What's left to spoil? (Wave 8)

By WWHSD, in X-Wing

They are two separate actions. If you have two actions, you can do them both.

Really curious on Overcharged Agro.

The R4 Agro gives you a TL after you spend a Focus, so you would think that it would be a more powerful version of that.

When attacking, after you spend a focus token, all friendly ships range 1-2 may acquire a TL on the defender. Then discard this car

Would really boost the munitions department for Scum, and would let both the 666 and firespray hot drop a focused Adv homing Boba combo (which may be too much)

Add to the list the full explanation for the tractor beam & TB token mechanism

That's been spoilered already.

swx41_tractorbeam-reference.png

I'm aware of that card - I added it to the vassal x-wing module. It still leaves a few questions open, with defenders on both sides of a few issues:

1) a ship TB'ed onto a rock - does it roll for damage?

2) a ship TB'ed onto a debris - does it roll for damage? Does it gain a stress?

3) is the forced movement the first time a small ship gains a TB token, is it mandatory?

Add to the list the full explanation for the tractor beam & TB token mechanism

That's been spoilered already.

swx41_tractorbeam-reference.png

I'm aware of that card - I added it to the vassal x-wing module. It still leaves a few questions open, with defenders on both sides of a few issues:

1) a ship TB'ed onto a rock - does it roll for damage?

2) a ship TB'ed onto a debris - does it roll for damage? Does it gain a stress?

3) is the forced movement the first time a small ship gains a TB token, is it mandatory?

1 & 2 are the same question. Either you suffer the effects of the obstacle or you don't, doesn't matter what kind of obstacle it is. I'm fairly sure the answer will be yes you do, but we could definitely use an FAQ to tell us for sure. for #3, it doesn't say "may", which leaves it as mandatory.

And as I said, there were very aggressive and vocal advocates for the other side of both of these.

Their arguments;

1 and 2) the rules for potential damage are only covered in the activation phase of the rules, during the maneuver mechanism.

3) I've seen people play it out as optional on vassal. Are they right? Probably not. Is it my personal preference? Irrelevant.

And as I said, there were very aggressive and vocal advocates for the other side of both of these.

Their arguments;

1 and 2) the rules for potential damage are only covered in the activation phase of the rules, during the maneuver mechanism.

3) I've seen people play it out as optional on vassal. Are they right? Probably not. Is it my personal preference? Irrelevant.

Yah, I totally understand the arguments against obstacles triggering when you tractor onto them, I just think the intention was for them to do so (partly fromt he release article, which is clearly not the most reliable source given past incidents), but I'll accept it either way once they come out and tell us.

For #3 it's always played out as required in the games I've been part of, but I haven't actually used/seen it used very much.

Considering Sabine always goes on board another ship to use her Thermal Detonators (and spraypaint)... at least in space... it would be cool if you had to overlap another ship to apply the Thermal Detonator (as a free action). Basically giving crew enough time to run on board the other ship and do shenanigans to plant the explosive and get out. But now it is getting to wordy for a single card, so, I guess we'll have something that floats in space and does damage and ignores the cinematic action...

THERMAL DETONATOR

Deploy (1-3?) Thermal Detonator(s) (range 1) before moving [same as Seismic Charge], any ship passing over or touching Thermal Detonator becomes attached to ship, if deployed ship is within range 1 of Thermal Detonator it may detonate charge for one (boom/kaboom?) hit.

Thermal Detonators can stack for multiple damage.

Edited by Sentinal

And as I said, there were very aggressive and vocal advocates for the other side of both of these.

Their arguments;

1 and 2) the rules for potential damage are only covered in the activation phase of the rules, during the maneuver mechanism.

3) I've seen people play it out as optional on vassal. Are they right? Probably not. Is it my personal preference? Irrelevant.

1 & 2 ) Per RAW, there's no damage or stress gained from ending up on an obstacle unless by a maneuver.

3) There's no may, it's something that happens even if the attacker would prefer it didn't. The only case I could see the movement not being mandatory is if there is no legal spot to boost or barrel-roll the defender.

Yep, minor stuff but still some surprises to be had. It's hard to imagine what the thermal detonators will do.

My money is on them exploding.

Generic most hunter prices are going to be crucial.

My money is on 23pts for the PS3, but I wish it wasn't.

I reckon Thermal Det will be a stress bomb like the Ion Bomb. That way we have all types:

Seimic - deal a damage

Proton - deal a crit

ion - deal an ion token

Thermal - deal a stress

Then you just release the Mag Pulse missiles/bombs and hand out weapon disabled tokens.

Tractor bombs. I want to see Tractor Bombs. Each ship within R1 gains a tractor token.

And as I said, there were very aggressive and vocal advocates for the other side of both of these.

Their arguments;

1 and 2) the rules for potential damage are only covered in the activation phase of the rules, during the maneuver mechanism.

3) I've seen people play it out as optional on vassal. Are they right? Probably not. Is it my personal preference? Irrelevant.

1 & 2 ) Per RAW, there's no damage or stress gained from ending up on an obstacle unless by a maneuver.

3) There's no may, it's something that happens even if the attacker would prefer it didn't. The only case I could see the movement not being mandatory is if there is no legal spot to boost or barrel-roll the defender.

