Clarify what is a 'HIT'

By Ccwebb, in X-Wing Rules Questions

Scenario:

Y-Wing (gold) with proximity mines, proton torpedoes, munitions fail safe and twin laser turret. - 33 points.

1) Y-wing drops prox mines and you roll 3 blank red dice. Does munitions fail safe kick in and save the token from being discarded?

2) Y-wing fires proton torpedoes and hits with all four dice, you roll 3 evade. Even though the solid 'hit' icon was rolled, the attack still is not considered a "HIT" because you evaded it... right? (can be re-worded with the prox mine as well)

3) Similar with Twin Laser Turret: I roll 3 'hits' and you roll 3 evade. The effect of "the defender suffers 1 damage. Then cancel all dice results." does not activate... right?

I think I just answered my own question... a 'HIT' is an red starburst symbols left over AFTER the defender rolls all dice/tokens. THEN, munitions fail safe kicks in. Is this right?

A Hit per the rules is when in the compare results phase, there are more <hit> and/or <crit> results then their are <evade> results.

That or in cases like Lt. Blount who always gets a Hit.

So in your second example you had <hit>, <hit>, <hit>, <hit> vs <evade>, <evade>, <evade>. So after you cancel one <hit> for each <evade> result, you are left with one <hit> so the attack is a Hit.

If however like in your TLT example you had an equal number of <hit> and <evade> results so the attack does not hit.

Yes, any results that are still there once green dice, tokens and whatever have been used are 'hits'. That is when you deal damage, remove stealth devices and what not.

As for the Prox Mine, no. It is not a secondary weapon attack. It is basically just an effect that happens when someone overlaps the mine (friend or foe). You roll the dice and deal any damage to the ship (no green dice, as it is not an attack).

Failsafe would work on that Proton example.

Yes, any results that are still there once green dice, tokens and whatever have been used are 'hits'.

The results aren't "Hits", the attack "Hits"

Incidentally, the definition of a "Hit" in on page 12 of the rulebook, (in the old rulebook it is under the "compare results" step of the attack sequence, also on page 12)

Bombs are not secondary weapons and Failsafe only works for secondary weapons. the definition of that is on page 16.

A Hit per the rules is when in the compare results phase, there are more <hit> and/or <crit> results then their are <evade> results.

Technically your attack Hit, if there are uncancelled Hit results or Critical hit results (red dice symbol names) left in the common area. You physically remove the dice from the common area when they cancel out.

You could have a situation where certain dice results can't be cancelled by Evade results (green dice symbol name), and you would be left with a number of uncancelled Hit results or Critical hit results, and a number of Evade results that can't be used. This would cause the attack to Hit, and damage cards dealt.

You could have a situation where certain dice results can't be cancelled by Evade results

That's true.

Scenario:

Y-Wing (gold) with proximity mines, proton torpedoes, munitions fail safe and twin laser turret. - 33 points.

1) Y-wing drops prox mines and you roll 3 blank red dice. Does munitions fail safe kick in and save the token from being discarded?

2) Y-wing fires proton torpedoes and hits with all four dice, you roll 3 evade. Even though the solid 'hit' icon was rolled, the attack still is not considered a "HIT" because you evaded it... right? (can be re-worded with the prox mine as well)

3) Similar with Twin Laser Turret: I roll 3 'hits' and you roll 3 evade. The effect of "the defender suffers 1 damage. Then cancel all dice results." does not activate... right?

I think I just answered my own question... a 'HIT' is an red starburst symbols left over AFTER the defender rolls all dice/tokens. THEN, munitions fail safe kicks in. Is this right?

1. Bombs and Mines are NOT secondary weapons. They are just things that put markers on the board that happen to be able to cause damage to ships. This could even be the ship that dropped it!

Let me change your question about the Proximity Mine. "Do you think you should keep the card if you drop the mine and nothing caused it to detonate this round?" If so then you when you drop it again next round but have ships fly over both what really happens? While logic may not apply to everything in the game I hope this shows you why munitions failsafe will not apply to bombs or mines.

2. You roll four [booms] and the opponent gets three [evade] results? The defense will cancel three of your four [booms] leaving you with one [boom] so the attack "hits" the ship. Had you rolled on fewer [boom] then all would have been cancelled and the attack would have missed allowing you to keep the Torp because of the Failsafe.

