Nien Nunb with Push the Limit is insane

By Biophysical, in X-Wing

i just thought of something.

When is stress removed via a green maneuver? Snapshot might go off before that does....which would royally put a cap on this antiaction shenanigans.

Snapshot says "After an enemy ship executes a maneuver..." From the rulebook, the ship does a maneuver, checks pilot stress (adds or removes stress based on movement). Maneuver is now complete. Normally they can now do actions, however snapshot is after a maneuver so you get to do snapshot instead. So if they do a green maneuver to clear a stress, they perform the maneuver, then check pilot stress to clear the stress. Now you can declare them target of the attack, and with R3A2 they get a stress.

  1. Reveal Dial: Reveal the ship's dial and take the maneuver template that matches the chosen maneuver.

    • A stressed ship cannot execute red maneuvers. If a stressed ship reveals a red maneuver, the opposing player chooses any non-red maneuver on that ship's dial for that ship to execute.

  2. Execute Maneuver: Resolve the following substeps in order:

    • Move Ship: Slide the maneuver template between the front guides (the two small bumps) of the ship's base so that it is flush against the base. Holding the template firmly in place, lift the ship and place it at the opposite end of the template, sliding the rear guides of the base into the opposite end of the template.

      • When a ship executes a maneuver, it is picked up from its starting position and placed in its final position. The full width of the ship's base is ignored except in its starting and final positions.

  3. Check Pilot Stress: If the maneuver is red, assign one stress token to the ship; if the maneuver is green, remove one stress token from the ship.

Clean Up:

->SNAP SHOT GOES HERE<-

Perform Action:

I'll be at worlds, if you wanna play, I'll be there, but I have no interest in vassal any more. Between the connection issues I had back when I was on AT&T, and the fact that when ever I played I plugged my results into lady luck to see I was always getting 30% more blanks then expected, I choose not to use it. That and it's extremely easy to cheat in vassal with pre measuring.

But if we have time I would like to play at worlds. I'm not trying to insult your play, you might very well be a great player. Still, I'm just pointing out that playing in a single meta, does not, and will not ever, mean you will be able to predict with certainty the outcome of the next meta.

Understandable, but I will not sadly be at Worlds. I cant justify the plane tickets and housing costs to go to MN in November just to play X-Wing.

I agree about the point about single metas, though I would argue that playing online and in three different Regionals and two different Nationals (one being Gencon) constitutes about the widest meta one can truly play in, outside of also attending Worlds.

This guy is either going to be an amazing take or a niche pilot.

He enables me to do Troll shenanigans, so im going to use him for that alone. Same reason i love Ello Asty so much is that Troll + action is amazing, and while Nein is a little limited on his action with proper planning he gets it too.

Also laughs at stressbot's face...literally.

The fact that it doesnt say once per turn is probably why its a range1 limit. Which kind of sucks but if it was once per turn at range1-3 he could easily be considered a meh pilot.

You could also give him "Stay on Target" and ensure nobody tries to outfly him by going the other way (lower PS of course). He literally takes no penalties from Stay on Target long as he was able to get arc range1 with that move, and coupled with Pattern Analyzer + VTs thats pretty likely.

Pretty much exactly this Ello has been my favorite T-70 pilot from day 1 because of that awesome white T-roll. Combined with bb-8 movement shenanigans i have a blast playing him. Until he gets blown up of course. I'm definitely running something with Nien, Ello, and Sabine just for the sake of combined movement shenanigans.

I'm not sure his ability works well with rage,

His ability triggers once per opportunity- rage gives 2x stress at once - so his ability should remove only one stress token, right?

The trigger is "When you recieve a stress token". Each token is a seperate opportunity.

I'm not so sure that they are separate opportunities - since it's receive two stress tokens - You don't hand out one stress, and then a second stress.

I'm interpreting it the same as you. I definitely hope we are wrong though.

