Attack Shuttle when docked...

By Sonikgav, in X-Wing Rules Questions

...does it still count as being on the table?

Been working on a Heragator build Ghost, with Autoblaster Turret/Accuracy Corrector and all the crew/abilities to get her there but quickly ran out of crew slots.

If I ran a cheap Shuttle, designed to spend most of the game docked, could I still use things like Intel Agent or Kanan etc, things that designate ranges. I know nothing that directly effects the shuttle (like PTL etc) will work but the outward effects?

This may have been answered previously but I went a few pages back and couldn't find it. So... thoughts?

Edited by Sonikgav

You can't measure range from ship that's not deployed on the table, so you won't be benefiting them at all

maybe that's even good >_>
Kanan is a monstrous son of a hutt

No, docked ships are not in play. The only thing on a docked ship that ever affects play (yet) is the Phantom title.

Edited by thespaceinvader

No. While docked the shuttle and upgrade cards attached to it are out of play and cannot be used.

Just thought I'd check. For some reason I thought there wasn't a precedent so worth asking, then I remembered the Gozanti.

See I still think Phantom's upgrades may still happen while docked to the Ghost. When the original rules for docked ships came out (ala Hound's Tooth and Natasha Pup), a ship couldn't attack on the turn it launch from the carrier. Then the Gozanti came out and changed that, now it is only Natasha Pup that can't do so. Who is to say that a similar change will not happen when Ghost and Phantom finally arrive.?

See I still think Phantom's upgrades may still happen while docked to the Ghost. When the original rules for docked ships came out (ala Hound's Tooth and Natasha Pup), a ship couldn't attack on the turn it launch from the carrier. Then the Gozanti came out and changed that, now it is only Natasha Pup that can't do so. Who is to say that a similar change will not happen when Ghost and Phantom finally arrive.?

It's not; the 'can't attack' clause happens whenever the launch is because the carrying ship is destroyed.

That's not to say you're wrong about ghost/phantom, but it would be a fairly major change to the rules for e.g. how the Gozanti works.

See I still think Phantom's upgrades may still happen while docked to the Ghost. When the original rules for docked ships came out (ala Hound's Tooth and Natasha Pup), a ship couldn't attack on the turn it launch from the carrier. Then the Gozanti came out and changed that, now it is only Natasha Pup that can't do so. Who is to say that a similar change will not happen when Ghost and Phantom finally arrive.?

It's not; the 'can't attack' clause happens whenever the launch is because the carrying ship is destroyed.

That's not to say you're wrong about ghost/phantom, but it would be a fairly major change to the rules for e.g. how the Gozanti works.

However I may believe it to work, only when I actually getting one in my hands will determine if my guesses were close or not.

See I still think Phantom's upgrades may still happen while docked to the Ghost. When the original rules for docked ships came out (ala Hound's Tooth and Natasha Pup), a ship couldn't attack on the turn it launch from the carrier. Then the Gozanti came out and changed that, now it is only Natasha Pup that can't do so. Who is to say that a similar change will not happen when Ghost and Phantom finally arrive.?

It's not; the 'can't attack' clause happens whenever the launch is because the carrying ship is destroyed.

That's not to say you're wrong about ghost/phantom, but it would be a fairly major change to the rules for e.g. how the Gozanti works.

The way I always saw it, Gozanti was a carrier and the TIEs just rode on the clamps. With the Ghost/Phantom it's not just an attack shuttle riding on VCX, the double title card made me think the VCX becomes the Ghost when the two ships are joined, becoming a new hybrid ship with all the upgrades from both combined. It is also why I thought you use the Phantom's primary when firing out of the special arc.

However I may believe it to work, only when I actually getting one in my hands will determine if my guesses were close or not.

I think the special arc and extra attack each round is supposed to reflect that the Ghost has additional capabilities when the Phantom is docked. To get more than that seems like it would be a bit overpowered.

See I still think Phantom's upgrades may still happen while docked to the Ghost. When the original rules for docked ships came out (ala Hound's Tooth and Natasha Pup), a ship couldn't attack on the turn it launch from the carrier. Then the Gozanti came out and changed that, now it is only Natasha Pup that can't do so. Who is to say that a similar change will not happen when Ghost and Phantom finally arrive.?

It's not; the 'can't attack' clause happens whenever the launch is because the carrying ship is destroyed.

That's not to say you're wrong about ghost/phantom, but it would be a fairly major change to the rules for e.g. how the Gozanti works.

