I'm TOing a small tournament tomorrow--what Wave 7 rulings should I have ready?

By digitalbusker, in X-Wing Rules Questions

I was hoping there'd be a new FAQ with Wave 7 stuff for this weekend, but it's looking like it's not to be. Since the venue will have Wave 7 stuff on sale today, I'm pretty sure some of this stuff will get played. (If I get to play, the list I'm planning to play contains TLTs, Conner Nets, and Extra Munitions, so there's those at least.)

I'd like to post a short notice heading off some anticipated rules questions so everybody knows from the start what the official ruling is going to be at this tournament. I'd like to include the stuff we've been arguing about on here, certainly, but also stuff that maybe a filthy casual might misinterpret if they've only recently read the cards.

So far I've got:

  • Bossk crew: if you have one or more stress when his ability triggers, you don't gain an additional stress, but everything else happens normally.
  • Bossk pilot: you can't convert a [kaboom] to two [boom]s until the attack is confirmed to hit, so if after modification your roll is [boom][kaboom] and your opponent's roll is [zig][zig] you will do zero damage, not one.
  • Cluster Mines: If a ship overlaps more than one Cluster Mine, they all detonate, even if the ship is destroyed before they are all resolved. If a mine is dropped on multiple ships, only one ship takes damage (mine owner's choice). Multiple overlaps can be resolved in any order (mine owner's choice). Note that these rulings all apply equally to Proximity Mines and Conner Nets.
  • Extra Munitions: EM is not a secondary weapon, and thus cannot be discarded to satisfy a Munitions Failure crit. (This is unlikely to be an issue, but it annoys me when people make this argument, so I want to head it off.)
  • Hound's Tooth: the Hound's Tooth is not removed until after the Pup deploys, so the game isn't over if it's the last ship. The Pup is worth zero points towards MoV, but if the Pup is the last ship on the table its owner scores a complete win.
  • Twin Laser Turret: Both attacks from the TLT must be at the same target. A BTL-A4 Y-Wing with a Twin Laser Turret can attack a different ship with its primary than its turret. R3-A2 only triggers once for TLT attacks.
  • Conner Nets: (I'm not saying what my ruling for this card is going to be, because we already have plenty of places to argue about ion tokens.)
  • SLAM and bombs: (I'm not saying this either.)

What else should be in here? Also, and maybe more important: did I get any of these wrong?

Edit: Added a line about TLTs. Added a line about Cluster Mines.

Edited by digitalbusker

You should consider if a TLT can target 2 different ships, or has to attack the same one twice, as well as how this will effect Miranda.

May want to check out the thread I started about cluster mines, just in case.

It looks like a good list to me, although I agree with VanorDM that you probably also want to have a consistent ruling ready for whether TLT can target one or two ships--and, in a related note, whether TLT + R3-A2 causes two stress or one.

Thanks. I've added lines about TLTs and Cluster Mines.

The Pup doesn't carry over any pilot crits when the H.T. is destroyed. That may come up.

The Pup doesn't carry over any pilot crits when the H.T. is destroyed. That may come up.

On a related note: If the Hounds Tooth is destroyed while having stress, it does not carry over and you can deploy the Pup with a K-Turn (leaving the Pup stressed).

...you can deploy the Pup with a K-Turn (leaving the Pup stressed).

I don't think that's true. The deployment rules specify that the maneuver template you select goes in the rear guides of the deployed Pup. Also, the Pup's deployment "counts as a maneuver," but that doesn't mean it includes a Check Pilot Stress step (see the Daredevil errata). I think the only way the Pup can be stressed at the end of its deployment maneuver is if it flies through a debris cloud.

But it also states "If the Nashtah Pup has not overlapped... (blah, blah)... and is not stressed, it may perform one action."

How could it deploy from a normally chosen maneuver, not overlap anything and end up stressed? Unless it did a K-turn?

    • Extra Munitions: EM is not a secondary weapon, and thus cannot be discarded to satisfy a Munitions Failure crit. (This is unlikely to be an issue, but it annoys me when people make this argument, so I want to head it off.)

But it might be a secondary weapon upgrade card, without being a weapon itself. We can classify slots an secondary weapon upgrade cards, it is a torpedo slot therefor it could be a secondary weapon upgrade card. I spoke to my TO about the tourney tomorrow. This is what he had to say about a few of these questions

Twin laser - from reading the card you make two attacks, so yes two different attack, BUT they are against the same ship, as to make an attack you must DECLARE TARGET (step 1 of attack) is the first step of an attack, and you are targeting ONE SHIP, unless it says otherwise you haven't changed that part of the attack stage, just like with cluster missiles.
And with R3 he is when you DECLARE, so you declare once so he goes off once as with cluster missiles,
Tactician - treat as cluster missile which is two separate attacks so likely yes it would be twice,
extra munitions and the crit, text of failure "Ship Immediately choose 1 of your secondary weapon upgrade cards and discard it. Then flip this card face down." Text of extra "When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead." seems straight forward.

The ordnance tokens from Extra Munitions could be discarded to satisfy the Munitions Failure critical hit. Extra Munitions itself cannot be discarded. A secondary weapon upgrade card is just that: an upgrade card that is a secondary weapon. Extra Munitions is an upgrade card, but is not a secondary weapon.

And from page 19 of the rule book... "Secondary weapon cards show the header “Attack:” as a reminder that a ship attacks with either its primary weapon or one of its secondary weapons."

So unless the card features the Attack: header, which defines it as a secondary weapon, it simply isn't one.

I think the only way the Pup can be stressed at the end of its deployment maneuver is if it flies through a debris cloud.

But it also states "If the Nashtah Pup has not overlapped... (blah, blah)... and is not stressed, it may perform one action."

How could it deploy from a normally chosen maneuver, not overlap anything and end up stressed? Unless it did a K-turn?

Edit: I see what you mean. Why specify both that it can't overlap and that it can't be stressed? Well, asteroids don't cause stress but they do block your action, so maybe that's what they're thinking of. It may be that they're going to errata the deployment rules to say a red maneuver does cause stress, but that would be a pretty big oversight. And I can't see how they could have written "rear guides" so specifically if they meant for Koiograns to be a thing.

Edited by digitalbusker

I've heard other people argue that the Pup can K-Turn since the description for K-Turning in the rulebook essentially says that you execute a normal 4 straight maneuver and then rotate the ship 180 degrees. So you are following the rules for Pup deployment while still K-Turning.

The token from extra munitions can be discarded by munitions failure. Because it says ANY TIME, and munitions failure is that time....

The token from extra munitions can be discarded by munitions failure. Because it says ANY TIME, and munitions failure is that time....

Did this yesterday. My new punisher got hit with a proton bomb (his own, grumble) and I pulled munitions failure. Tossed the token on cluster missiles.