  1. Reveal Dial: Reveal the ship's dial and take the maneuver template that matches the chosen maneuver.
    • A stressed ship cannot execute red maneuvers. If a stressed ship reveals a red maneuver, the opposing player chooses any non-red maneuver on that ship's dial for that ship to execute.
  2. Execute Maneuver: Resolve the following substeps in order:
    • Move Ship: Slide the maneuver template between the front guides (the two small bumps) of the ship's base so that it is flush against the base. Holding the template firmly in place, lift the ship and place it at the opposite end of the template, sliding the rear guides of the base into the opposite end of the template.
      • When a ship executes a maneuver, it is picked up from its starting position and placed in its final position. The full width of the ship's base is ignored except in its starting and final positions.
    • Check Pilot Stress: If the maneuver is red, assign one stress token to the ship; if the maneuver is green, remove one stress token from the ship.
    • Clean Up: Return the maneuver template to the pile of maneuver templates. Place the revealed dial outside the play area next to the ship's Ship card.
    • ->SNAP SHOT GOES HERE<-
  3. Perform Action: The ship may perform one action. A stressed ship cannot perform actions, even free actions, during this step.

Interestingly, this means that Pattern Analyzers can dodge arc before Snap Shooters can Snap Shot.

Interestingly, this means that Pattern Analyzers can dodge arc before Snap Shooters can Snap Shot.

I don't think so, they just move the timing of the 'Check Pilot Stress' sub-step, not the 'Execute Maneuver then Perform Action' order.

Edited by __underscore__

Ah yeah, you're right. I thought they moved the action, not the check stress.

Ignore me.

Holy shizballz,

Nunb should have been a protectorate fighter cause he is batship crazy

Nien Nunb + R4D6 + Rage + EI = 34pts

Nunb boosts into range 1, and EI's to rage for full mods. All stress gone. Opponent attacks him, lets say fenn rau at range 1 with fearlessness and gets 6 hits. R4D6 cancels all but two and Nunb tosses those stress in the trash. Throw your tech of choice on him.

What's that party bus? You thought you were doing 4 damage to me after you zuckussed my evades? Nope, two, thanks.

Whats that? You rolled a hit and three eyeballs? Spend that focus knowing you are only doing two damage for sure, and Nunb has a range 1 coming back at ya fully modded!!

He is calm, collected, and oh so cool

He boosts to range 1, and rages on a fool

No time for stress, he has work to do

Four hits to your face, and you can only manage two

His name is Nunb

Nien Nunb

His name his Nunb

Nien Nunb

Holy shizballz,

Nunb should have been a protectorate fighter cause he is batship crazy

Nien Nunb + R4D6 + Rage + EI = 34pts

Nunb boosts into range 1, and EI's to rage for full mods. All stress gone. Opponent attacks him, lets say fenn rau at range 1 with fearlessness and gets 6 hits. R4D6 cancels all but two and Nunb tosses those stress in the trash. Throw your tech of choice on him.

What's that party bus? You thought you were doing 4 damage to me after you zuckussed my evades? Nope, two, thanks.

Whats that? You rolled a hit and three eyeballs? Spend that focus knowing you are only doing two damage for sure, and Nunb has a range 1 coming back at ya fully modded!!

He is calm, collected, and oh so cool

He boosts to range 1, and rages on a fool

No time for stress, he has work to do

Four hits to your face, and you can only manage two

His name is Nunb

Nien Nunb

His name his Nunb

Nien Nunb

R4D6 is a nice idea, pretty clever.

My problem with R4D6, though, is that it only applies to HIT and not CRIT results, so you may well still eat 3-4 damage if they roll HHHC or HHCC. I've only found R4D6 to be really reliable against HLC (since reduced crit chance) and the Plasma Torps on a Torp Scout (since GC adds a basic hit). Against other forms of attacks, R4D6 may not do much of anything.

When you're not stacking with Integrated Astromech, I'd almost prefer R5X3 or whatever that 1pt droid from the TFA Core is that discards to let you ignore an obstacle. That can be useful for making sure Nunb has the best chances to get where he wants.

Nien Nunb (29)
Rage (1)
R5-X3 (1)
Pattern Analyzer (2)
Experimental Interface (3)

Total: 36

View in Yet Another Squad Builder

Troll/Kturn, boost into range 1, Expirimental interface rage canceling stress, cancel the stress from trolling

I've been messing around with Nunb a bit more with the different builds, and I think I can more confidently categorize what they're good for:

Snap Shot/R3A2: Ace hunting (everybody knew that already). This is a niche application, but if you're even a little bit good at guessing moves, this is brutal against action dependent ships. If you can guess a block, you can easily guess a Range 1 arc. Not as useful against lower PS ships, where you probably occasionally net some free stress and 2-dice shots. Any additional equipment you add is more about just making a better T70, I think, not really about cashing in on this ability. That's okay, though.

