Bossk, R4-D6

By gibbro, in X-Wing Rules Questions

This came up in a match. I fired with Bossk at an X-wing equiped with R4-D6. My final results were 2 crits and 2 hits and his was 3 blanks. We had two ways that each ability would resolve during the damage dealing.

1. Bossk's ability changes the results to 1 crit 4 hits and then R4-D6 can cancel up to two hits. Meaning he loses 2 shields and takes a critical.

2. R4-D6 triggers first and therefor cancels nothing, then Bossk changes his results to 1 crit 4 hits. Meaning the X-wing is destroyed.

R4-D6 When you are hit by an attack and there are at least 3 uncanceled [hit] results, you may choose and cancel those results until there are 2 remaining. For each result canceled in this way, receive 1 stress token.

Bossk When you perform an attack that hits, before dealing damage, you may cancel 1 [crit] of your results to add 2 [hit] results

This came up in a match. I fired with Bossk at an X-wing equiped with R4-D6. My final results were 2 crits and 2 hits and his was 3 blanks. We had two ways that each ability would resolve during the damage dealing.

1. Bossk's ability changes the results to 1 crit 4 hits and then R4-D6 can cancel up to two hits. Meaning he loses 2 shields and takes a critical.

2. R4-D6 triggers first and therefor cancels nothing, then Bossk changes his results to 1 crit 4 hits. Meaning the X-wing is destroyed.

R4-D6 When you are hit by an attack and there are at least 3 uncanceled [hit] results, you may choose and cancel those results until there are 2 remaining. For each result canceled in this way, receive 1 stress token.

Bossk When you perform an attack that hits, before dealing damage, you may cancel 1 [crit] of your results to add 2 [hit] results

Who has initiative? That player's effect happens first.

No, defender modifies attack dice first, then attacker. Reverse for defense dice.

EDIT: Disregard rules stupidity, fingers typing faster than my eyes read.

Edited by DailyRich

No, defender modifies attack dice first, then attacker. Reverse for defense dice.

Irrelevant to this question. Both effects happen after the attack hits, which is after the modify dice step.

This is not a dice modification. It's a case of two abilities triggering at the same time, (which is after the dice modification steps) and the timing is determined by initiative.

Initiative sounds right since each one triggers when hit or hitting.

I guess then if I had initiative it would be better for me to not change the result so that 2 [crit] 2 [hit] get through and if my opponent had initiative I would change the result because R4-D6 would have already triggered and then the Xwing takes 1 [crit] 4 [hit]. I can't remember who had initiative that battle, but I will definately keep it mind for next time.

Initiative sounds right since each one triggers when hit or hitting.

I guess then if I had initiative it would be better for me to not change the result so that 2 [crit] 2 [hit] get through and if my opponent had initiative I would change the result because R4-D6 would have already triggered and then the Xwing takes 1 [crit] 4 [hit]. I can't remember who had initiative that battle, but I will definately keep it mind for next time.

Another usage of this rule: A ship with R2D2 (astromech, not crew) crashes into a ship with Anti-Pursuit Lasers.

If R2D2 triggers first, then he might already be at full Shields, and the APL puts them at full -1.

Alternatively, it might regenerate a shield before APL triggers, keeping the APL damage off of your Hull

If APL triggers first, then R2D2 will heal back the damage it dealt.

Alternatively, it could result in having a Damage Card and a Shield Token.

But, rather than leave the timing to however the argument it goes, it goes to Initiative, and everything's copacetic.

R2-D2 does not work on Initiative, per the FAQ.

If a ship equipped with R2-D2 executes a green

maneuver and its base or maneuver template overlaps
an obstacle token or its base overlaps a ship equipped
with Anti-Pursuit Lasers, that ship recovers 1
shield before rolling for damage.

R2-D2 does not work on Initiative, per the FAQ.

If a ship equipped with R2-D2 executes a green

maneuver and its base or maneuver template overlaps
an obstacle token or its base overlaps a ship equipped
with Anti-Pursuit Lasers, that ship recovers 1
shield before rolling for damage.