The way I always saw it, Gozanti was a carrier and the TIEs just rode on the clamps. With the Ghost/Phantom it's not just an attack shuttle riding on VCX, the double title card made me think the VCX becomes the Ghost when the two ships are joined, becoming a new hybrid ship with all the upgrades from both combined. It is also why I thought you use the Phantom's primary when firing out of the special arc.

However I may believe it to work, only when I actually getting one in my hands will determine if my guesses were close or not.

I think the special arc and extra attack each round is supposed to reflect that the Ghost has additional capabilities when the Phantom is docked. To get more than that seems like it would be a bit overpowered.

Possibly, but as it stands there is no real reason beyond senario deployment or flavor reasons to ever want to have ships docked. The gozanti is just wasting firepower and the attack shuttle is far better off following the ghost at range 1-2 where it can cover pretty much everything it does docked but have its actions/abilities active as well

See I still think Phantom's upgrades may still happen while docked to the Ghost. When the original rules for docked ships came out (ala Hound's Tooth and Natasha Pup), a ship couldn't attack on the turn it launch from the carrier. Then the Gozanti came out and changed that, now it is only Natasha Pup that can't do so. Who is to say that a similar change will not happen when Ghost and Phantom finally arrive.?

It's not; the 'can't attack' clause happens whenever the launch is because the carrying ship is destroyed.

That's not to say you're wrong about ghost/phantom, but it would be a fairly major change to the rules for e.g. how the Gozanti works.

The way I always saw it, Gozanti was a carrier and the TIEs just rode on the clamps. With the Ghost/Phantom it's not just an attack shuttle riding on VCX, the double title card made me think the VCX becomes the Ghost when the two ships are joined, becoming a new hybrid ship with all the upgrades from both combined. It is also why I thought you use the Phantom's primary when firing out of the special arc.

However I may believe it to work, only when I actually getting one in my hands will determine if my guesses were close or not.

I think the special arc and extra attack each round is supposed to reflect that the Ghost has additional capabilities when the Phantom is docked. To get more than that seems like it would be a bit overpowered.

Possibly, but as it stands there is no real reason beyond senario deployment or flavor reasons to ever want to have ships docked. The gozanti is just wasting firepower and the attack shuttle is far better off following the ghost at range 1-2 where it can cover pretty much everything it does docked but have its actions/abilities active as well

No reason at all except making the Ghost a heck of a lot better as a ship, and still leaving you with an effictive near-full-health dogfighter behind when it dies, better if you can bug the dogfighter out just before it dies.

I think we'll see a LOT of Ghost/Phantom lists soon, and almost all of them will start docked.

4 'can't miss' Autoblaster Turret shots a turn are too good to not at least try.

See I still think Phantom's upgrades may still happen while docked to the Ghost. When the original rules for docked ships came out (ala Hound's Tooth and Natasha Pup), a ship couldn't attack on the turn it launch from the carrier. Then the Gozanti came out and changed that, now it is only Natasha Pup that can't do so. Who is to say that a similar change will not happen when Ghost and Phantom finally arrive.?

It's not; the 'can't attack' clause happens whenever the launch is because the carrying ship is destroyed.

That's not to say you're wrong about ghost/phantom, but it would be a fairly major change to the rules for e.g. how the Gozanti works.

The way I always saw it, Gozanti was a carrier and the TIEs just rode on the clamps. With the Ghost/Phantom it's not just an attack shuttle riding on VCX, the double title card made me think the VCX becomes the Ghost when the two ships are joined, becoming a new hybrid ship with all the upgrades from both combined. It is also why I thought you use the Phantom's primary when firing out of the special arc.

However I may believe it to work, only when I actually getting one in my hands will determine if my guesses were close or not.

I think the special arc and extra attack each round is supposed to reflect that the Ghost has additional capabilities when the Phantom is docked. To get more than that seems like it would be a bit overpowered.

Possibly, but as it stands there is no real reason beyond senario deployment or flavor reasons to ever want to have ships docked. The gozanti is just wasting firepower and the attack shuttle is far better off following the ghost at range 1-2 where it can cover pretty much everything it does docked but have its actions/abilities active as well

No reason at all except making the Ghost a heck of a lot better as a ship, and still leaving you with an effictive near-full-health dogfighter behind when it dies, better if you can bug the dogfighter out just before it dies.

I think we'll see a LOT of Ghost/Phantom lists soon, and almost all of them will start docked.

Edited by Ralgon

I think we'll see a LOT of Ghost/Phantom lists soon, and almost all of them will start docked.
Dont get me wrong i believe the ghost + shuttle ( and 2 shuttle + extra's ) lists will be with us for a long time yet, but unless were missing some rules i seroiusly doubt docked effectivesness when all you can do is throw unmodified dice

Again, the Phantom doesn't *do anything* itself while docked unless something major changes in the full rules we haven't seen.