Stay on Target/Targeting Astromech (optional): This is very strong for attacking lower PS ships, and it's not bad against higher PS ships. It hits like a hammer, reliably.

PTL: In most circumstances, PTL is not as good as Stay on Target, unless you're looking to make a fighter with some staying power. Both R2D2 and R5P9 don't really work with Stay on Target, but they do work with PTL. R5P9 is better than R2D2, I think, because R2D2 wants green moves, and Nien Nunb's ability can open up PTL for white moves. It's not like R2D2 is bad, though. I tried this build with both Autothrusters and Vectored Thrusters, and as much fun as Vectored Thrusters is, Autos are really just so strong that it's hard to argue with them. I also sometimes added Pattern Analyzers, which is great with T70s, and great with PTL. On turns where you can't reliably Nunb, you can pick a green move. You execute the move, perform your action and PTL action, get a stress, then check stress and clear it. This lets you consistently PTL and also consistently perform Talon Rolls (with an action on Talon Roll turns as well). You get TIE/Defender levels of time on target, as you can stay in the fight a lot. You're not as tough as a Defender, but you do have boost, and you can break off to regenerate.

Here's the thing: that PTL build, with Autothrusters, Pattern Analyzer, and a regen droid is 39-40 points. It hits hard every turn as long as you can use rocks and a good approach to avoid getting a face full of alpha strike. I think this build is great on any T70, though. I'm not sure how much better it is by being on Nien Nunb than on any other ship. A Red Squadron Veteran would be good. Snap Wexley would definitely be good, maybe better, maybe not. Poe with this build is righteous, head an shoulders above Nien Nunb. So really, the only place this Nunb build fits is if you also have Poe with a similar loadout. You're basically making Nathan Eide's world's squad, but dropping Corran to Nunb and putting more points in Poe. You lose the double tap and Corran's great AGI3/Evade defenses, but Nunb has Autothrusters and is more maneuverable with his largely open dial and spends more time pointing at your target. The extra points you free up lets you change PS10 "I bother Aces" Poe to PS9 "I kick ass every turn" Poe. Do those two with an A-wing blocker have legs?

Nien Nunb 29, PTL 3, Autothrusters 2, Pattern Analyzer 2, R2D2 4 = 36

Poe Dameron 33, PTL 3, Autothrusters 2, Pattern Analyzer 2, R5P9 3, Black 1 = 44

Prototype Pilot = 15

99 points

Maybe. You get two regenerators, so if you can avoid an early game steamrolling, one is likely to make it to the end game. Regeneration helps a lot against Dengaroo and Aces. The blocker and Autothrusters and ability to turn around are great against everyone. Black 1 really cuts down on the threat of stuff like Vessery/Ryad, Omega Leader, the Inquisitor, and anything with FCS or LRS. If you bone the approach against a Crack Swarm or U-boats, I think you're a goner. Asteroids can help here, as always, but you'll still have to be on your toes. The nice thing is that upcoming cards like Black Market Slicer Tools can put a crimp in the style of PTL aces, but doesn't do a whole lot to these two. It does cut through their regeneration, but they shouldn't spend most of the game stressed like the current crop of PTL aces. You'll still need to be a little careful, though. Heck, maybe I'm completely off base.

  1. Reveal Dial: Reveal the ship's dial and take the maneuver template that matches the chosen maneuver.
    • A stressed ship cannot execute red maneuvers. If a stressed ship reveals a red maneuver, the opposing player chooses any non-red maneuver on that ship's dial for that ship to execute.
  2. Execute Maneuver: Resolve the following substeps in order:
    • Move Ship: Slide the maneuver template between the front guides (the two small bumps) of the ship's base so that it is flush against the base. Holding the template firmly in place, lift the ship and place it at the opposite end of the template, sliding the rear guides of the base into the opposite end of the template.
      • When a ship executes a maneuver, it is picked up from its starting position and placed in its final position. The full width of the ship's base is ignored except in its starting and final positions.
    • Check Pilot Stress: If the maneuver is red, assign one stress token to the ship; if the maneuver is green, remove one stress token from the ship.
    • Clean Up: Return the maneuver template to the pile of maneuver templates. Place the revealed dial outside the play area next to the ship's Ship card.
    • ->SNAP SHOT GOES HERE<-
  3. Perform Action: The ship may perform one action. A stressed ship cannot perform actions, even free actions, during this step.

this makes sense.

edit: derp

Edited by Vineheart01

Ah yeah, you're right. I thought they moved the action, not the check stress.

