Canceling effects.

By Theadjectivenoun, in X-Wing Rules Questions

O was wondering on the canceling effects. The attacker rolls the damage dice and the defender gets to roll their defense dice. When does the cancel effect come into play. After the modify step or compare phase.

It seems to be odd to have an effect that cancels dice if the attacker and defender get to modify the dice rolls.

It may depend on what "cancel" effects you are talking about. Take a look at the "Timing Chart for Performing an Attack" on pg 8 of the FAQ.

Some of the time a cancellation effect will occur during dice modification before moving on to later steps. Some will also happen on either side of the Compare Results step.

Is there a specific cancelling effect you are wondering about?

The only cancellation effect I can think of that happens during a Modify step and not during Compare Results is Accuracy Corrector, which says that specifically (in the errata'd version of the card, anyway). The other ones I can think of all happen at various places during Compare Results. Specifically when (beginning of, during, end of...) is something you'll have to look into for each one, but that only really matters when two cancellation effects are both being applied and you need to know the order.

As for whether it's weird to cancel the dice results after both players have a chance to modify, presumably you know the cancellation effect is on the table, and can take that into account when deciding whether and how to modify dice.

Edited by digitalbusker
Second paragraph

Lt Kestal cancels defensive dice during the modification step at 5i.

8 hours ago, kris40k said:

Lt Kestal cancels defensive dice during the modification step at 5i.

Good catch. And yes, it doesn't specifically say that it happens during Modify Dice like the errata'd Accuracy Corrector, but if it didn't it would be worthless. So we're still back at "assume cancellation effects happen during Compare Results unless there's an obvious reason not to."

It has to be said when does Kestal ability happens.
Regardless it has no timing specified, for it to work it can be resolved at 2 moments: when attacker modifies defense dice, or righ after defender rolls the dice. The difference is the interaction with Palpatine.

4 hours ago, Willy Jarque said:

It has to be said when does Kestal ability happens.
Regardless it has no timing specified, for it to work it can be resolved at 2 moments: when attacker modifies defense dice, or righ after defender rolls the dice. The difference is the interaction with Palpatine.

Can't wait for an FAQ. I'd love to be wrong, but absent a specified timing window, I don't see how you can tell Kestal that they can't cancel the dice during the Palp timing window.

2 hours ago, Achowat said:

Can't wait for an FAQ. I'd love to be wrong, but absent a specified timing window, I don't see how you can tell Kestal that they can't cancel the dice during the Palp timing window.

I think burden of proof goes the other way, myself, but I await the FAQ clarification too.

Hmm, that's a good point about Palp interaction. As Palp goes into effect before the dice are rolled now, I would say that Palp has to be resolved before Lt. Kestal can affect the rolled dice, but yeah, that's a little blurry and FAQ/clarification worthy.

Ion pulse missiles

If this attack hits, the defender suffers 1 damage and receives 2 ion tokens. The n cancel all dice results .

Ion cannon

If this attack hits, the defender suffers 1 damage and receives one ion token. Th en cancel all dice results.

so the defender gets to roll their defense and add modifiers as they choose. And once the compared results come up the dice are then canceled?

Also for the Autoblaster if I'm reading this correctly.

Your HIT results cannot be cancelled by defense dice the defender May cancel CRITICAL results before hit.

So in other words if you get hit results the defender has no choice in being hit and still rolls and only cancels out the crits but not allowed to cancel this. Which will make any ship with a turret more deadly and a little OP.

Edited by Theadjectivenoun
1 hour ago, Theadjectivenoun said:

Ion pulse missiles

If this attack hits, the defender suffers 1 damage and receives 2 ion tokens. The n cancel all dice results .

Ion cannon

If this attack hits, the defender suffers 1 damage and receives one ion token. Th en cancel all dice results.

so the defender gets to roll their defense and add modifiers as they choose. And once the compared results come up the dice are then canceled?

Also for the Autoblaster if I'm reading this correctly.

Your HIT results cannot be cancelled by defense dice the defender May cancel CRITICAL results before hit.

So in other words if you get hit results the defender has no choice in being hit and still rolls and only cancels out the crits but not allowed to cancel this. Which will make any ship with a turret more deadly and a little OP.

The dice for those Ion Weapon are cancelled AFTER the "Compare Results Step" has happened. This is because you need to Compare results step to see which attack results the defense dice will cancel to determine if a "hit" happens or if the attack is a miss. For an attack to "Hit" there must be uncancelled boom or kaboom (filled/open explosion symbols) after the compare results step (except Lt. Blount whose attack ALWAYS hits regardless of the dice even if he couldn't cause damage). After that step determines that a "hit" has happened the remaining dice are cancelled before they would assign damage and you instead do what the card tells you to do which is just assign the ship damage and give it ion token(s).

With the Ion Pulse Missile, Ion Cannon, and Ion Cannon Turret those attacks need to "hit" the target before you even start worrying about cancelling results. After you have determine a "hit" happened then the cancellations kick in meaning 3 explosion symbols will not be causing the target to take 3 critical damage. The cancellation also means there are no dice to pass off to other ships so a ship "hit" by one of these weapons WILL be the one suffering the damage (suffered damage has to reduce shields first just in case that wasn't clear.)

With the Autoblasters your opponent is not allowed to cancel hit/boom/filled explosion symbol dice using their Defense dice/tokens. Now because you normally have to cancel those BEFORE you could move on to crit/kaboom/open explosions these upgrade allow you to circumvent those uncancellable dice and move on to other results kind of like you had cancelled all of those results you really are just skipping over.

If you only roll hit results with your Autoblaster weapons there isn't anything your opponent can really do about them. Are they overpowered? You still need to get those result, those weapons typically fire fewer dice than other weapon systems, AND they are also generally Range 1 weapons. They make for some nice close in damage but are ineffective at R2 or beyond.

Essentially; most weapons that "do X instead of doing normal damage" (ion, tractor, etc) 'cancel all results' so there's no hit results floating around

Autoblasters are nasty, but as noted are short range and not all that powerful (autoblaster turret: 2 dice, autoblaster cannon: 3 dice compared to most ships throwing 4 dice at range 1 with 'normal' guns)

There are similar abilities here and there. General Hux and Ten Numb both potentially allow for results which cannot be cancelled by defence dice.

Also note that things which add evade results (like evade tokens) don't work either; it's a fairly common question, but spending an evade token nominally adds a die which is automatically set to an evade result. It's a die, even if you don't roll it, so doesn't work against hits from autoblasters.