Turn sequence?

By MickeySims, in X-Wing Rules Questions

Quick Turn sequence question

Attacker rolls, (Defender modifies), then the Attacker modifies

Defender rolls, (Attacker modifies,) then the Defender modifies.

The parts I've placed in brackets I'm unsure of 1 cos I'm new to the game & 2 I may not have encountered it using the starter set/ships? Are these opponent interventions (to my usual process) do to special abilities/cards etc or am I missing something?

There aren't any cards that trigger those bracketed steps in the core set, as far as I know. Go look up the card Sensor Jammer, though, and you'll see an example of a defender modifying attack dice.

Rules Reference under "Attack" is the long more detailed answer.

1. Declare Target: The attacker may measure range to any number of enemy ships and check which enemy ships are inside his firing arc. Then the attacker chooses one of his weapons to attack with. Then he chooses one enemy ship to be the target and pays any costs required for the attack.

• If attacking with a primary weapon, the target must be inside the attacker’s firing arc and at Range 1–3.

• If attacking with a turret primary weapon, the target must be at Range 1–3 but does not need to be inside firing arc.

• If attacking with a secondary weapon, the target must be inside the attacker’s firing arc (unless otherwise specified) and at the weapon range indicated on the weapon’s Upgrade card.

• If there is no valid target for the chosen weapon, or if the attacker cannot pay any costs required for the attack, the attacker may choose a different weapon and target.

• After a valid weapon and target are chosen and any indicated costs are paid, the target is considered to be the defender.

2. Roll Attack Dice: The attacker rolls a number of attack dice equal to its primary weapon value; if it is attacking with a secondary weapon, it rolls attack dice equal to the attack value on that weapon’s Upgrade card instead.

•The attacker resolves any card abilities that allow him to roll additional or fewer attack dice.

If attacking at Range 1 with its primary weapon, the attacker rolls one additional attack die.

•All additions or subtractions to the number of attack dice being rolled occur before the player rolls the attack dice.

3. Modify Attack Dice: The defender can resolve any card abilities that allow him to modify the attack dice. Then the attacker can modify his attack dice in one or more of the following ways as many times as possible:

•Focus: The attacker can spend a focus token to change all of his results to results.

•Target Lock: The attacker can spend a target lock he has on the defender to reroll any number of his attack dice.

•Card Ability: The attacker can resolve a card ability that modifies attack dice and that he has not already resolved during this attack.

4. Roll Defense Dice: The defender rolls a number of defense dice equal to its agility value.

•The defender resolves any card abilities that allow him to roll additional or fewer defense dice.

•If defending at Range 3 against a primary weapon attack, the defender rolls one additional defense die.

•If the attack is obstructed, the defender rolls one additional defense die.

•All additions or subtractions to the number of defense dice being rolled occur before the player rolls the defense dice.

5. Modify Defense Dice: The attacker can resolve any card abilities that allow him to modify the defense dice. Then the defender can modify his defense dice in one or more of the following ways as many times as possible:

•Focus: The defender can spend a focus token to change all of his results to results.

•Evade: The defender can spend an evade token to add one result to his defense roll.

• Card Ability: The defender can resolve a card ability that modifies defense dice and that he has not already resolved during this attack.

6. Compare Results: For each result, the defender cancels one or result. All results must be canceled before any results may be canceled. If at least one or result remains uncanceled, the defender is hit by the attack; otherwise, the attack misses.

7. Deal Damage: If the defender was hit, it suffers one damage for each uncanceled result and one critical damage for each uncanceled result. All damage must be suffered before any critical damage may be suffered.

• A ship cannot attack a friendly ship.

• A ship may choose not to perform its attack during the Combat phase, but during an attack, a ship cannot choose to roll no dice when it is supposed to roll dice.

• If players would roll more dice than the maximum number that they have available, keep track of the rolled results and reroll the dice necessary to equal the total number of dice the player would have rolled all at once. Note that these dice

are not considered rerolled for the purposes of modifying dice.

Edited by Mariozi

Thanks guys!