HELP......do large ships start with all power tokens available

By Barry Harker, in X-Wing Rules Questions

I have a freind with a CR90 corvette

He wants to start the game with his tokens fully equipped.

On the ship card and three weapons cards.....meaning he starts with eleven tokens.

Rules state you allocate from the ship as you go.

But do you start empty....or full on the ship and not the weapons.

Or full everything

I'm sure others have come across this

Thanks

Ship full, weapons full. Anything else that has energy capacity, empty.

This was changed in a revision to the Huge ship rules around the time the Raider came out (not _in_ the Raider's rulebook, but in the online one around that time).

In a scenario, still do whatever the scenario setup says.

Thank-you Digitalbusker

That clarifys our little issue.

And makes sense

I want to stick to the rules.

But I also

Like my freind argues, you should start full.

But obviously, that's not what it says in the rule book.

Thank you very much for your help.

Barry.

Yes

All huge ships start now with full energy on the ship card and any secondary weapons have full energy

As pointed out, unless your doing the scenario

Strictly speaking it isn't "secondary weapons" that start charged up, it's hard point upgrades, isn't it?

Granted, all that goes in hard point upgrades is weapons, and I don't think huge ships have non hard point weapon options, but still worth pointing out.

I thought the specific wording referred to weapons rather than the upgrade slot type, but I could be wrong. Can't check it right now.

Neither can I, but I thought it specified an upgrade type.

Anyone got the PDF handy and knows where to look in it?

That is a rule that has gone through a number of iterations. Specific scenarios may call for specific starting energy but for epic play it has varied:

Originally it has been that a ship starts with NO energy at all. You can probably guess how much fun the Corvette was to play if you loaded it with weapons but still needed to wait several turns before you could fire them.

Next it was changed to the ship starting with full energy but nothing on any of the upgrades. Great for trying to push the ship forward the first round but do you still want to charge into battle with nothing in your weapons?

The latest has you starting with full energy on ship and weapons/hardpoints. Now you can finally enter a battle with guns actually ready for battle which is making those Corvettes something to fear.

Edited by StevenO

Neither can I, but I thought it specified an upgrade type.

Anyone got the PDF handy and knows where to look in it?

It's in the Epic Tournament Rules - page 3 (and repeated on page 4 for the Team Epic rules.

Players assign Energy tokens to each of their Huge ships and their

equipped secondary weapons up to their respective energy limits

Edited by Funkleton

Alrighty then. I was misremembering.

Thanks.

Question related to this: the Ionization Reactor takes 5 energy, but is not a "weapon", so I assume it would start empty. So let's say your CR-90 had that card, and started the game with full (5) energy on the ship. Can you use the Gain Energy to temporarily have, say, 8 energy, then Allocate the excess to the Ionization card? We assumed not, which means the first turn is "wasted" in terms of gaining energy...you'd really only be able to "Gain Energy" on the second turn, correct?

Correct, your never allowed to have more energy that the card limit, and the order of operations means you would gain the excess energy (and then discard it) before you can allocate what you have. So any energy you gain on the first round is wasted.

Edited by Forgottenlore