NEW FAQ UP, Full list of changes, in brief

By emmjay, in X-Wing

https://images-cdn.fantasyflightgames.com/filer_public/a5/6e/a56ef1c3-6fe3-46e8-9a7b-4bb840c9a6e3/x-wing_faq_v422_high_res.pdf

NEW CHANGES:

1. Cluster Mines works on HIT and CRIT

2. "After a ship’s base or maneuver template overlaps an obstacle, and the overlap is not from executing a maneuver, it suffers an effect based on the type of obstacle:
• Asteroid: The ship rolls 1 attack die. On a HIT result, it suffers one damage; on a CRIT result, it suffers one critical damage. While a ship is overlapping an asteroid, it cannot perform any attacks.
• Debris Cloud: The ship receives 1 stress token. Then, the ship rolls 1 attack die. On a CRIT result, it suffers one critical damage."

3. Executing a red maneuver while stressed = white 2 forward (what happens when they are stressed and have the crit where they can't do a straight maneuver????)

4. Heavy Scyk now has the additional text "Increase Hull Value by 1"

5. Deadeye - Small Ship Only

6. PG 5 New full section talking about Open, Derived, and Hidden Information Biggest take I got was that with players are REQUIRED to answer questions honestly with Open and Derived Information..... Like the example of asking if Corran did his double tap shot the turn prior.....

7. Added and clairifed information about the attack phase flowchart, specifically that triggers that happen..... Specifically step 8 happens first that triggers that don't perform an attack happen (by initative order) then step 9 happens where other attacks happen.

8. Biggs doesn't trigger if the attacker choses a weapon that cannot target Biggs (like a autoblaster turret)

9. During an attack, QuickDraw's ability happens during step 9 on the timing chart.

10. Advanced Slam Clarifies overlapping an obstacle (when ship lands on it or maneuver template overlaps)

11. Attani Mindlink - Limits focus/stress to 1 token. If a ship leaves the battlefield with Attanni Mindlink while performing a RED maneuver, the other ships with Mindlink don't receive a stress token.

12. Boba Fett (crew) cannot be used during an attack if the ship with Boba Fett equipped is not the ship attacking.

13. Feedback Array - limit of 1 use per combat phase per ship (can't use 2x if on Shadow Caster)

14. Rebel Captive triggers at step 1iii - declare defender step.

15. Outmaneuver includes mobile firing arc

16. R5-X3 clarified - as attacker determines if a target is obstructed, R5-X3 (if used) makes the shots from that ship unobstructed, but shots incoming are still obstructed per normal rules

17. Rerolling and Rolling dice are different game effects

18. Non-Primary arcs (aux, mobile, special) count as firing arcs for card abilities that don't specify a specific firing arc

19. Wingman - The ship with Wingman equipped is the ship removing a stress token, so if Kyle Katarn on ship, that ship would receive a focus token.

EDIT 1

Modified and clarified #2

Edited by emmjay

3. Executing a red maneuver while stressed = white 2 forward (what happens when they are stressed and have the crit where they can't do a straight maneuver????)

Don't have the card in front of me, but I believe it says you cannot be assigned a straight maneuver, not that you can't execute one. Otherwise, the situation would've already been trouble with ionization.

My god. Why don't they just remove the contracted scout from the game instead of dancing around the issue.

Holy hell. That's a lot of really significant changes, none of which I expected. So the torp-boat is dead, Cluster Mines and the Scyk arn't worthless, and my brain melted trying to make sense of the Open/Derived information segment at a glance...

2.

I didn't read that as allowing boost or barrel roll onto obstacles (except as they apply to Tractor Beam effects). Am I misunderstanding your summary?

Great summary, thanks emmjay!

And so we have the second great nerf in X-wing history! Torp Scouts join Uber Phantoms as dusty relics, to be fondly reminisced over by future old timers.

Can't say I'm sad :D

2.

