Newer to the game - need help on understanding ship collisions and obstruction rules

By rclem2010, in X-Wing Rules Questions

Hi - love the game, just was introduced a few weeks ago, but I'm still working to understand ship collisions, obstructions and when to roll for damage, when not to, when (if ever) to take stress, and how to know where to stop and leave my ship.

Would love some clarification.

Thx!

Welcome to the game!

First off, Obstacles (Learn to Play, pg. 13; Rules Reference, pg. 14; FAQ v4.2.3, pg. 2)

Asteroids: When your ship or its maneuver template overlaps an Asteroid, you skip your "Perform Action" step and roll 1 attack die. On a [hit] result, you suffer 1 damage; on a [critical hit] result, you suffer 1 critical damage. While a ship is overlapping an Asteroid, it cannot attack.

Debris Cloud: When your ship or its maneuver template overlaps a Debris Cloud, you receive a stress token after the "Check Pilot Stress" step (that step is when you remove a stress for doing a green maneuver, or gain one for a red maneuver), you do not skip the "Perform Action" step, and you roll 1 attack die. On a [critical hit] result, you suffer 1 critical damage ([hit] results do nothing). A ship can still attack while it's on a Debris Cloud.

Obstuctions: When a ship attacks, if the range for the attack is measured through an Obstacle, the attack is obstructed (Defender rolls 1 additional green die, this is not the same as increasing Agility).

Collisions, usually referred to as Overlapping in the rules (Learn to Play, pg. 9; Rules Reference, pg. 15; FAQ v4.2.3, pg. 6)

When your ship overlaps another ship, you still remove 1 stress if you performed a green maneuver or receive 1 stress if you performed a red maneuver, and you skip your "Perform Action" step. Any other tokens or damage are the result of upgrades or pilot abilities.

When it comes to placing the ship, starting from the end of the maneuver template, move the ship backwards until it fits, ensuring that the maneuver template remains centered between the guides on the front and back of the ship base.

If you're doing a straight (or K-turn) maneuver, then (if your opponent allows) you can simply place a straight edge along the side of your base and place your ship along that straight edge touching the other ship.

If you're doing a maneuver using a bank or turn template, and the final position of the ship extends over the end of the template, place a straight template extending off the end and center it between the guides.

When the template won't fit on the play surface, the quickest (and by no means most accurate, but allowed by the rules) method is to hold the maneuver template above the ships, and move the ship underneath.

Most players prefer more precision and will either place the template on the bases of the other ships, or "proxy" the ships in the way.

To proxy:

Mark the positions of the ships (often with another maneuver template) and pick them up

Place the maneuver template for the active ship

Replace the proxied ships (you'll probably want to keep the position markers until you've removed the maneuver template)

Determine the final position of the active ship.

In the end, as long as you and your opponent are satisfied with the final position, that's what matters.

Edited by FireSpy

Hi - love the game, just was introduced a few weeks ago, but I'm still working to understand ship collisions, obstructions and when to roll for damage, when not to, when (if ever) to take stress, and how to know where to stop and leave my ship.

Would love some clarification.

Thx!

You only assign stress when a card ability or rule tells you to. So when you land on an asteroid, there's no stress, but if you land on a debris cloud, then you do assign a stress token.

One of the golden (unwritten) rules in X-wing is "Do what the card says, do NOT do what the card doesn't say". This can also be applied to the rules. One of the biggest mistakes new players make is interpreting how a rule or ability works based on a "fluff" assumption, when the card or rule is really quite literal and specific. A "fluff" assumption is when you think you know what a particular weapon or thing should do based purely on its appearance in a movie, TV show or book, and then assuming that is exactly what the game component is going to do. X-wing doesn't work like that. Assumption leads to the Dark Side.