4-5. Alex Davy said in a news article on 26 March 2015,

"The first is a change to huge ship weapons. When a huge ship is attacking with its primary weapon at Range "3" and beyond, the defender will now roll a single bonus defense die instead of two extra dice at Range "4" and three extra dice at Range "5." Huge ships were having difficulty handling the overwhelming numbers of three-agility targets they were facing, and this improvement to their primary weapons gives them the firepower they need to bring down their more elusive enemies."

I fully expected this rule to be implemented in the Imperial Raider rules, considering that it was "rigorously playtested and analyzed," but nope. It still has the old ruling of 1 bonus agility die at range "3", 2 bonus dice at range "4", and 3 dice at range "5".

4) On a similar note, the tournament rules for Epic Play instruct players to assign energy tokens to the Huge ships and their equipped secondary weapons during setup. Now, I can't remember where I read it, but the rule used to be that Huge ships did NOT start with any energy assigned to the ship or weapons. In Mission 13: Pursuit in the Imperial Raider Expansion Pack there is a special rule called "Rebel Rescue." It reads:

"When the CR90 is placed into the play area, assign energy tokens to all equipped upgrade cards and to the aft section of the Ship card up to its energy limit."

This seems to imply that starting with energy is not the norm, but an exception to the rules. However it could simply be emphasizing that the CR90 gets full energy on ALL cards, including non-weapons such as Ionization Reactor. I'm not sure.

TL;DR: We have clear rules for Epic tournament play, but the rules for Cinematic play are a bit more fuzzy. When playing the campaign, do we follow the rules as written regarding range bonuses and starting energy, or do we apply the tournament rules? Which rule do you think the campaign missions were balanced for?

Just ask your opponent.

My hypothesis with these inconsistencies is that the Raider's literature was printed before the FAQ changes etc. and due to its many delays sat there waiting while the changes were mad .

My hypothesis with these inconsistencies is that the Raider's literature was printed before the FAQ changes etc. and due to its many delays sat there waiting while the changes were mad .

Most likely.

2) I chuckled at the rules for playing with Scum and Villainy in the campaign: "Simply replace all references to "Rebel" with "Scum." Heh. I already do that :P .

This alone is worth a bump...

4) On a similar note, the tournament rules for Epic Play instruct players to assign energy tokens to the Huge ships and their equipped secondary weapons during setup. Now, I can't remember where I read it, but the rule used to be that Huge ships did NOT start with any energy assigned to the ship or weapons. In Mission 13: Pursuit in the Imperial Raider Expansion Pack there is a special rule called "Rebel Rescue." It reads:

"When the CR90 is placed into the play area, assign energy tokens to all equipped upgrade cards and to the aft section of the Ship card up to its energy limit."

This seems to imply that starting with energy is not the norm, but an exception to the rules. However it could simply be emphasizing that the CR90 gets full energy on ALL cards, including non-weapons such as Ionization Reactor. I'm not sure.

This topic was already discussed here:

https://community.fantasyflightgames.com/topic/184838-epic-play-energy-question/?hl=energy

and a rule changed followed within 2 day of discussing

https://images-cdn.fantasyflightgames.com/filer_public/b5/1d/b51d46fb-1411-47bd-8b38-04af91f40e17/epic_tournament_rules_v311.pdf

outcome:

So due to stating that tournaments are casual level i see it as follows:

Missions (Cinematic play): unless otherwise stated ---> 0 Energy

Epic dogfight (1v1): independend of playing casual with friends or in a tournament ---> max energy on shipcard and hardpoints

Team epic (2v2,3v3,...): as long as playing as a team independend of playing casual with friends or in a tournament ---> max energy on shipcard and hardpoints

Edited by Taiowaa

Thanks for posting that info Taiowaa, I'd caught whispers of that but somehow missed the conclusion. It is a good fix, that is needed