Ignore me.

Interestingly, this means that Pattern Analyzers can dodge arc before Snap Shooters can Snap Shot.

I don't think so, they just move the timing of the 'Check Pilot Stress' sub-step, not the 'Execute Maneuver then Perform Action' order.

It doesn't matter which one "moves". Check Pilot Stress is part of the maneuver. Snapshot cannot trigger until the maneuver is complete, which includes the Check Pilot Stress step.

Edited by Zefirus

Sure, it looks cool on paper. It's still a 32 point ship that will die instantly to Torp Scouts or Dengar

Yes Dengar is a risk but then he is to most ships. Nien is no more vulnerable to Dengar than anyone else.

I disagree. Nien pretty much needs to joust, as his T70 is no Interceptor or TIE Adv Prototype (even with Push and Vectored Thrusters). The T70's greens are, by comparison, terrible, which means you can only move like an interceptor/inquisitor when you're ending your movement at R1 of Dengar to pitch that stress. But if you do that, Dengar hasn't moved yet, which means when he does move he's very likely either getting out of Nien's arc or bumping Nien. Thus, Nien is looking at having to joust with Dengar or play the long-distance chase game, and both can be disasters.

Unlike Palp Aces or X7s, Nien lacks the defense to weather Dengar long enough to do enough damage to be worth 30+ points. Nien also lacks auto-thrusters (if you go the Vectored Thrusters or Integrated Astromech route), which means he eats damage a lot faster against Dengar, especially with only two agility and no Palp or Evade token insurance. Inq, Fel, and X7 Ryad all effectively get 3 Actions a turn, to spread amongst repositioning, defense, and offense (backed usually by Palps insurance). Nien has to pick from only two actions a turn assuming he's got PtL, and if he's repositioning he's getting a mediocre offensive roll. If Nien takes autothrusters, he's bypassing Vectored Thrusters which only allows him to Boost with PtL, greatly reducing his maneuverability, though he'll tank a bit longer. Either way, he's far less efficient than the similarly costed Inq, Fel, and Ryad.

Unlike Torp Scouts, Party Buses, VCXs, or even TLT Ys, Nien doesn't hit hard enough to do reliable damage to Dengar. Even if Nien does F+TL every turn (somehow not needing to reposition to maintain shots or avoid counterattacks) he's only likely to get 1 damage through per attack assuming he rolls well. As opposed to a similarly costed Torp Scout that can bank on forcing through two damage per torp, even during a turn where Dengar has popped Countermeasures+Glitter (turns where Nien and his allies are probably going to forgo attacking or end up doing no damage anyways).

If Nien is built to Stress Control with R3A2+Snap Shot, Dengar doesn't care about the stress at all. And if Nien is triggering Snap Shot when Dengar moves, odds are Dengar also has Nien in arc, which means Nien throws two dice against 2+LoneWolf and then is going to eat a 4-Die+LW counterattack and a 4-Die+LW+F normal attack. That alone might wipe Nien off the board even before he makes his regular attack (if Dengar doesn't counter on the Snap and waits, Nien will probably end up having to forgo his own attack to not eat the 4+LW+F return attack. It'll be difficult for Nien to set up future Snap Shots against Dengar again because on turns it may be viable Dengar is as likely to just bump Nien, which doesn't hamper Dengar much at all (he bypasses Snap Shot and the Regular attack and still gets his full action suite from Manaroo or Glitter + LW).

For these reasons, I actually think Nien is a lot worse off against Dengaroo than Palp Aces, X7s, Torp Scouts / Party Buses, and VCXs.are.

You are going after the wrong ship. Dengars friend really does care about stress, and makes dengar care a lot about his stress as well.

Sure, it looks cool on paper. It's still a 32 point ship that will die instantly to Torp Scouts or Dengar

Yes Dengar is a risk but then he is to most ships. Nien is no more vulnerable to Dengar than anyone else.

