Pattern Analyzer

By Boba Rick, in X-Wing

tkfFoVO.png

Pattern Analyzer (2)

Unique, Small only
When executing a manoeuvre, you may resolve the "Check Pilot Stress" step after the "Perform Action" step (instead of before that step).

Okaaaaayyy.... so that means I can do an action when I'm stressed, because I just do the action before checking to see if I'm stressed.

How is this not Tycho? I know this is not Tycho but I don't know why this is not Tycho.

no you can't do an action when stressed (game rules)

you can take an action and THEN get stressed (ie Check Pilot Stress step)

or you can take an action, PTL, get stressed and THEN remove the stress (ie Check Pilot Stress step, remove a stress if you executed a green maneuver)

think of it as sh*tty advanced sensors for cheaper and for ships that can't get sensors (except the SF but FCS is just generally more useful)

Edited by ficklegreendice

As mentioned, it's a type of advanced sensors. You can do you're action before taking the stress from a red maneuver or from debris and still take your action. Since you have a stress token next turn, you have to do a green next turn to clear the stress to take an action.

Is pattern analyzer actually unique and small ship only? That's not nearly as good as I thought if so.

So you get stressed during the "Check Pilot Stress" step then?

So I do a red maneuver, do an action, then put my stress token on there?

I am so funcosed.

Performing actions is limited by stress period, you dont skip the action step because youre stressed, you still "enter" it but you cant do anything.

Pattern Analyzer lets you do your action before you assign the stress from that red move, or white move with the crit. Other than that, it has no effect on the game. If you are already stressed it might as well not do anything

Is pattern analyzer actually unique and small ship only? That's not nearly as good as I thought if so.

no that's just rick "never gonna give you up but no damage" asty

The "Check Pilot Stress" step is the one that says if you did a red maneuver, take a stress token; if you did a green maneuver, remove a stress token.

Pattern Analyzer-- putting Check Pilot Stress after Perform Action, if you wish-- therefore lets you:

i. Get an action on a turn when you did a red maneuver

ii. Remove a stress token you got as a result of performing an action if you did a green maneuver

iii. Get an action on a turn when you overlap or move through a debris cloud

iv. Recover your shield with R2-D2 after rolling for obstacle damage if you overlap or move through an asteroid

So this is built for tallon rolls and sloops pretty much?

Really opens up Poe.

Edited by DashBarrelRendarRoll

So this is built for tallon rolls and sloops pretty much?

Really opens up Poe.

and PTL

but yup, Poe loves it to pieces

nien nub too (can PA boost into range for his ability and then check pilot stress, which gets tossed due to nien's ability), if he were anywhere near poe's league

overall, it's a pretty huge help but the t-70 is already so cost inefficient that only Poe really becomes impressive with it. The others still get creamed in dice trades by basically every other ship in the game

in my proxied experience, anyway

Edited by ficklegreendice

So this is built for tallon rolls and sloops pretty much?

Really opens up Poe.

There are other shenanigans it opens up. For instance:

Ello Asty

PTL

R2 Astromech

Pattern Analyzer

You can execute a green manuever, get your two actions with PTL, receive the stress, and then remove the stress as your "Check Pilot Stress Step" can now fall after your actions. Then, since you have no stress, you can do a white TRoll on the next turn.

i never thought of that. You're right, you both assign and remove stress in the "Check pilot stress" step so the BB8 shenanigans can be done without BB8 now (though no broll third action).

Thats dirty. Thats just flatout dirty.

i never thought of that. You're right, you both assign and remove stress in the "Check pilot stress" step so the BB8 shenanigans can be done without BB8 now (though no broll third action).

Thats dirty. Thats just flatout dirty.

eh..., yes and no

so what PA does is basically gives you mods (hell yeah!)

you get full mods for no stress off of ptl (TL + focus) and you get to focus during a troll (though you need to wait a turn to PTL again because you need to shed stress from trolling before doing an action, unless you're asty etc.)

problem is that full mods just aren't enough nowadays

for example, you'll still get outjousted and trashed by your typical x7 defender because they get more agility and an evade token

so PA is really good but the base T-70 is really bad and they sorta just cancel each other out to make a decent but not outstanding ship

except regen Poe, because he's regen Poe

i never thought of that. You're right, you both assign and remove stress in the "Check pilot stress" step so the BB8 shenanigans can be done without BB8 now (though no broll third action).

Thats dirty. Thats just flatout dirty.

eh..., yes and no

so what PA does is basically gives you mods (hell yeah!)

you get full mods for no stress off of ptl (TL + focus) and you get to focus during a troll (though you need to wait a turn to PTL again because you need to shed stress from trolling before doing an action, unless you're asty etc.)

problem is that full mods just aren't enough nowadays

for example, you'll still get outjousted and trashed by your typical x7 defender because they get more agility and an evade token

so PA is really good but the base T-70 is really bad and they sorta just cancel each other out to make a decent but not outstanding ship

except regen Poe, because he's regen Poe

Hey, Nien Nunb may not be very good, but he's a freakin blast.