What it does do is give the Ghost its rear arc and more importantly, give the Ghost a free turret shot each round. Making the Ghost shoot backwards, and shoot twice (or three times with TLT) is a big deal. It makes keeping the shuttle docked very useful to the Ghost, and keeps a chunk of your list's HP/points off the board and out of danger until you've whittled your opponent down a bit.

I think we'll see a LOT of Ghost/Phantom lists soon, and almost all of them will start docked.

Dont get me wrong i believe the ghost + shuttle ( and 2 shuttle + extra's ) lists will be with us for a long time yet, but unless were missing some rules i seroiusly doubt docked effectivesness when all you can do is throw unmodified dice

Again, the Phantom doesn't *do anything* itself while docked unless something major changes in the full rules we haven't seen.

What it does do is give the Ghost its rear arc and more importantly, give the Ghost a free turret shot each round. Making the Ghost shoot backwards, and shoot twice (or three times with TLT) is a big deal. It makes keeping the shuttle docked very useful to the Ghost, and keeps a chunk of your list's HP/points off the board and out of danger until you've whittled your opponent down a bit.

Go do some math wing on your unmodified hit % vs anything with green dice. The extra arcs and attacks aren't worth a **** if they cant do damage.........

I think we'll see a LOT of Ghost/Phantom lists soon, and almost all of them will start docked.

Dont get me wrong i believe the ghost + shuttle ( and 2 shuttle + extra's ) lists will be with us for a long time yet, but unless were missing some rules i seroiusly doubt docked effectivesness when all you can do is throw unmodified dice
Again, the Phantom doesn't *do anything* itself while docked unless something major changes in the full rules we haven't seen.

What it does do is give the Ghost its rear arc and more importantly, give the Ghost a free turret shot each round. Making the Ghost shoot backwards, and shoot twice (or three times with TLT) is a big deal. It makes keeping the shuttle docked very useful to the Ghost, and keeps a chunk of your list's HP/points off the board and out of danger until you've whittled your opponent down a bit.

Go do some math wing on your unmodified hit % vs anything with green dice. The extra arcs and attacks aren't worth a **** if they cant do damage.........

Anything can do damage.

I've seen an academy pilot DERPing Soontir fel from R3

into 5 green dice with focus.

and he pushed that 1 damage through

I think we'll see a LOT of Ghost/Phantom lists soon, and almost all of them will start docked.

Dont get me wrong i believe the ghost + shuttle ( and 2 shuttle + extra's ) lists will be with us for a long time yet, but unless were missing some rules i seroiusly doubt docked effectivesness when all you can do is throw unmodified dice
Again, the Phantom doesn't *do anything* itself while docked unless something major changes in the full rules we haven't seen.

What it does do is give the Ghost its rear arc and more importantly, give the Ghost a free turret shot each round. Making the Ghost shoot backwards, and shoot twice (or three times with TLT) is a big deal. It makes keeping the shuttle docked very useful to the Ghost, and keeps a chunk of your list's HP/points off the board and out of danger until you've whittled your opponent down a bit.

Go do some math wing on your unmodified hit % vs anything with green dice. The extra arcs and attacks aren't worth a **** if they cant do damage.........

Why would it necessarily be unmodified? THe Ghost can take TL and focus actions. Plus the primary is 4 dice which is not to be sniffed at, nor are even unmodified TLTs.

I think we'll see a LOT of Ghost/Phantom lists soon, and almost all of them will start docked.

Dont get me wrong i believe the ghost + shuttle ( and 2 shuttle + extra's ) lists will be with us for a long time yet, but unless were missing some rules i seroiusly doubt docked effectivesness when all you can do is throw unmodified dice
Again, the Phantom doesn't *do anything* itself while docked unless something major changes in the full rules we haven't seen.

What it does do is give the Ghost its rear arc and more importantly, give the Ghost a free turret shot each round. Making the Ghost shoot backwards, and shoot twice (or three times with TLT) is a big deal. It makes keeping the shuttle docked very useful to the Ghost, and keeps a chunk of your list's HP/points off the board and out of danger until you've whittled your opponent down a bit.

Go do some math wing on your unmodified hit % vs anything with green dice. The extra arcs and attacks aren't worth a **** if they cant do damage.........

Why would it necessarily be unmodified? THe Ghost can take TL and focus actions. Plus the primary is 4 dice which is not to be sniffed at, nor are even unmodified TLTs.
Edited by Ralgon

I think we'll see a LOT of Ghost/Phantom lists soon, and almost all of them will start docked.