I disagree. Nien pretty much needs to joust, as his T70 is no Interceptor or TIE Adv Prototype (even with Push and Vectored Thrusters). The T70's greens are, by comparison, terrible, which means you can only move like an interceptor/inquisitor when you're ending your movement at R1 of Dengar to pitch that stress. But if you do that, Dengar hasn't moved yet, which means when he does move he's very likely either getting out of Nien's arc or bumping Nien. Thus, Nien is looking at having to joust with Dengar or play the long-distance chase game, and both can be disasters.

Unlike Palp Aces or X7s, Nien lacks the defense to weather Dengar long enough to do enough damage to be worth 30+ points. Nien also lacks auto-thrusters (if you go the Vectored Thrusters or Integrated Astromech route), which means he eats damage a lot faster against Dengar, especially with only two agility and no Palp or Evade token insurance. Inq, Fel, and X7 Ryad all effectively get 3 Actions a turn, to spread amongst repositioning, defense, and offense (backed usually by Palps insurance). Nien has to pick from only two actions a turn assuming he's got PtL, and if he's repositioning he's getting a mediocre offensive roll. If Nien takes autothrusters, he's bypassing Vectored Thrusters which only allows him to Boost with PtL, greatly reducing his maneuverability, though he'll tank a bit longer. Either way, he's far less efficient than the similarly costed Inq, Fel, and Ryad.

Unlike Torp Scouts, Party Buses, VCXs, or even TLT Ys, Nien doesn't hit hard enough to do reliable damage to Dengar. Even if Nien does F+TL every turn (somehow not needing to reposition to maintain shots or avoid counterattacks) he's only likely to get 1 damage through per attack assuming he rolls well. As opposed to a similarly costed Torp Scout that can bank on forcing through two damage per torp, even during a turn where Dengar has popped Countermeasures+Glitter (turns where Nien and his allies are probably going to forgo attacking or end up doing no damage anyways).

If Nien is built to Stress Control with R3A2+Snap Shot, Dengar doesn't care about the stress at all. And if Nien is triggering Snap Shot when Dengar moves, odds are Dengar also has Nien in arc, which means Nien throws two dice against 2+LoneWolf and then is going to eat a 4-Die+LW counterattack and a 4-Die+LW+F normal attack. That alone might wipe Nien off the board even before he makes his regular attack (if Dengar doesn't counter on the Snap and waits, Nien will probably end up having to forgo his own attack to not eat the 4+LW+F return attack. It'll be difficult for Nien to set up future Snap Shots against Dengar again because on turns it may be viable Dengar is as likely to just bump Nien, which doesn't hamper Dengar much at all (he bypasses Snap Shot and the Regular attack and still gets his full action suite from Manaroo or Glitter + LW).

For these reasons, I actually think Nien is a lot worse off against Dengaroo than Palp Aces, X7s, Torp Scouts / Party Buses, and VCXs.are.

You are going after the wrong ship. Dengars friend really does care about stress, and makes dengar care a lot about his stress as well.

I really don't think it's that easy for Nien Nunb with PtL+VT to catch Manaroo. Dengar will be happily flying right at Nien's face, and Nien will have a hell of a hard time catching or keeping up with Manaroo while also taking unanswered attacks from Dengar. Since Manaroo will be running, Nien will not being shedding stress via his pilot ability while chasing. This means he's stuck with Green moves, which are not nearly as fast or tight as they are for Inq/Fel (who are fast and maneuverable to run down Manaroo if so inclined). Going after Manaroo first is great if you have ships that are mobile enough to do it, but I don't think Nien is.

Manaroo can also just block Nien with ease if she feels like it, then next turn she can run away and Nien is left doing either a T-Roll or K-Turn without being able to clear his stress from it. After that he's capping at a 3-Speed to shed his stress and by that point Manaroo is gone again.

Sure, it looks cool on paper. It's still a 32 point ship that will die instantly to Torp Scouts or Dengar

Yes Dengar is a risk but then he is to most ships. Nien is no more vulnerable to Dengar than anyone else.

I disagree. Nien pretty much needs to joust, as his T70 is no Interceptor or TIE Adv Prototype (even with Push and Vectored Thrusters). The T70's greens are, by comparison, terrible, which means you can only move like an interceptor/inquisitor when you're ending your movement at R1 of Dengar to pitch that stress. But if you do that, Dengar hasn't moved yet, which means when he does move he's very likely either getting out of Nien's arc or bumping Nien. Thus, Nien is looking at having to joust with Dengar or play the long-distance chase game, and both can be disasters.

