agent kallus

By Wayne Argabright, in X-Wing Rules Questions

So at the start you have to assign him to a specific ship. If you destroy that ship can you assign him to a different ship??

Nope. The card says nothing of the kind.

was just thinking logically that if the focus of his attention is gone why couldn't he then move on to another target? Yeah I know starwars and logic is not compatible..lol

Yep 1 ship only, then Moff can perform some Defenestration for extra value.

I'm more interested in what people take on Agent Kallus is if you forget to nominate at the beginning of the first turn? at what point should you let your opponent make a selection? or would you consider it a missed opportunity? As its not a may ability should it be treated the same way as Rebel Captive and that your opponent is obliged to inform you or its trigger? many interesting discussions to be had on that one.

Yep 1 ship only, then Moff can perform some Defenestration for extra value.

I'm more interested in what people take on Agent Kallus is if you forget to nominate at the beginning of the first turn? at what point should you let your opponent make a selection? or would you consider it a missed opportunity? As its not a may ability should it be treated the same way as Rebel Captive and that your opponent is obliged to inform you or its trigger? many interesting discussions to be had on that one.

That's a good question. I'd say that waiting until an opponent has moved any of his ships gives the player with Kallus an advantage in making that choice that he is not entitled to.

Like in an escape pod? :)

Yep 1 ship only, then Moff can perform some Defenestration for extra value.

I'm more interested in what people take on Agent Kallus is if you forget to nominate at the beginning of the first turn? at what point should you let your opponent make a selection? or would you consider it a missed opportunity? As its not a may ability should it be treated the same way as Rebel Captive and that your opponent is obliged to inform you or its trigger? many interesting discussions to be had on that one.

I'd say missed opportunity. He's declared at the start of the first round, or in other words as soon as setup is complete. If you forget, then that's just tough luck, I guess. Any later and advantage could be gained.

So at the start you have to assign him to a specific ship. If you destroy that ship can you assign him to a different ship??

the Golden Rule of FFG Games

"Thou shalt do what thee card instructs thee to do

Thou shalt not do what thee card does not instruct thee to do"

and the card says nothing about target changing

Yeah I know starwars game rules and logic is not compatible..sometimes don't match up the way we think they should lol

Fixed.

Yep 1 ship only, then Moff can perform some Defenestration for extra value.

I'm more interested in what people take on Agent Kallus is if you forget to nominate at the beginning of the first turn? at what point should you let your opponent make a selection? or would you consider it a missed opportunity? As its not a may ability should it be treated the same way as Rebel Captive and that your opponent is obliged to inform you or its trigger? many interesting discussions to be had on that one.

I'd say missed opportunity. He's declared at the start of the first round, or in other words as soon as setup is complete. If you forget, then that's just tough luck, I guess. Any later and advantage could be gained.

My answer would probably be to treat it with the same approach as Rebel Captive; both players are responsible for maintaining the game state. That being said, Kallus' timing is far easier to keep in mind and only occurs once (I have never seen anyone forget).

Yep 1 ship only, then Moff can perform some Defenestration for extra value.

I'm more interested in what people take on Agent Kallus is if you forget to nominate at the beginning of the first turn? at what point should you let your opponent make a selection? or would you consider it a missed opportunity? As its not a may ability should it be treated the same way as Rebel Captive and that your opponent is obliged to inform you or its trigger? many interesting discussions to be had on that one.

I'd say missed opportunity. He's declared at the start of the first round, or in other words as soon as setup is complete. If you forget, then that's just tough luck, I guess. Any later and advantage could be gained.

My answer would probably be to treat it with the same approach as Rebel Captive; both players are responsible for maintaining the game state. That being said, Kallus' timing is far easier to keep in mind and only occurs once (I have never seen anyone forget).

To treat it like Rebel Captive you need to pick a point at which it becomes too late to correct the game state. Most people seem to agree that that point for Rebel Captive is when the first dial is revealed in the following activation phase.

For Kallus, that point would seem to be when an opponent reveals their first dial.