Dont get me wrong i believe the ghost + shuttle ( and 2 shuttle + extra's ) lists will be with us for a long time yet, but unless were missing some rules i seroiusly doubt docked effectivesness when all you can do is throw unmodified dice
Again, the Phantom doesn't *do anything* itself while docked unless something major changes in the full rules we haven't seen.

What it does do is give the Ghost its rear arc and more importantly, give the Ghost a free turret shot each round. Making the Ghost shoot backwards, and shoot twice (or three times with TLT) is a big deal. It makes keeping the shuttle docked very useful to the Ghost, and keeps a chunk of your list's HP/points off the board and out of danger until you've whittled your opponent down a bit.

Go do some math wing on your unmodified hit % vs anything with green dice. The extra arcs and attacks aren't worth a **** if they cant do damage.........
Why would it necessarily be unmodified? THe Ghost can take TL and focus actions. Plus the primary is 4 dice which is not to be sniffed at, nor are even unmodified TLTs.
The docked shuttles 2 attacks is what i'm refering to, not the ghost. It's not the ghosts attacks and so cant use it's modifiers, and the phantom shuttle cant do actions or use upgrades because it's docked (current released/previewed RAW)

It also *CAN'T ATTACK* because it's docked. It is not in play. At all.

I think we'll see a LOT of Ghost/Phantom lists soon, and almost all of them will start docked.

Dont get me wrong i believe the ghost + shuttle ( and 2 shuttle + extra's ) lists will be with us for a long time yet, but unless were missing some rules i seroiusly doubt docked effectivesness when all you can do is throw unmodified dice
Again, the Phantom doesn't *do anything* itself while docked unless something major changes in the full rules we haven't seen.

What it does do is give the Ghost its rear arc and more importantly, give the Ghost a free turret shot each round. Making the Ghost shoot backwards, and shoot twice (or three times with TLT) is a big deal. It makes keeping the shuttle docked very useful to the Ghost, and keeps a chunk of your list's HP/points off the board and out of danger until you've whittled your opponent down a bit.

Go do some math wing on your unmodified hit % vs anything with green dice. The extra arcs and attacks aren't worth a **** if they cant do damage.........
Why would it necessarily be unmodified? THe Ghost can take TL and focus actions. Plus the primary is 4 dice which is not to be sniffed at, nor are even unmodified TLTs.
The docked shuttles 2 attacks is what i'm refering to, not the ghost. It's not the ghosts attacks and so cant use it's modifiers, and the phantom shuttle cant do actions or use upgrades because it's docked (current released/previewed RAW)

It also *CAN'T ATTACK* because it's docked. It is not in play. At all.

Those attacks all belong to the Ghost. Note the use of "it" instead of "you" in the text of the Phantom title card. If it was the Phantom making the attacks those would have been "you".

phantom.png

The docked shuttles 2 attacks is what i'm refering to, not the ghost.

Yes as others have pointed out. It's not the shuttle making those attacks it's the Ghost doing it, so those attacks can use focus/TL or whatever else modifier the Ghost can manage.

Also the advantage of being able to fire in the special arc, plus a 2nd shot is a lot better than you seem to think it is. Even if the 2nd shot is unmodified, odds are good the target won't have anything to modify its defense dice with either.

Well, fudge.

Been reading the card wrong and stand corrected, the attacks can be modified by the ghost herself.

Only slightly alters my point on the shuttle being more effective outside the ghost and flying formation rather than in it though, especially if you pair ezra or sabine with ptl/kanan.

Possibly, but as it stands there is no real reason beyond senario deployment or flavor reasons to ever want to have ships docked. The gozanti is just wasting firepower and the attack shuttle is far better off following the ghost at range 1-2 where it can cover pretty much everything it does docked but have its actions/abilities active as well

The Gozer deploys its fighters after it moves, which means after all non-huge ships have moved. Drop four Interceptors at R1 of Soontir Fel, or two Advanceds with Cluster Missiles, Accuracy Correctors, and Target Locks at Range 2 of a K-Wing, and tell me there's no reason other than fluff.

4 'can't miss' Autoblaster Turret shots a turn are too good to not at least try.

I'm wracking my brain trying to figure out how you can fire four times. Maybe you're confusing it with TLT, and even then you can only get three as far as I'm tracking...

Has anyone else explored the possibility of the [Ghost + Phantom (docked) + Attack Shuttle]? You can come up with several combinations that work, but usually the Phantom will be practically naked. I'm telling you there are some scary possibilities floating around that could make a nice showing in World this year.