Newb evade question

By teeg123456, in X-Wing Rules Questions

I know this is a basic thing and is in the rules book but I just was looking for some quick clarification. A evade token adds an evade to your dice roll.

So questions is this.

If I roll 2 agility dice and have 1 evade token. My dice roll out at 2 evades does that mEan I can evade 3 hits or does that evade token allow me to change a die with anything rolled to an evade. Hope I worded this right.

Thanks for the help

Each evade token adds a new die to your pool, set to the evade symbol. SO if you roll two dice, and get two evades, you can spend your token and end up with 3 dice with 3 evades.

Technically speaking. In practice most people don't bother physically putting the extra die down, they just indicate that they're spending the token and remove it from the ship.

Edited by thespaceinvader

It is important to note that you do actively elect to "spend" the evade token, and when you spend that token, you add an evade result to your roll. This extra result can be denied by things like crack shot. (This is why some players will replace the token with a success-faced green die)

Great thanks looks like I'll be running more imperial ships lol.

So I know I should start a new thread but cards like frochette missile (excuse spelling) say things like cancel all dice and defender suffer 1 damage on a hit. Now is that a automatic damage so lose of shield or can my green dice still cancel it out. I can't remember the exact card but I noticed that afew different cards do the same sort of thing.

Thanks again

No, if something causes the attack dice to be canceled then defense dice or evade tokens don't do anything.

These happen after the 'compare results' step.

So the sequence is:

Attacker rolls

- Defender modifies attack dice

- Attacker modifies attack dice

Defender rolls

- ATtacker modifies defence dice

- Defender modifies defence dice

Compare results

- Each evade result cancels a hit or crit result, if any hit or crit results remain uncancelled, the attack hits.

At this point, the effect of e.g. Ion Pulse Missiles takes effect, and if the attack has hit, all dice are cancelled (i.e. all remaining hit and crit results are removed) and the attack deals whatever the card says. But this all happens AFTER you have had the chance to spend your evade tokens.

Edited by thespaceinvader

Ok so let's take adv. homing missiles "if this attack hits deal 1 face up damage card . Then cancel all dice results.

The attack has to hit 1st correct.which to me would mean he rolls attack dice I roll defense dice if I cancel out his hits I get no damage card. I would think since they say if attack hits if I cancel all his hits then nothing is done.

Thanks again

Yup, you're entirely correct. Things like tracers, tractor beam, and so on that have you "cancel all dice results" and then deal 1 damage or some other effect can still be avoided entirely if your evade results entirely cancel their attack results during the attack attempt. The lone exception is the Rebel Z-95 pilot Lt. Blount, who can sidestep that requirement.

Thanks.

Do any cards exist that deal auto damage without any chance to defend?

You'd be looking at things like bombs, mines, the feedback array, or Darth Vader crew card for that.

And Lt Blount as noted, using missiles that work on hit and cancel all results - but he's kind of a special case.

Best autodamage build is Captain Oicunn with Daredevil, Darth Vader, Gunner, Engine Upgrade, Dauntless. Ram for damage, triggering dauntless, Daredevil to ram again for damage, then they move off and you shoot them, if you miss, you vader them, shoot them and vader them again... (In my opinion anyway)

Edited by thespaceinvader

Cool thanks again for all the info