Huge Ship: Imperial Raider question

By Vineheart01, in X-Wing Rules Questions

So the Huge Ship rules, specifically on the Raider, raises a few questions im unsure about.

1) Raider counts as two activations, fore activates before the aft. Do these conflict with "once per round" things such as the mod card Optimized Generators? I know ships cant have dupe mods if they can have 2 mods, but the whole "two ships but really one ship" thing really throws me off. Also further ambiguity: aft second has cards only it can take that affect the Fore's activations... which leads me to believe this is actually 1 activation even though the rules say it activates in a specific way.

2) If the Aft section takes a card that allows a free action thats only available in the Fore section, am i able to perform the action or is this a wasted effort?

3) I am assuming Ion has literally no effect on Huge Ships since i cant find it being mentioned at all. Tractor obviously would be pointless since Agi0 and the push/pull only works on small ships anyway.

4) Energy. Its obvious the Energy is shared between the sections, otherwise the Fore section wouldnt ever do anything. Do i start with my Aft section at full energy or do i have to build that up from 0? Also, is the total of 6 only whats stored in the aft section and NOT whats allocated to cards, meaning i could have 12 Energy theoretically if my 3 batteries have 2 energy and my Aft is at 6 stored (just cant use the energy on the cards for anything other than for those cards)?

Finally 5) Single Turbolasers states the defender doubles his agility. Now, secondary weapons dont have range modifiers but they do for obstructions: are obstructions adding Agility or a Die to the pool? This would mean an Agi2 ship would roll 6dice if obstructed instead of 5 (probably wouldnt ever do this unless it was an Agi0/1 ship or almost dead anyway)

Any help would be appreciated. Planning a 500pt game and i'd rather not get an unfair advantage because i did something cheaty, specifically the mod doubling up question.

you can only have 1 modification so no duplicate Optimises Generators. The ship has one activation where you get to perform an action with the fore section and then the Aft. Each section has an action bar and it's upgrade cards and damage cards to choose from. These actions can affect the opposite section.

Ion tokens has a special effect on huge ships. You reduce the energy gained by 1 per ion token , then remove the ion tokens.

Upgrade cards have their own energy limit so you can have 12 energy in your example.

Note that energy transferred to an upgrade card can not be used by or transferred back to the ship. Staring energy depends on the game type. Normally you start with no energy unless a mission says otherwise. In tournament rules you start with full energy on the ship and all hard points. Most people play tournament rules even casually.

Only the green number is doubled for single turbolasers. Dice for o staves are added to the dice pool. Effects like tractor beam tokens affect the agility so these would take effect before the doubling.

Thanks, so i over complicated the entire thing lol.

So wait... even though it has two cards to put upgrades on it only has 1 mod slot? Or did you just mean 1 of a kind of mod?

Edit: hmm, upon rereading the rules i guess thats correct. Its still considered one ship, and even if its own rules it says the generic mod rule "one ship one mod unless given permission otherwise" - kinda bummed bout that but not that big a deal.

Now to decide which i think is more important: permanent Reinforce or free 2 energy each round lol.

Edited by Vineheart01