VI stacking with Roark and Decoy Shenanigans

By ParaGoomba Slayer, in X-Wing Rules Questions

Scenario 1.) Roark passes off 12 pilot skill to a Green Squadron with VI. Is it 12 PS or 14 PS? If it's not 14 PS, why not? After all, the Green squadron's PS value is 12, and VI adds 2 to your PS value.

Scenario 2.) A ship with a printed PS of 9 has VI, so its PS is 11. A Green Squadron with both VI and Decoy rolls up and Decoy swaps with the PS 11. Is the green squadron now PS 13, and is the other ship now PS 7? If not, why not?

Because the FAQ states (on Page 3, Altered Pilot Skill) that if two abilities modify the PS of a ship, only the most recent takes effect.

In both cases, the most recent effect is the one provided by Roark/Decoy. Veteran Instincts is essentially being overwritten by the new effect.

In fact, if we want to go a little bit crazy, the following is a perfectly reasonable chain of events:
1) A PS9 ship has Veteran Instincts, increasing to PS11.
2) It gets "Reduce your Pilot Skill to 0" critical; it's Pilot Skill is now 0.
3) Roark bumps it back up to 12.
4) A third ship with Decoy swaps with it, leaving it at (say) PS8.
5) An opposing Torkhil Mux drops it back to PS0.
Edited by DR4CO

1) A PS9 ship has Veteran Instincts, increasing to PS11.
2) It gets "Reduce your Pilot Skill to 0" critical; it's Pilot Skill is now 0.
3) Roark bumps it back up to 12.
4) A third ship with Decoy swaps with it, leaving it at (say) PS8.
5) An opposing Torkhil Mux drops it back to PS0.

This does not work as Mux happens at the end of activation while Roark happens at the start of combat.