20 minutes ago, Oberron said:There are examples already of wording that says otherwise. look at countdown for instances " When defending, if you are not stressed during the "Compare Results" step, you may suffer 1 damage to cancel all dice results. if you do, receive 1 stress token. " The trigger for receiving the stress isn't "When defending..." but rather it is "may suffer 1 damage to cancel all dice results". The trigger for TS is " When a friendly ship at Range 1-2 is attacking a ship you have locked, ..." not "... the friendly ship treats the ' ATTACK (TARGET LOCK): ' header as ' ATTACK: ' ". There are distinct differences in the two cases. I'll find more examples later.
A game effect is very broad but has been FAQ to show that spending it for re-roll is such an effect from the faq " Q: What are examples of game effects that instruct a player to spend a target lock? A: The cost for a secondary weapon such as Proton Torpedoes, using pilot abilities like Lieutenant Colzet, or spending a target lock during the "Modify Attack Dice" step to reroll attack dice are all examples of spending a target lock. Removing a target lock or assigning a blue target lock token to another ship are not examples of spending a target lock. "
The main idea would be that you can't spend a Target Lock you don't have. Without the second line ships would be limited to only several Missiles and the Synced Turret as they don't require a lock to be spent with the header.. hence why they're talking about headers, not Target Locks in General. If it was in general the header wouldn't matter at all.
Edited by D00kies