I didn't read that as allowing boost or barrel roll onto obstacles (except as they apply to Tractor Beam effects). Am I misunderstanding your summary?

A mistype there.......

"After a ship’s base or maneuver template overlaps an obstacle, and the overlap is not from executing a maneuver, it suffers an effect based on the type of obstacle:

• Asteroid: The ship rolls 1 attack die. On a HIT result, it suffers one damage; on a CRIT result, it suffers one critical damage. While a ship is overlapping an asteroid, it cannot perform any attacks.

• Debris Cloud: The ship receives 1 stress token. Then, the ship rolls 1 attack die. On a CRIT result, it suffers one critical damage."

Holy hell. That's a lot of really significant changes, none of which I expected. So the torp-boat is dead, Cluster Mines and the Scyk arn't worthless, and my brain melted trying to make sense of the Open/Derived information segment at a glance...

How I read it is as follows - as a player I can ask how many shields or what a crit does or if you have you both torpedoes, that type of thing. That is Open Information (IE Face Up for all to see). As a TO I would also include asking to view a maneuver dial of the opponents (before they have set it) to see what maneuvers are possible on a specific ship. Derived information is remembering what happened that doesn't have an associated face up information/token. For example, did a player use Palpatine that turn yet, did Corran use his ability the previous round. That sort of thing. Hidden means that the information is not shown to one or both players (face down damage cards, maneuver dial)

Great summary, thanks emmjay!

And so we have the second great nerf in X-wing history! Torp Scouts join Uber Phantoms as dusty relics, to be fondly reminisced over by future old timers.

Can't say I'm sad :D

But, it brings back ACD, VI, Whisper as the new timing flowchart states that abilities that trigger "after attacking/when defending" that DON'T perform an attack happen BEFORE abilities that do. (step 8 and 9) So, Whsiper would cloak before Dengar gets to shoot again. So, a small buff to him.

2.

I didn't read that as allowing boost or barrel roll onto obstacles (except as they apply to Tractor Beam effects). Am I misunderstanding your summary?

A mistype there.......

"After a ship’s base or maneuver template overlaps an obstacle, and the overlap is not from executing a maneuver, it suffers an effect based on the type of obstacle:

• Asteroid: The ship rolls 1 attack die. On a HIT result, it suffers one damage; on a CRIT result, it suffers one critical damage. While a ship is overlapping an asteroid, it cannot perform any attacks.

• Debris Cloud: The ship receives 1 stress token. Then, the ship rolls 1 attack die. On a CRIT result, it suffers one critical damage."

Does that mean you can now boost/barrel roll onto obstacles?

No. If that was the intent, they would have specifically altered the language on boost and barrel roll in the reference guide to reflect it. This is specifically intended to clear up stuff like tractor beam and collision detector.

2.

I didn't read that as allowing boost or barrel roll onto obstacles (except as they apply to Tractor Beam effects). Am I misunderstanding your summary?

A mistype there.......

"After a ship’s base or maneuver template overlaps an obstacle, and the overlap is not from executing a maneuver, it suffers an effect based on the type of obstacle:

• Asteroid: The ship rolls 1 attack die. On a HIT result, it suffers one damage; on a CRIT result, it suffers one critical damage. While a ship is overlapping an asteroid, it cannot perform any attacks.

• Debris Cloud: The ship receives 1 stress token. Then, the ship rolls 1 attack die. On a CRIT result, it suffers one critical damage."

Does that mean you can now boost/barrel roll onto obstacles?

That was my first thought as well, and I had to change #2 on the first post to correct it.....

OMG OMG OMG OMG

YRQDZ.gif

You'll have to excuse my ignorance (I'm a noob!) but can someone please explain to me why the new FAQ nerfs Torpedo Scouts?

They can no longer take Deadeye so will have to fire their torpedoes the old fashioned way, which requires a Target Lock. But they're only PS3 so Deadeye was super useful as they move first. You can still sort of do it with K4 but that's a lot more expensive and far less lethal.