Unlike Palp Aces or X7s, Nien lacks the defense to weather Dengar long enough to do enough damage to be worth 30+ points. Nien also lacks auto-thrusters (if you go the Vectored Thrusters or Integrated Astromech route), which means he eats damage a lot faster against Dengar, especially with only two agility and no Palp or Evade token insurance. Inq, Fel, and X7 Ryad all effectively get 3 Actions a turn, to spread amongst repositioning, defense, and offense (backed usually by Palps insurance). Nien has to pick from only two actions a turn assuming he's got PtL, and if he's repositioning he's getting a mediocre offensive roll. If Nien takes autothrusters, he's bypassing Vectored Thrusters which only allows him to Boost with PtL, greatly reducing his maneuverability, though he'll tank a bit longer. Either way, he's far less efficient than the similarly costed Inq, Fel, and Ryad.

Unlike Torp Scouts, Party Buses, VCXs, or even TLT Ys, Nien doesn't hit hard enough to do reliable damage to Dengar. Even if Nien does F+TL every turn (somehow not needing to reposition to maintain shots or avoid counterattacks) he's only likely to get 1 damage through per attack assuming he rolls well. As opposed to a similarly costed Torp Scout that can bank on forcing through two damage per torp, even during a turn where Dengar has popped Countermeasures+Glitter (turns where Nien and his allies are probably going to forgo attacking or end up doing no damage anyways).

If Nien is built to Stress Control with R3A2+Snap Shot, Dengar doesn't care about the stress at all. And if Nien is triggering Snap Shot when Dengar moves, odds are Dengar also has Nien in arc, which means Nien throws two dice against 2+LoneWolf and then is going to eat a 4-Die+LW counterattack and a 4-Die+LW+F normal attack. That alone might wipe Nien off the board even before he makes his regular attack (if Dengar doesn't counter on the Snap and waits, Nien will probably end up having to forgo his own attack to not eat the 4+LW+F return attack. It'll be difficult for Nien to set up future Snap Shots against Dengar again because on turns it may be viable Dengar is as likely to just bump Nien, which doesn't hamper Dengar much at all (he bypasses Snap Shot and the Regular attack and still gets his full action suite from Manaroo or Glitter + LW).

For these reasons, I actually think Nien is a lot worse off against Dengaroo than Palp Aces, X7s, Torp Scouts / Party Buses, and VCXs.are.

You are going after the wrong ship. Dengars friend really does care about stress, and makes dengar care a lot about his stress as well.

I really don't think it's that easy for Nien Nunb with PtL+VT to catch Manaroo. Dengar will be happily flying right at Nien's face, and Nien will have a hell of a hard time catching or keeping up with Manaroo while also taking unanswered attacks from Dengar. Since Manaroo will be running, Nien will not being shedding stress via his pilot ability while chasing. This means he's stuck with Green moves, which are not nearly as fast or tight as they are for Inq/Fel (who are fast and maneuverable to run down Manaroo if so inclined). Going after Manaroo first is great if you have ships that are mobile enough to do it, but I don't think Nien is.

Manaroo can also just block Nien with ease if she feels like it, then next turn she can run away and Nien is left doing either a T-Roll or K-Turn without being able to clear his stress from it. After that he's capping at a 3-Speed to shed his stress and by that point Manaroo is gone again.

My favorite part of all your posts is how the person flying the thing you say is strong is flying flawlessly and the person flying the thing you say is weak is flying like a sack of potatoes.

On top of that take your post, you are explaining a theoretical engagment with your full 100points against a single ship in the rebel fleet absolutly ignoring the rest of the fleet to make your points. If dengar is chasing nien who is chasing manaroo then he is point at the rest of your fleet who is shooting his ass off. ideally dengar is aiming at ships that are not shooting at him if you are facing him, what you described is exactly what you want to happen. Forcing dengar to deal with a threat to manroo is 100% what you want to happen.

Edited by Icelom

Holy shizballz,

Nunb should have been a protectorate fighter cause he is batship crazy

Nien Nunb + R4D6 + Rage + EI = 34pts

Nunb boosts into range 1, and EI's to rage for full mods. All stress gone. Opponent attacks him, lets say fenn rau at range 1 with fearlessness and gets 6 hits. R4D6 cancels all but two and Nunb tosses those stress in the trash. Throw your tech of choice on him.

