R2-D6 Elite slot and IA official response

By Rydiak, in X-Wing Rules Questions

Biggs

​IA

R2-D6

​Ellusiveness

I'm actually quite fond of Wired in this build of Biggs, either getting shot by stressbot or a suitable K-turn and keep flying around with stress means you get to re-roll all eyeballs rolls on attack and defense, has kept Biggs alive many turns longer than he should have :)

Biggs

​IA

R2-D6

​Ellusiveness

For some reason, that feels kind of expensive for a Biggs.

I like the Wired suggestion, though!

Edited by Reiver

Biggs

​IA

R2-D6

​Ellusiveness

For some reason, that feels kind of expensive for a Biggs.

I like the Wired suggestion, though!

Its 28 points, so I see your point. I still run the 26 point version.

Wired is interesting, though. Haven't tried it out.

I'm honestly having a difficult time of seeing elite talents that matter more than other astromechs on x-wing pilots.

Tarn Mison - prefers R7

Biggs Darklighter - R4-D6

​Hobbie Klivian - Okay he definitely wants PTL for a pseudo-Farlander effect. Just wish he had more actions...

Garven Dreis - Adrenaline Rush?

Red Ace - ???

Blue Ace - R7-TI

Biggs

​IA

R2-D6

​Ellusiveness

For some reason, that feels kind of expensive for a Biggs.

I like the Wired suggestion, though!

Its 28 points, so I see your point. I still run the 26 point version.

Wired is interesting, though. Haven't tried it out.

I'm honestly having a difficult time of seeing elite talents that matter more than other astromechs on x-wing pilots.

Tarn Mison - prefers R7

Biggs Darklighter - R4-D6

​Hobbie Klivian - Okay he definitely wants PTL for a pseudo-Farlander effect. Just wish he had more actions...

Garven Dreis - Adrenaline Rush?

Red Ace - ???

Blue Ace - R7-TI

Red Ace: Cool Hand. Troll and get your Evade, green out of it, carry on.

You can also get a Red Squadron Pilot with something; I don't know if it's worthwhile but it's only 1 PS short of being a Black Sun Ace in terms of value, right?

And yeah, Hobbie loves PTL. I could even see Opportunist, if you're flying with Wes or the like.

Edited by Reiver

Biggs

​IA

R2-D6

​Ellusiveness

For some reason, that feels kind of expensive for a Biggs.

I like the Wired suggestion, though!

Its 28 points, so I see your point. I still run the 26 point version.

Wired is interesting, though. Haven't tried it out.

I'm honestly having a difficult time of seeing elite talents that matter more than other astromechs on x-wing pilots.

Tarn Mison - prefers R7

Biggs Darklighter - R4-D6

​Hobbie Klivian - Okay he definitely wants PTL for a pseudo-Farlander effect. Just wish he had more actions...

Garven Dreis - Adrenaline Rush?

Red Ace - ???

Blue Ace - R7-TI

I think Garven really wants VI (assuming he's rolling with a 7 or 8) or possible Decoy if he's got some buddies at 9+.

Red Ace's ability is really begging for R2-D2 or possibly R5-P9.

Really?! so an IG with title loses the other IG special skill if dies but for this elite talent obtained from a lost r2d6 ... it remains? for me does not make sense...

for me does not make sense...

The difference is, that R2-D6 adds an icon to the ships upgrade bar, but IG just lets you use the other ships abilities, it doesn't actually say it adds any icons or text to the pilot card.

Your upgrade bar gains the elite upgrade icon.

vs.

You have the pilot ability of each other friendly ship with the IG-2000 Upgrade card (in addition to your own pilot ability).

May not seem like a large distinction, but that seems to be how they're ruling.

I think the intention is that it doesn't matter if your upgrades are all legal after the match starts as long as they were before it started. Anything that they want to work contrary to this will be called out in the rules (crippled sections on Huge ships).

IG-88 is an example of ships leaving play ceasing to have an effect on the game state.

Edited by WWHSD

Really?! so an IG with title loses the other IG special skill if dies but for this elite talent obtained from a lost r2d6 ... it remains? for me does not make sense...

The difference between losing a droid and losing a ship is night and day.