I actually had an opponent forget to nominate a Kallus target and not realize it until the only ships left on the board where my Poe and his Whisper with Kallus riding shotgun!

Even though it was a casual game, we both agreed it was obviously far too late to nominate Poe at that point-- Even though I agreed that he would have been the optimal choice during setup and the one I would have made and assumed he would, too.

I'd agree that after "first dial revealed" is probably too late to fix the invalid game state by not making the mandatory Kallus choice. In a very lax casual game you could probably push that to "first damage card dealt."

The only other sensible option to fix the game state seems to be a random determination, but that's adding a whole rules structure not even remotely suggested by the card or any similar precedent I'm aware of. So I'd agree with anyone saying it's just an unfortionate missed opportunity.

As to the original question, trying to use "fluff" to infer alternate or imagined rules interpretations is always going to be a murky foundation to operate under. The card says what the card says. For that matter, a perfectly serviceable "fluff" interpretation that matches the rules as written: having triumphed over his quarry, Kallus is some combination of exhausted and taking a breather and/or smugly resting on his laurels, rather than immediately looking for a new sworn foe.

Would it be fairer to have Kallus' opponent nominate a ship, rather than just have no ship nominated?

Edited by Rawling

Would it be fairer to have Kallus' opponent nominate a ship, rather than just have no ship nominated?

I think this could be a sensible errata, though I'd make it clear they could nominate a ship that's already been destroyed if their opponent waits that long to remember-- or "remember."

Would it be fairer to have Kallus' opponent nominate a ship, rather than just have no ship nominated?

I don't see why Kallus should be any more special than any other single-use crew. Would you let someone whose Falcon was destroyed last turn magic it back into play because he forgot to use Chewbacca?

Are you suggesting that Chewbacca is a mandatory effect?

Are you suggesting that Chewbacca is a mandatory effect?

No, I'm suggesting it's one that people might forget.

It would be kind of an opponent to remind the forgetful player that Kallus exists at the right time, but if they don't (or they don't know their opponent's list well enough to do so) then I'd argue that it should be forgotten - doing it mid-game isn't the next best option, because its absence has changed the game irretreivably even when the first dial has been revealed, let alone when the first shot has been fired.

Are you suggesting that Chewbacca is a mandatory effect?

No, I'm suggesting it's one that people might forget.

It would be kind of an opponent to remind the forgetful player that Kallus exists at the right time, but if they don't (or they don't know their opponent's list well enough to do so) then I'd argue that it should be forgotten - doing it mid-game isn't the next best option, because its absence has changed the game irretreivably even when the first dial has been revealed, let alone when the first shot has been fired.

People might also forget that performing a red maneuver results in a stress token. If the game progresses past that point, then the player who just k-turned his ship, took an action after that k-turn, and then flipped his dial to show a k-turn for his next maneuver should just carry on and complete the maneuver?

Reminding an opponent to make their Kallus selection would not be kind - it would be required. Both players are responsible for following mandatory rules. Anything less is negligence if it is done unwillingly and cheating if it is done intentionally.

Suggesting that someone doesn't "know their opponent's list well enough" to know that a Kallus selection needs to made at the beginning of the game is ridiculous. Your opponent's cards are sitting face-up 36 inches away from you. You are required to know what those cards say so as not to miss mandatory effects and corrupt the game.

However, I will agree with you that it is difficult to retroactively resolve Kallus' selection requirement. The issue is not that random selection is too complicated or alien to expect players to be able to resolve it, the issue is that the opponent may have made decisions with regard to which of his ships should be maneuvered in a more risky way so as to not be stuck with a Kallus selected ship as their last ship on the mat. The problem is that this creates an incentive for the opponent of the Kallus players to "forget" about Kallus if their opponent fails to make the selection. I have attended a decent amount of X-Wing tournaments and I have seen players covertly spin dials while flipping them, conveniently fudge maneuvers, and slow down their selection of maneuvers/actions just slightly when the clock starts to close in on zero. At a tournament, I would expect that the forgotten Kallus selection not be remedied but that both players be told that the next time they skip mandatory rules, there will be some kind of consequence.

the Golden Rule of FFG Games

"Thou shalt do what thee card instructs thee to do

Thou shalt not do what thee card does not instruct thee to do"

and the card says nothing about target changing

This was going to bother me. ^

"Thou shalt do what thine card instructs thee to do

Thou shalt not do what thine card doth not instruct thee to do"

thanks for the fix, not a native english speaker >_>

thanks for the fix, not a native english speaker >_>

Don't worry, that's not native English.