What's that party bus? You thought you were doing 4 damage to me after you zuckussed my evades? Nope, two, thanks.

Whats that? You rolled a hit and three eyeballs? Spend that focus knowing you are only doing two damage for sure, and Nunb has a range 1 coming back at ya fully modded!!

He is calm, collected, and oh so cool

He boosts to range 1, and rages on a fool

No time for stress, he has work to do

Four hits to your face, and you can only manage two

His name is Nunb

Nien Nunb

His name his Nunb

Nien Nunb

Ah yeah, you're right. I thought they moved the action, not the check stress.

Ignore me.

Interestingly, this means that Pattern Analyzers can dodge arc before Snap Shooters can Snap Shot.

I don't think so, they just move the timing of the 'Check Pilot Stress' sub-step, not the 'Execute Maneuver then Perform Action' order.

It doesn't matter which one "moves". Check Pilot Stress is part of the maneuver. Snapshot cannot trigger until the maneuver is complete, which includes the Check Pilot Stress step.

This is what I think will need clarification. Does Pattern Analyzer move "Check Pilot Stress" outside of the execution of a maneuver or does it expand the execution of a maneuver so that it now encompasses the "Perform Action" step?

I think that having maneuver execution end before the "Perform Action" step and "Check for Pilot" after that would be cleaner.

Ah yeah, you're right. I thought they moved the action, not the check stress.

Ignore me.

Interestingly, this means that Pattern Analyzers can dodge arc before Snap Shooters can Snap Shot.

I don't think so, they just move the timing of the 'Check Pilot Stress' sub-step, not the 'Execute Maneuver then Perform Action' order.

It doesn't matter which one "moves". Check Pilot Stress is part of the maneuver. Snapshot cannot trigger until the maneuver is complete, which includes the Check Pilot Stress step.

Pattern analyzer pulls check pilot stress out of the movement. Performing an action is NOT part of the movement. Its just all part of the activation phase, so PA moves check pilot stress later in the phase

Ah yeah, you're right. I thought they moved the action, not the check stress.

Ignore me.

Interestingly, this means that Pattern Analyzers can dodge arc before Snap Shooters can Snap Shot.

I don't think so, they just move the timing of the 'Check Pilot Stress' sub-step, not the 'Execute Maneuver then Perform Action' order.

It doesn't matter which one "moves". Check Pilot Stress is part of the maneuver. Snapshot cannot trigger until the maneuver is complete, which includes the Check Pilot Stress step.

Pattern analyzer pulls check pilot stress out of the movement. Performing an action is NOT part of the movement. Its just all part of the activation phase, so PA moves check pilot stress later in the phase

I agree that it is how it should work but I'd still like clarification that moving "Check Pilot Stress" to after "Perform Action" doesn't in effect stretch the maneuver execution window..

It has to because Check Pilot Stress is part of the maneuver. The maneuver has not finished yet because you have not finished all steps of the maneuver, and snapshot does not trigger until all steps of the maneuver are finished. A maneuver isn't just slapping down a template and moving your ship. It used to be, but it no longer is. Until you finish "Check Pilot Stress", you have not executed a maneuver.

Edited by Zefirus

It has to because Check Pilot Stress is part of the maneuver. The maneuver has not finished yet because you have not finished all steps of the maneuver, and snapshot does not trigger until all steps of the maneuver are finished. A maneuver isn't just slapping down a template and moving your ship. It used to be, but it no longer is. Until you finish "Check Pilot Stress", you have not executed a maneuver.

We'll just have to agree to disagree until they faq it. Performing an action is definitely NOT part of your maneuver, so by moving check pilot stress to happen after that, I think it pulls it out to no longer be part of the maneuver itself. If theyd instead said you moved the perform action step to happen before the check pilot stress step, then Id agree it was all during the maneuver

Do what the card says. Don't do what the card doesn't say.

The card does not say to make up rules which magically make a maneuver substep no longer a maneuver substep.

Do what the card says. Don't do what the card doesn't say.

The card does not say to make up rules which magically make a maneuver substep no longer a maneuver substep.

I agree with the first part. Do what the says. It says to move a step to happen after another step that comes after the maneuver is complete. It doesnt say to make the other step part of executing the maneuver.