Interestingly there are 2 pre-existing precedents that never actually got asked (as far as I am aware) that seem to agree with the latest ruling (not explicitly but certainly implicitly enough to create a precedent).

Both Royal Guard TIE and A-Wing Test Pilot both have minimum PS requirements to equip them. However if the ships that have these titles equipped got the PS0 Crit the titles wouldn’t fall off nor would the additional EPT or Mod slots (or the upgrades that were equipped to those additional slots).

I think the intention is that it doesn't matter if your upgrades are all legal after the match starts as long as they were before it started. Anything that they want to work contrary to this will be called out in the rules (crippled sections on Huge ships).

IG-88 is an example of ships leaving play ceasing to have an effect on the game state.

What about a TIE Shuttle with Agent Kallus as crew, docked to a Gozanti. It exists outside of the game.

How about if Agent Kallus is flipped over with Moff Jerjerrod? You chose a ship with Kallus at the beginning of the first round, is this a permanent effect that no longer requires Kallus?

I think the intention is that it doesn't matter if your upgrades are all legal after the match starts as long as they were before it started. Anything that they want to work contrary to this will be called out in the rules (crippled sections on Huge ships).

IG-88 is an example of ships leaving play ceasing to have an effect on the game state.

What about a TIE Shuttle with Agent Kallus as crew, docked to a Gozanti. It exists outside of the game.

How about if Agent Kallus is flipped over with Moff Jerjerrod? You chose a ship with Kallus at the beginning of the first round, is this a permanent effect that no longer requires Kallus?

No, it isn't. If a TIE Shuttle is docked to the Gozanti it is out of play and the cards on it will have no effect until it launches.

I thought we had settled that a couple months ago.

Interestingly there are 2 pre-existing precedents that never actually got asked (as far as I am aware) that seem to agree with the latest ruling (not explicitly but certainly implicitly enough to create a precedent).

Both Royal Guard TIE and A-Wing Test Pilot both have minimum PS requirements to equip them. However if the ships that have these titles equipped got the PS0 Crit the titles wouldn’t fall off nor would the additional EPT or Mod slots (or the upgrades that were equipped to those additional slots).

R2-D6 also has the same restriction, but don't remember anyone calling for him to fall off and take his EPT with him due to a PS 0 crit, why have we started now?

Interestingly there are 2 pre-existing precedents that never actually got asked (as far as I am aware) that seem to agree with the latest ruling (not explicitly but certainly implicitly enough to create a precedent).

Both Royal Guard TIE and A-Wing Test Pilot both have minimum PS requirements to equip them. However if the ships that have these titles equipped got the PS0 Crit the titles wouldn’t fall off nor would the additional EPT or Mod slots (or the upgrades that were equipped to those additional slots).

R2-D6 also has the same restriction, but don't remember anyone calling for him to fall off and take his EPT with him due to a PS 0 crit, why have we started now?

"Injured Pilot" (Pilot All players must ignore your pilot ability and all of your Elite upgrade cards). So R2-D6 is still there, but you cannot use R2-D6 for the EPT effect. The EPT slot is also still there, but cannot be used right now.

That example works rule-wise and fluff-wise: Pilot is too injured to have any use of R2-D6's help.

Using IA (When you are dealt a Damage card, you may discard 1 of your Astromech Upgrade cards to discard that Damage card (without resolving its effect).) ejecting R2-D6.

Email states the R2-D6's effect stays in place, although the astromech is gone.

Stupid, imho. Fluff wise not very fitting, as the EPT actually is in the R2-D6, it's the astromech enabling the beginner pilot to pull some tricks. The astromech is gone, the beginner without help now is confused and just a beginner again.

Also a bit unfair, as loosing some of the other astromechs by IA has a huge effect (BB-8, R2 etc).

Rulewise they probably did that as too push low PS X-wings. I hope we get an official errata on this, clearly stating what is correct.

Btw what happens if Torkil (At the end of the Activation phase, choose 1 enemy ship at Range 1-2. Until the end of the Combat phase, treat that ship's pilot skill value as "0".) is effecting a R2-D6 equipped X-wing, which has an EPT relevant in the combat phase. Can the X-wing pilot use the EPT, or not? :P