Critical Hit cards and general play questions - newbie

By 4xholic, in X-Wing Rules Questions

Hello all, I'm new to the X-Wing game and hope one of you more veteran players can help me out. Have the starter kit and the Millennium Falcon and Slave-1 expansion kits. Playing a practice game and had the Falcon setup as follows:

  • Pilot: Han Solo

  • Falcon Title card

  • Shield and Engine upgrade

Upgrade:

  • Marksmanship

  • Concussion Missiles

  • Luke Skywalker

  • Nien Numb

Question 1:

With Han as pilot, I'm allowed to reroll the die if I choose. However, I also have Luke, if I miss on the Han reroll, can I use Luke and role a third time?

Question 2:

If player A goes first during the combat phase, on the attack player B ship takes a critical hit. The critical hit card basically states sensor array damaged, cannot use any actions, roll the die at the beginning of each combat phase, if you roll a hit, you can turn card face down.

After player A completes the turn, it's player B turn. Player B had target lock on player A, which is an action and based on the critical hit, they have to remove that token – correct?

When can Player B roll to resolve the crit. Hit? At this point in the game, a Combat phase has begun, so does player B have to wait for the next Combat phase, or are they referring to beginning of the combat phase of that player?

If Player B rolls at the beginning of a Combat phase and does resolve the crit hit, they have to wait for the next turn to use actions because actions are chosen during the moving phase – correct?

Question 3:

The Marksmanship card states “Action:...”, so this is treated as an action – correct? And you can only use 1 action each move – correct?

Question 4:

If I have Luke or Han and utilize a second roll, does the defendant get to reroll their defense die?

Question 5:

At the end of a turn/round – are all unspent actions removed from the board? If I decided not to use my action, such as target lock, focus, evade, etc... do I remove them or can they add up? Such as having 2 or 3 evade tokens and use all three to defend an attack? Or having an evade, then next turn choose target lock so I can use both actions during a single attack?

Sorry for all the questions, just want to be sure we are playing correctly now before we learn bad habits.

Thank you

Welcome to the game :)

Question 1:

With Han as pilot, I'm allowed to reroll the die if I choose.

No, you have to reroll all your dice with Han. However you can only reroll a dice once. So if you had rerolled it from some other effect you couldn't reroll it a 3rd time with Han. The practical side of this is pretty small.

However, I also have Luke, if I miss on the Han reroll, can I use Luke and role a third time?

Luke lets you take a second attack if you miss. He doesn't let you reroll the dice, he lets you roll a whole new attack. One which you can then use Han to reroll if you want.

Question 2:

Player B had target lock on player A, which is an action and based on the critical hit, they have to remove that token – correct?

No, because a token is not an action. An action can be used to get a token, but once you have it, it does not require a action to use.

When can Player B roll to resolve the crit.

They have to use an action to roll to flip the crit. So that means anytime they can take an action, which is most likely during their activation after they perform a maneuver. Although some effects will change that like Advanced Sensors or other upgrades.

they have to wait for the next turn to use actions because actions are chosen during the moving phase – correct?

Most times, but not always, like I mentioned above there are upgrades that change when someone can take an action.

Question 3:

The Marksmanship card states “Action:...”, so this is treated as an action – correct? And you can only use 1 action each move – correct?

Yes and yes normally. But if you have a upgrade like Push the Limit equiped it lets you take a second action.

Question 4:

If I have Luke or Han and utilize a second roll, does the defendant get to reroll their defense die?

For Luke yes, because it's a whole new attack, so you go through the whole process again. If you use Han to reroll the attack dice, the defender doesn't get to roll his dice. However the attack dice have to be modified before the defense dice are rolled, so you can't use Han after the defender rolls his dice. That said the defender has to give you time to decide if you're going to reroll or not.

Question 5:

At the end of a turn/round – are all unspent actions removed from the board?

Most are, but some like Target Lock aren't, it lasts until you use it. Each token should have rules listed about when it's removed.