Huh.

When did they change that?

R2-D2 + APL was the illustration for the rule when it first came out.

About the same time they clarified his interaction with asteroids and proximity mines, I believe. I don't remember how long ago that was.

Edited by DR4CO

R2-D2
If a ship equipped with R2-D2 executes a green maneuver and its base or maneuver template overlaps a proximity mine token, that ship must roll for damage before it recovers 1 shield.
If a ship equipped with R2-D2 executes a green maneuver and its base or maneuver template overlaps an obstacle token or its base overlaps a ship equipped with Anti-Pursuit Lasers, that ship recovers 1 shield before rolling for damage.

That seems very arbitrary to me. I can see needing to define what happens when overlapping ships or obstacles since those are not effects controlled by a player. The rules already handled dealing with R2-D2 and APL.
Edited by WWHSD

R2-D2
If a ship equipped with R2-D2 executes a green maneuver and its base or maneuver template overlaps a proximity mine token, that ship must roll for damage before it recovers 1 shield.
If a ship equipped with R2-D2 executes a green maneuver and its base or maneuver template overlaps an obstacle token or its base overlaps a ship equipped with Anti-Pursuit Lasers, that ship recovers 1 shield before rolling for damage.

That seems very arbitrary to me ... The rules already handled dealing with R2-D2 and APL.

You say that as though the rules handling a situation has ever actually mattered. With the amount of times they have not (this, 88A & Dead Man's Switch, Gunner & Vader, the old ruling on Isard & Sensor Array, etc), it's almost getting to the point that we should look at the rules, assume the reverse, and run with that to save time sending FFG an email.

Its all ready been said but for reference

pg8 Rules 5th point under Card Abilities

• If multiple abilities resolve at the same time, the player with initiative chooses which of his abilities to resolve and resolves them in the order of his choosing. Then the opposing player does the same for his own abilities.

So back to the original question

This came up in a match. I fired with Bossk at an X-wing equiped with R4-D6. My final results were 2 crits and 2 hits and his was 3 blanks. We had two ways that each ability would resolve during the damage dealing.

1. Bossk's ability changes the results to 1 crit 4 hits and then R4-D6 can cancel up to two hits. Meaning he loses 2 shields and takes a critical.

2. R4-D6 triggers first and therefor cancels nothing, then Bossk changes his results to 1 crit 4 hits. Meaning the X-wing is destroyed.

R4-D6 When you are hit by an attack and there are at least 3 uncanceled [hit] results, you may choose and cancel those results until there are 2 remaining. For each result canceled in this way, receive 1 stress token.

Bossk When you perform an attack that hits, before dealing damage, you may cancel 1 [crit] of your results to add 2 [hit] results

R4-D6 only cancels regular hits not crits, so in both cases the X-Wing is taking 4 damage either way, and since Bossk's ability is a may not a must I think you leave your results as is and do not turn the crit to two hits since if split you would be doing 4 regular hits and a crit R4-D6 would cancel one regular hit.

Edit:

In rereading I can see the underlying issue of order of events. And it is interesting, I see it as Bossk's ability activates at the last moment it is clear that he can not change the crit to two hits until after the crit actually hits. So R4-D6 misses its window of activating since there was not three uncancelled hit results there was only two hits and then two crits, it wasn't until the crits were about to do damage that Bossk could split it to two regular hits

Edited by iblamedice

No, both abilities have the same timing window, it's done on initiative. Simple as that. See post #6 & #13.

No, both abilities have the same timing window, it's done on initiative. Simple as that. See post #6 & #13.

Gotchya, so whoever has the initiative activates the ability first right? So in this case neither ship would want the initiative, in order to allow their ability to go off second, correct?

Correct. As both abilities are a "may" and not "must", the players have the choice of whether or not to use them, but initiative will always determine the "when".

If the player with initiative chooses not to use his ability, then his chance is gone. He can't wait until the other player has used his, and then try and use it as a reaction.