You'll have to excuse my ignorance (I'm a noob!) but can someone please explain to me why the new FAQ nerfs Torpedo Scouts?

They can no longer take Deadeye. The card is now "Small Ship Only".

You'll have to excuse my ignorance (I'm a noob!) but can someone please explain to me why the new FAQ nerfs Torpedo Scouts?

Deadeye is now Small Ship Only. Without Deadeye, torp scouts can't just target whoever they want. They need target locks. At PS 3, getting a target lock on your preferred target during the first round of fire is very difficult because you're moving and acting before most other ships. Target Locks also don't combo with any of the agromechs the same way focus+deadeye did, so you'll have fewer mods for your torp dice.

Thank you all for the responses. I suppose I should have read the article before reading this post:)

You'll have to excuse my ignorance (I'm a noob!) but can someone please explain to me why the new FAQ nerfs Torpedo Scouts?

Deadeye is now Small Ship Only. Without Deadeye, torp scouts can't just target whoever they want. They need target locks. At PS 3, getting a target lock on your preferred target during the first round of fire is very difficult because you're moving and acting before most other ships. Target Locks also don't combo with any of the agromechs the same way focus+deadeye did, so you'll have fewer mods for your torp dice.

Using ordnance the old fashioned way is painful. I tried a tie bomber list (pre shuttle) and I only fired a few missiles in the game. It's just to easy to be arc dodged.

You'll have to excuse my ignorance (I'm a noob!) but can someone please explain to me why the new FAQ nerfs Torpedo Scouts?

Because the Torpedo scout was based on the use of "Deadeye". Now Deadeye EPT is small ship only

They nerfed muh Biggs!

A stressed ship cannot execute red maneuvers or perform actions. If a
stressed ship reveals a red maneuver (and cannot use a game effect to
rotate its dial or execute a non-red maneuver instead), the owner moves
the ship as if it were a white [ 2] maneuver instead.


Is it possible this will also apply to When you assign incorrect dials and illegal dials. Reference page 4 of the FAQs?

You'll have to excuse my ignorance (I'm a noob!) but can someone please explain to me why the new FAQ nerfs Torpedo Scouts?

Deadeye goes small ship only.

Also the Scyk got a 3pt discount (free hull upgrade), weee! Can I assume that Scum Aces will feature the Viper and the Kihraxz then?

You'll have to excuse my ignorance (I'm a noob!) but can someone please explain to me why the new FAQ nerfs Torpedo Scouts?

Deadeye goes small ship only.

Also the Scyk got a 3pt discount (free hull upgrade), weee! Can I assume that Scum Aces will feature the Viper and the Kihraxz then?

Only a 1 point discount, because you still have to pay 2 for the title vs 3 for an actual hull upgrade mod.

You'll have to excuse my ignorance (I'm a noob!) but can someone please explain to me why the new FAQ nerfs Torpedo Scouts?

Deadeye is now Small Ship Only. Without Deadeye, torp scouts can't just target whoever they want. They need target locks. At PS 3, getting a target lock on your preferred target during the first round of fire is very difficult because you're moving and acting before most other ships. Target Locks also don't combo with any of the agromechs the same way focus+deadeye did, so you'll have fewer mods for your torp dice.

Using ordnance the old fashioned way is painful. I tried a tie bomber list (pre shuttle) and I only fired a few missiles in the game. It's just to easy to be arc dodged.

Yeah. But there are plenty of toys now to help with that and deadeye still works on bombers, etc. I can't really think of many other big base ships using deadeye so it really just stomps U-boats. And you can still make U-boats work, even with Torps (e.g. Dengar with K4 and Agromech can still fire two torps in one round).

I'm not too sad about the demise of the contract scout but I think the jumpmaster will still see play. I use a non-deadeye Manaroo almost every game with scum. I think it'll be good for the game overall. Now if we can bring palp aces down a peg or two...

Edited by The Inquisitor