Sot targeting PA nien is an experience, to be sure

Copy and paste.....

The X-Wing Miniatures Game is played over a series of rounds. A single game round consists of four phases resolved in the following order:

  1. Planning Phase: Each player secretly chooses one maneuver for each of his ships by using its maneuvering dial.
  2. Activation Phase: Each ship moves according to its chosen maneuver.
  3. Combat Phase: Each ship may perform one attack.
  4. End Phase: The players perform any necessary cleanup.

The first round begins after setup is completed.

After resolving the End phase, play proceeds to the next round, starting with the Planning phase. Each phase is described in detail below. Players continue resolving game rounds until all of one player's ships have been destroyed.

If playing with huge ships, there are additional steps in the Activation phase.

Planning Phase

During the Planning phase, each player secretly chooses a maneuver for each of his ships by using maneuver dials. Maneuver dials display the speed and maneuverability of each type of ship.

To choose a maneuver, the player rotates the faceplate of the ship's maneuver dial until the window shows only the desired maneuver. Then he assigns the maneuver by placing the dial facedown in the play area next to the matching ship so that his opponent does not know which maneuver was chosen.

Each selection on the maneuver dial corresponds to a maneuver template. When a ship moves during the Activation phase, the player uses the template matching the ship's chosen maneuver to determine where the ship moves.

The phase ends when each ship has a dial assigned to it and neither player wishes to change one of his chosen maneuvers.

  • Players are not allowed to look at each other's facedown maneuver dials, but they may look at their own dials.
  • Players can assign their maneuver dials in any order, regardless of pilot skill.
  • Players are allowed to change their selections on their dials as long as the phase has not ended.

Activation Phase

During the Activation phase, each ship is activated one at a time, starting with the ship with the lowest pilot skill and continuing in ascending order.

  • If a player has multiple ships with the same pilot skill value, he can activate them in any order.
  • If both players have ships with the same pilot skill value, the player with initiative activates all of his ships first.
  • Each ship becomes the active ship only once during this phase.

Each ship resolves the following steps in order:

  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.
  3. Perform Action: The ship may perform one action. A stressed ship cannot perform actions, even free actions, during this step.

Additional points to keep in mind during the activation phase:

  • When an ability instructs a ship to execute a specific maneuver, it resolves only the "Execute Maneuver" step.
  • If a ship does not reveal a maneuver dial when it becomes the active ship during this phase, such as due to the effect of being ionized, it does not trigger any abilities related to maneuver dials.

After each ship has activated, play proceeds to the Combat phase.

Activation Rules for Huge Ships

Huge ships activate (from lowest pilot skill to the highest) after all small and large ships have activated.

Huge ships activate in the same order of steps as small and large ships (above), except they also perform three extra steps between the Clean up and Perform Action steps that relate to Energy :

  1. Gain Energy - the huge ship gains a number of energy tokens equal to the number of energy icons shown on the chosen maneuver on the maneuver total. Those energy tokens are placed on its Ship card.
  2. Allocate Energy - energy tokens on the Ship card may be moved to other cards with an energy limit, such as Upgrades and some Damage cards.
  3. Use Energy - the huge ship may use one or more of its Upgrade cards or Damages cards with the " Energy:" header. Each card with this header can only be used once per round.

During the Perform Action phase, the actions available for huge ships to perform are different than for small and large ships.

After all huge ships have activated, then any events that trigger at the end of the Activation phase now trigger.

Combat Phase

See also: Timing Chart for Performing an Attack

During the Combat phase, each ship has an opportunity to perform one attack, starting with the ship with the highest pilot skill and continuing in descending order.

  • If a player has multiple ships with the same pilot skill value, he can attack with them in any order.
  • If both players have ships with the same pilot skill value, the player with initiative attacks with all of his ships of that pilot skill first.
  • Each ship becomes the active ship only once during this phase.
  • A ship may choose not to attack.

A ship can perform one attack when it becomes the active ship during the Combat phase. To perform an attack, the ship resolves the following steps in order:

  1. Declare Target: The attacker may measure range to any number of enemy ships and check which enemy ships are inside his firing arc. Then the attacker chooses one of his weapons to attack with. Then he chooses one enemy ship to be the target and pays any costs required for the attack.
    • If attacking with a primary weapon, the target must be inside the attacker's firing arc and at Range 1-3.
    • If attacking with a turret primary weapon, the target must be at Range 1-3 but does not need to be inside firing arc.
    • If attacking with a secondary weapon, the target must be inside the attacker's firing arc (unless otherwise specified) and at the weapon range indicated on the weapon's Upgrade card.
    • If there is no valid target for the chosen weapon, or if the attacker cannot pay any costs required for the attack, the attacker may choose a different weapon and target.
    • After a valid weapon and target are chosen and any indicated costs are paid, the target is considered to be the defender.
  2. Roll Attack Dice: The attacker rolls a number of attack dice equal to its primary weapon value; if it is attacking with a secondary weapon, it rolls attack dice equal to the attack value on that weapon's Upgrade card instead.
    • The attacker resolves any card abilities that allow him to roll additional or fewer attack dice.
    • If attacking at Range 1 with its primary weapon, the attacker rolls one additional attack dice.
    • All additions or subtractions to the number of attack dice being rolled occur before the player rolls the attack dice.
  3. Modify Attack Dice: The defender can resolve any card abilities that allow him to modify the attack dice. Then the attacker can modify his attack dice in one or more of the following ways as many times as possible.
    • Focus: The attacker can spend a focus token to change all of his focus results to hit .
    • Target Lock: The attacker can spend a target lock he has on the defender to reroll any number of his attack dice.
    • Card Ability: The attacker can resolve a card ability that modifies attack dice and that he has not already resolved during this attack.
  4. Roll Defense Dice: The defender rolls a number of defense dice equal to its agility value.
    • The defender resolves any card abilities that allow him to roll additional or fewer defense dice.
    • If defending at Range 3 against a primary weapon attack, the defender rolls one additional defense die.
    • If the attack is obstructed, the defender rolls one additional defense die.
    • All additions or subtractions to the number of defense dice being rolled occur before the player rolls the defense dice.
  5. Modify Defense Dice: The attacker can resolve any card abilities that allow him to modify the defense dice. Then the defender can modify his defense dice in one or more of the following ways as many times as possible.
    • Focus: The defender can spend a focus token to change all of his focus results to evade results.
    • Evade: The defender can spend an evade token to add one evade result to his defense roll.
    • Card Ability: The defender can resolve a card ability that modifies defense dice and that he has not already resolved during this attack.
  6. Compare Results: For each evade result, the defender cancels one hit or critical result. All hit results must be canceled before any critical results may be canceled. If at least one hit or critical result remains uncanceled, the defender is hit by the attack; otherwise, the attack misses.
  7. Deal Damage: If the defender was hit, it suffers one damage for each uncanceled hit result and one critical damage for each uncanceled critical result. All damage must be suffered before any critical damage may be suffered.
    • A ship cannot attack a friendly ship.
    • A ship may choose not to perform its attack during the Combat phase, but during an attack, a ship cannot choose to roll no dice when it is supposed to roll dice.
    • If players would roll more dice than the maximum number that they have available, keep track of the rolled results and reroll the dice necessary to equal the total number of dice the player would have rolled all at once. Note that these dice are not considered rerolled for the purposes of modifying dice.

End Phase

Edited by Boba Rick

What ships have the Tech upgrade slot?

Everything from episode 7

T70

Fo

Sf

Ups shuttle

Quadjump

tkfFoVO.png

Pattern Analyzer (2)

Unique, Small only

When executing a manoeuvre, you may resolve the "Check Pilot Stress" step after the "Perform Action" step (instead of before that step).

Okaaaaayyy.... so that means I can do an action when I'm stressed, because I just do the action before checking to see if I'm stressed.

How is this not Tycho? I know this is not Tycho but I don't know why this is not Tycho.

I dig the 'pattern' you are analyzing in the picture...

Would giving a T-65 a tech slot help it much?

tkfFoVO.png

Pattern Analyzer (2)

Unique, Small only

When executing a manoeuvre, you may resolve the "Check Pilot Stress" step after the "Perform Action" step (instead of before that step).

Okaaaaayyy.... so that means I can do an action when I'm stressed, because I just do the action before checking to see if I'm stressed.

How is this not Tycho? I know this is not Tycho but I don't know why this is not Tycho.

I dig the 'pattern' you are analyzing in the picture...

I was wondering when someone would notice that.... not original with me. ;)

Tech is a slot to signify the ships from Ep7 and beyond are newer and more advanced, though until now it hasnt really been fleshed out yet. Weapons Guidance, Comm Relay, and now Sensor Cluster are all we got until HOTR and Wave10 hits, and of the 3 we got only comm relay is actually good with cluster being iffy and guidance total trash.

Both the techs in HOTR are pretty good though. Im glad theyre adding more for that slot.

Hmmmm.....

1) I do a red maneuver.

2) I do an action.

3) I PTL and do another action and get a stress token.

4) I perform the "check pilot stress step" and add a second stress token.

OR

1) I do a green maneuver.

2) I do an action.

3) I PTL and do another action and get a stress token.

4) I perform the "check pilot stress step" and remove the stress token.

( 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. )

Edited by Boba Rick

Hmmmm.....

1) I do a red maneuver.

2) I do an action.

3) I PTL and do another action and get a stress token.

4) I perform the "check pilot stress step" and add a second stress token.

( 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. )

That's correct, yes. And now you are double stressed which is terrible.

Pattern Analyser is still great in this context, you just cant have your cake and eat it too; don't try to get double actions on a red, just be glad of the one. Or equip Targetting Astromech.

A reusable adrenaline rush. Possible to double stress with Ptl.

I don't know that tech would be the right help for T-65's. The MOUSE is going to want its x-wing to be special and better. If I had to gamble I'd say were done seeing T65 fixes.