According to the text on the card, Kallus activates at the start of the first turn.

So if Moff Jerjerrod flips over Kallus does his power stop working?

After the ruling with Integrated Astromech on R2-D6 and the EPT I'm not sure.

According to the text on the card, Kallus activates at the start of the first turn.

So if Moff Jerjerrod flips over Kallus does his power stop working?

After the ruling with Integrated Astromech on R2-D6 and the EPT I'm not sure.

Yeah, Kallus's effect goes away if he's airlocked. Kallus's mini-focus isn't a separate thing that you're allowed to equip because you equipped Kallus first, so the R2-D6 ruling isn't relevant. Any time an upgrade card goes away, you can't use its effect any more. The only difference between Kallus's mini-focus and the dice modification abilities on Predator or Flight Instructor is that Kallus requires you to make a decision at the beginning of the game.

Exactly. Once Kallus gets spaced the chosen ship is still the chosen ship, but there is no longer anything in the game that tells you to do something with the chosen ship.

Edited by Forgottenlore

According to the text on the card, Kallus activates at the start of the first turn.

So if Moff Jerjerrod flips over Kallus does his power stop working?

After the ruling with Integrated Astromech on R2-D6 and the EPT I'm not sure.

Yeah, Kallus's effect goes away if he's airlocked. Kallus's mini-focus isn't a separate thing that you're allowed to equip because you equipped Kallus first, so the R2-D6 ruling isn't relevant. Any time an upgrade card goes away, you can't use its effect any more. The only difference between Kallus's mini-focus and the dice modification abilities on Predator or Flight Instructor is that Kallus requires you to make a decision at the beginning of the game.

By way of extension, how would one rule the following scenario:

I'm flying Rear Admiral Chiraneau in a VT-49 Decimator with Marksmanship (because I love {kaboom}s). Last round my shields were stripped. This round I used Marksmanship as my action and then my opponent's Ten Numb + Mangler Cannon + VI shoots first. Because I'm a crazy man, I draw the Injured Pilot critical damage card ["You cannot use your pilot ability or abilities on {elite pilot talent} Upgrade cards equipped on your ship."] critical damage from the old damage deck (crazy cause I own two new core sets). So now I have lost my Pilot Ability and the ability printed on the Marksmanship elite pilot talent card ["Action: When attacking this round, you may change 1 of your {eyeball} results to a {kaboom} result and all of your other {eyeball} results to {boom} results."]. Do I lose the ability printed on the marksmanship upgrade card even though I took the action to activate the ability during the activation phase?

Option 1 - Yes because I spent my action to "activate" the ability on the card and "You cannot use your pilot ability or abilities on {elite pilot talent} Upgrade cards" overrules the upgrade card's "you may change [...]."

Option 2 - No because the native "ability" of the card is to perform an action that does something and therefore the Injured Pilot critical damage card takes away the ability to perform that action but not the effect of said action.

Option 3 - Yes because.....
Option 4 - No because.....
For the record I, as a TO/Judge, rule with Option 1 but can argue the points of Option 2 (which just so happens to be how my back up Judge rules). This means in tournaments where this used to occur the precedent for future rulings for the remainder of the tournament would be set by whichever Judge (myself or my back up) had to make the ruling first (as I typically flew Ten Numb + Marksmanship or Mangler Cannon, when that came out, I was seldom the judge to make the ruling).
What is the correct ruling now and what was (if anyone can recall) the correct ruling before the Force Awakens Core Set and subsequent FAQ rulings were added to the game?