If you haven't yet, I'd recomend going to https://www.fantasyflightgames.com/en/products/x-wing/#/support-sectionand downloading the latest rules and FAQ's that may help answer some of your questions. But we're always happy to help people here so feel free to post more questions if you have them.

Edited by VanorDM
  • Shield and Engine upgrade

Note that this is also illegal. There should be a Modifications reference card that lets you know each ship can only take one Modification upgrade card. The only current exception I can think of is the Royal Guard TIE Title for Interceptors.

And welcome! I trust that VandorDM has answered all your other questions.

Hello all, I'm new to the X-Wing game and hope one of you more veteran players can help me out. Have the starter kit and the Millennium Falcon and Slave-1 expansion kits. Playing a practice game and had the Falcon setup as follows:

  • Pilot: Han Solo

  • Falcon Title card

  • Shield and Engine upgrade

Upgrade:

  • Marksmanship

  • Concussion Missiles

  • Luke Skywalker

  • Nien Numb

VanderDM already answered your questions but I feel the need to point out that you can't put both a Shield and Engine Upgrade on the Falcon at the same time.

I missed that, good catch :)

Naturally, someone else saw it while I was typing.

To go into a little more detail about how Han Solo and Luke/Gunner interact, because there's other aspects of that combo that tend to trip up new players...

An attack misses if, after defense dice are rolled, there are no uncancelled (hit) or (crit) results. It does not mean you have to roll all blanks+eyes. For example if after your modifications Han has (hit) (hit) (blank) and the defender rolls (evade) (evade), then the attack has missed and Gunner/Luke trigger.

With that said, an attack performed by Han with Gunner/Luke would go something like this

1. Han rolls attack dice

2. Defender Modifies Attack Dice(only a few upgrades like Sensor Jammer apply here)

3. Han modifies Attack Dice. It's at this point you can use focus tokens, target locks, Han's ability or some combination. If you use Han, you have to reroll all of your dice, (hit) and (crit) results included, so you typically only want to do this if you only rolled 1 or fewer (hit) results. If you use a Target Lock to only reroll some, you can't use Han to reroll the dice you've already rolled; you can modify multiple times but only reroll once in each attack.

4. Defender rolls Defense dice

5. Han modifies defense dice(only a few upgrades like Juke apply here)

6. Defender modifies Defense dice

7. Compare Results. If at this point all of Han's (hit) and (crit) results are cancelled Gunner/Luke triggers. You start the process over again at 1) like its a brand new attack. You can use Luke's (eye) to (hit) ability during this second attack only, and the second attack can't trigger a second use of Gunner/Luke. If any damage is done to the defender, Gunner/Luke cannot trigger.

Hope that helps.

Also, you can't have both Shield and Engine upgrade equipped at the same time. Only one Modification upgrade per ship, unless some other upgrade allows it (see Royal Guard Pilot or Smuggling Compartment).

Thank you all for your responses, you clarified a lot.

@Obiwonka - Thanks, I did not realize I had an illegal ship :)

@VanorDM - Greatly appreciate your explanation.

@Otacon - Good follow up, that makes sense now.

Q2 is still a little fuzzy, I will download the latest rules, thanks for the link VanorDM.

But would this be correct?

Activation Phase:

- Player B performs the target lock action, this allows the target lock token to be placed - correct?

Combat Phase:

- Player B is hit with the Crit ("Cannot use action..." card is pulled)

Therefore: (There are a few exceptions as VanorDM points out, but for the most part)

- Player B can still use target lock during this attack. (Target lock does not require an action to use, only an action to get) - correct?

- Player B must use an action to flip the Crit. (Actions are usually performed during Activation Phase, after maneuvering) - correct?

Thank you again

Thank you all for your responses, you clarified a lot.

@Obiwonka - Thanks, I did not realize I had an illegal ship :)

@VanorDM - Greatly appreciate your explanation.

@Otacon - Good follow up, that makes sense now.

Q2 is still a little fuzzy, I will download the latest rules, thanks for the link VanorDM.

But would this be correct?

Activation Phase:

- Player B performs the target lock action, this allows the target lock token to be placed - correct?

