Juke and multiattacks

By Heartsbane, in X-Wing Rules Questions

Just as I thought I was learning the kinks in the rules, a new* FAQ comes out and confuses me again.

So, with the new timing flow chart, please could someone walk me through how Juke works with multiattacks?

Does the target have an evade swapped out on both the first and second attack from a "perform this attack twice" secondary weapon (eg cluster missiles or TLT), or just one attack?

I'm pretty sure it works on both attacks when the second attack triggers from making an attack that misses (eg IG88-B, or gunner), but please do set me straight if I'm wrong.

HB

* Yes, not all that new, but I've not played since it came out. ;)

Juke is a dice mod not a proc, every time you have a chance to mod the green dice it goes off (assuming you have an evade of course)

Multiattacks only got changed for abilities that go off "after attacking" or "declaring a target" - anything that goes off during the attack like normal such as Predator, Lone Wolf, Juke, or *insert pilot ability here that mods dice and isnt once per round* goes off every time.

Edited by Vineheart01

Juke is "when attacking", so you can use it every time you make an attack. This includes BOTH attacks of TLT and Cluster Missiles.

The big FAQ changes can be summarized as:

Effects that happen "after attacking" or "after defending" can only trigger after the last attack of a multi-attack weapon now. (Effects with other timings, such as "while attacking" or "after rolling defense dice", can still happen on every attack.)

When it comes to "after attacking/defending" effects, you handle all the ones that don't launch a brand new attack first, in player initiative order. Then you go back and run through the ones that do start a new attack.

Awesome, thanks for the clarification folks!