3. Three [booms] rolled countered by three [evade] results means the attack does not meet the standard definition of a "hit" so you never do the "if the attack hits" stuff.

I think you may have answered your own question correctly except that bombs/mines are not secondary weapons subject to the failsafe.

1) No. Munitions Failsafe does not apply to bombs.

2) No. If you roll more hits or crits on your dice than the defender does, it is a "hit" and Munitions Failsafe does not kick in.

3)Yes. If your opponent has a number of evades equal to or greater than your hits or crits, then it is a miss and no damage is dealt.

Awesome! Thank you everyone for taking the time to answer and explanations.

I am working on a squad build which minimizes the chance of missing, either through evades or bad dice rolls.

Thank you again...

A Hit per the rules is when in the compare results phase, there are more <hit> and/or <crit> results then their are <evade> results.

That or in cases like Lt. Blount who always gets a Hit.

So in your second example you had <hit>, <hit>, <hit>, <hit> vs <evade>, <evade>, <evade>. So after you cancel one <hit> for each <evade> result, you are left with one <hit> so the attack is a Hit.

If however like in your TLT example you had an equal number of <hit> and <evade> results so the attack does not hit.

Ion Pulse Missiles says that on hit, I deal 1 damage and 2 ion tokens. If I have Lt Blount equipped with Ion Pulse Missiles and my opponent evades all my dice, then my opponent still takes 1 damage and 2 ion tokens?

If so, is there an EPT that allows me an additional secondary weapon?

Edited by Junjie

Blount can roll nothing but blanks, and he still scores a hit. That's what makes him so handy. And the number one contender against anything with a Stealth Device.

I can't think of an EPT that would give you an additional weapon, so if you're thinking of trying to get multiple shots with Blount's missiles, you're probably not going to find it. He's pretty much a one shot trick.

Edited by Parravon

1 a bomb is not a secondary weapon so NO.

2 and 3 NO

you only get hit when there are more hit results then evade results that is a HIT.

good luck

If I have Lt Blount equipped with Ion Pulse Missiles and my opponent evades all my dice, then my opponent still takes 1 damage and 2 ion tokens?

Yes that's what would happen.

If so, is there an EPT that allows me an additional secondary weapon?

No, there's Extra Munitions that does give you extra secondary weapons, but that goes in the Torpedo slot so you can't take it on a Z-95.

Blount can roll nothing but blanks, and he still scores a hit. That's what makes him so handy. And the number one contender against anything with a Stealth Device.

I can't think of an EPT that would give you an additional weapon, so if you're thinking of trying to get multiple shots with Blount's missiles, you're probably not going to find it. He's pretty much a one shot trick.

Blount can roll nothing but blanks, and he still scores a hit. That's what makes him so handy. And the number one contender against anything with a Stealth Device.

I can't think of an EPT that would give you an additional weapon, so if you're thinking of trying to get multiple shots with Blount's missiles, you're probably not going to find it. He's pretty much a one shot trick.

Blount with Cluster Missles is good against Stealth . First shot takes out the SD and then second shot has a greater chance to hit.

The usual favourite weapon is Assault Missiles, especially against a Swarm. You can still roll rubbish, have the opponent evade everything, AND still deal the splash damage to everyone that's too close. Apart from being a little fragile, he's quite dangerous in the right circumstances.

Piggy-backing off this question, since it's relevant.

Does this mean that a successful tractor beam attack "hits" a ship with a Stealth Device, causing the discard, even though all dice are cancelled?

Piggy-backing off this question, since it's relevant.

Does this mean that a successful tractor beam attack "hits" a ship with a Stealth Device, causing the discard, even though all dice are cancelled?

During Step 6 of the Attack Sequence:

"Compare Results: For each [Evade] result, the defender cancels one [Hit] or [Crit] result. All [Hit] results must be canceled before any [Crit] results may be canceled. If at least one [Hit] or [Crit] result remains uncanceled, the defender is hit by the attack; otherwise, the attack misses."

That's the only time you get hit or missed.

so:

1. does not apply. This scenario will not generate a hit or a miss.

2. One uncanceled die is a hit

3. All dice canceled is a miss.