Combat Phase:

- Player B is hit with the Crit ("Cannot use action..." card is pulled)

Therefore: (There are a few exceptions as VanorDM points out, but for the most part)

- Player B can still use target lock during this attack. (Target lock does not require an action to use, only an action to get) - correct?

- Player B must use an action to flip the Crit. (Actions are usually performed during Activation Phase, after maneuvering) - correct?

Thank you again

Yes and yes.

Thank you, I really appreciate your help.

Summary:

Q0: Illegal ship as you can generally only have one modification on a ship. Drop the Shield Upgrade and you should be good.

Q1: Han must reroll ALL dice that haven't already been rerolled once before with this attack. IF that first attack misses (no uncancelled hit/crit results) then Luke will trigger an ENTIRELY NEW attack which Han's ability can be used to modify as well before (preferably) or even after Luke has modified a die.

Q2: Being unable to perform actions is NOT the same as spending tokens. Much of the time acquiring tokens requires using an action but once you have a token Actions have nothing on spending that token.

Q3: Marksmanship uses your Action. It does remain in effect for the entire round however.

Q4: Luke is a new attack allowing for a new Defense. Han modifies an attack which happens before Defense is ever rolled.

Q5: Most tokens are removed. Target Lock tokens remain however as do a few others such as Cloaked tokens.

Therefore: (There are a few exceptions as VanorDM points out, but for the most part)

Yep as bgrelle said you got it. :)

Question 5:

At the end of a turn/round – are all unspent actions removed from the board? If I decided not to use my action, such as target lock, focus, evade, etc... do I remove them or can they add up? Such as having 2 or 3 evade tokens and use all three to defend an attack? Or having an evade, then next turn choose target lock so I can use both actions during a single attack?

You can only spend one single Evade token to add one Evade result to your Defense roll. However, you can do this each time you are attacked, so if you have two or three Evade tokens, you can add one each time presuming you are attacked two or three times in the same round.

Edited by Slugrage

Question 5:

At the end of a turn/round – are all unspent actions removed from the board? If I decided not to use my action, such as target lock, focus, evade, etc... do I remove them or can they add up? Such as having 2 or 3 evade tokens and use all three to defend an attack? Or having an evade, then next turn choose target lock so I can use both actions during a single attack?

You can only spend one single Evade token to add one Evade result to your Defense roll. However, you can do this each time you are attacked, so if you have two or three Evade tokens, you can add one each time presuming you are attacked two or three times in the same round.

Just to clarify a little. You can only spend one single Evade token to add one Evade result to your Defense roll per attack. The latest FAQ has made it illegal to spend more than one focus or evade token for its normal inherent effect during the same attack.

Edited by Parravon

Ok, played another round tonight and had a situation, not sure if we handled it correctly.

Ship A attacks first.

Ship B gets 1 critical hit, and pulls the card:

Minor Explosion

Ship

Immediately roll 1 attack die. On a * result suffer 1 damage. Then flip this card facedown.

So, ship B rolls the die and gets no *'s. Card is flipped and Ship B can perform it's attack - Correct?

I thought an action was needed to flip the crit card, so in this case ship B would not be able to use any other actions this round, such as Target Lock, Evade, etc... - Correct?

Thanks for all your help.

Thanks

Ok, played another round tonight and had a situation, not sure if we handled it correctly.

Ship A attacks first.

Ship B gets 1 critical hit, and pulls the card:

Minor Explosion

Ship

Immediately roll 1 attack die. On a * result suffer 1 damage. Then flip this card facedown.

So, ship B rolls the die and gets no *'s. Card is flipped and Ship B can perform it's attack - Correct?

I thought an action was needed to flip the crit card, so in this case ship B would not be able to use any other actions this round, such as Target Lock, Evade, etc... - Correct?

Thanks for all your help.

Thanks

Ship B still gets to attack as there's nothing on the card that says otherwise. And you only need to use an action to flip a Damage card if that card has an Action: header on it. If it just says to do something then flip the card, that's all you need to do. Have a good look through all the Damage cards and compare them with each other.

That is what we thought, thank you for confirming.