I agree on your reading of both of these, but I'm also conscious of how I'll be continually having to convince newer players of how it works nonstop, whenever the cannon shows up, or how they won't be seeing the same thing on their own as you, and thus won't consider using that weapon. Not everyone is a sharp rules lawyer player.

And as I said, there were very aggressive and vocal advocates for the other side of both of these.

Their arguments;

1 and 2) the rules for potential damage are only covered in the activation phase of the rules, during the maneuver mechanism.

3) I've seen people play it out as optional on vassal. Are they right? Probably not. Is it my personal preference? Irrelevant.

1 & 2 ) Per RAW, there's no damage or stress gained from ending up on an obstacle unless by a maneuver.

3) There's no may, it's something that happens even if the attacker would prefer it didn't. The only case I could see the movement not being mandatory is if there is no legal spot to boost or barrel-roll the defender.

I agree on your reading of both of these, but I'm also conscious of how I'll be continually having to convince newer players of how it works nonstop, whenever the cannon shows up, or how they won't be seeing the same thing on their own as you, and thus won't consider using that weapon. Not everyone is a sharp rules lawyer player.

It's a case of RAW conflicting with the promises of the original article, which means that the issue will come up again and again until an updated FAQ is released.

My thought on the Thermo Detonators--

When you drop the TD (like a bomb), add 0-3 Thermo Detonator tokens to the bomb. At the end of the Activation phase, remove one token. When there are no more tokens, then the bomb explodes.

I could be a way of dropping a bomb that doesn't explode right away, and could create a new way to control the field.

It's a case of RAW conflicting with the promises of the original article, which means that the issue will come up again and again until an updated FAQ is released.

I still remember the STORM of discussion (and teeth gnashing) which happened in my local group after we learned a bomb couldn't be dropped upon between moves using the SLAM action.

It looks like there are a handful of things that still need to be spoiled from each of the upcoming expansions. Am I missing anything on my list?
Ghost - PS3 VCX-100 pilot, Thermal Detonators
TAP - PS 4 Pilot
Mist Hunter - PS 3 & 5 Pilot, Dual Upgrade Rule Card
Jumpmaster - Overcharged Agromech (?)

I'm a bit surprised the thread has gone so long without anyone catching the other thing missing...

THE SCENARIOS!

Both the Jumpmaster and Ghost are 'large' base ships, and expansions of those sizes have always included scenarios so far. I'm super curious to see (especially for the Ghost, given 2 years of 'Rebels' episodes to mine) what the resulting scenarios are that cover some kind of new ground! (Could the Ghost have a multi-scenario mini-campaign?! One could only hope...)

It's a case of RAW conflicting with the promises of the original article, which means that the issue will come up again and again until an updated FAQ is released.

They could also do a minor rules update about forced movement generally, which would open up design space for other weapons.

It looks like there are a handful of things that still need to be spoiled from each of the upcoming expansions. Am I missing anything on my list?
Ghost - PS3 VCX-100 pilot, Thermal Detonators
TAP - PS 4 Pilot
Mist Hunter - PS 3 & 5 Pilot, Dual Upgrade Rule Card
Jumpmaster - Overcharged Agromech (?)

So is the PS3 VCX-100 pilot the only thing left to spoil or did I miss seeing that one yesterday?

It looks like there are a handful of things that still need to be spoiled from each of the upcoming expansions. Am I missing anything on my list?
Ghost - PS3 VCX-100 pilot, Thermal Detonators
TAP - PS 4 Pilot
Mist Hunter - PS 3 & 5 Pilot, Dual Upgrade Rule Card
Jumpmaster - Overcharged Agromech (?)

So is the PS3 VCX-100 pilot the only thing left to spoil or did I miss seeing that one yesterday?

You missed it. Lothal Rebel, 35 points.

It looks like there are a handful of things that still need to be spoiled from each of the upcoming expansions. Am I missing anything on my list?

Ghost - PS3 VCX-100 pilot, Thermal Detonators

TAP - PS 4 Pilot

Mist Hunter - PS 3 & 5 Pilot, Dual Upgrade Rule Card

Jumpmaster - Overcharged Agromech (?)

So is the PS3 VCX-100 pilot the only thing left to spoil or did I miss seeing that one yesterday?

.....

Just take Chopper.

Were the rules for the Special Arc spoiled?

It looks like there are a handful of things that still need to be spoiled from each of the upcoming expansions. Am I missing anything on my list?

Ghost - PS3 VCX-100 pilot, Thermal Detonators

TAP - PS 4 Pilot

Mist Hunter - PS 3 & 5 Pilot, Dual Upgrade Rule Card

Jumpmaster - Overcharged Agromech (?)

So is the PS3 VCX-100 pilot the only thing left to spoil or did I miss seeing that one yesterday?

It's 35.

.....

Just take Chopper.

Nope. 35 point generic was exactly waht I needed for my dual-vcx list with a docked phantom.

Were the rules for the Special Arc spoiled?

You can fire torpedoes out the special arc without having a docked phantom.

Were the rules for the Special Arc spoiled?

You can fire torpedoes out the special arc without having a docked phantom.

Did it mention whether it still counts as an arc for other purposes if there are no Torpedos or docked Phantom?

Unless it says otherwise, if it's printed on the base, it's an arc. And it is. So it is.