R5-TK Salvaged Astromech

By madsmty, in X-Wing

Just now, Kilrex said:

The FAQ has changed how those cards (and Darth Vader crew) work. By their original wording they should work after checking for hits on the timing chart.

Bossk and Draw Their Fire have similar wording to Saturation Salvo and work after each attack, and unlike FCS or Gunner they aren't "clarified" to only working on a certain step.

No, they don't.

Bossk: When you perform an attack that hits , before dealing damage, you may cancel 1 of your results to add 2 results.

DTF: When a friendly ship at Range 1 is hit by an attack , you may suffer 1 of the uncanceled results instead of the target ship.

Salvo: After you perform an attack with a or secondary weapon that does not hit , each ship at Range 1 of the defender with an agility value lower than the squad point cost of the or Upgrade card must roll 1 attack die and suffer any damage () or critical damage () rolled.

Vader: After you perform an attack against an enemy ship , you may suffer 2 damage to cause that ship to suffer 1 critical damage.

Gunner: After you perform an attack that does not hit , you may immediately perform a primary weapon attack. You cannot perform another attack this round.

They have explicitly different timings ('when you hit with an attack/when an attack hits' versus 'after you perform an attack') and take place at different steps.

DTF and Bossk take place at step 7, Vader and Salvo at step 8, Gunner at step 9.

The timing chart did change our understanding about how those 'after attacking' triggers worked, you're correct, but Salvo has the same trigger as Vader and Gunner, not as Bossk and DTF.

Maybe before you assert incorrect things about cards, you should actually check them.

9 minutes ago, thespaceinvader said:

Maybe before you assert incorrect things about cards, you should actually check them.

Maybe you should learn how to read a flow chart?

EDIT: Each of those cards you used in your example have changes to how they should work. "Clarifications" as they are labeled in the FAQ. Quickdraw should work on Step 7 of the flowchart (when the token is removed), but he was "clarified" to Step 9.

Edited by Kilrex

When I stop being right about this one I will relearn that skill, sure.

Please point out where you think the error is and I'll be pleased to explain why you're wrong.

QD's ruling is functionally an erratum, to be sure. I never said otherwise.

I don't play tournament games and don't really know how the point system works in determining the winner, but if you destroyed your own ship with this droid, who gets the points?

Word of warning: the tractor beaming your own ship thing does not work the way that you think it might! You can absolutely slap a tractor beam token on your own guy, but the wording on the token is:

"The first time a small ship receives a tractor beam token each round, the opposing player may choose one of the following effects:"

i.e. even if "you" tractor beam your own guy, your opponent gets to move him (!). This is also true with Unkar Plutt. The only reason Spacetug works differently is because it explicit says that it does: "If it is a friendly ship, resolve the effect of the tractor beam token as though it were an enemy ship."

Just giving people the heads up so you don't figure this out the hard way in a game :)

On 11/29/2017 at 7:10 PM, BrotherFett said:

I don't play tournament games and don't really know how the point system works in determining the winner, but if you destroyed your own ship with this droid, who gets the points?

Your opponent. Same as they do if you fly it off the board or kill it on a rock/with Stunned Pilot.

I used Zuckess with TB, and Prox the droid, then had Talonbane at range 1 of enemy in arc. Took the shot got 5 hits, plus 1 for Fearlessness. Zuckess has vi, so PS9 and he Tractor beamed Talonbane out of arc. Did this twice in the same game, Lots of fun!!!

5 hours ago, eagletsi111 said:

I used Zuckess with TB, and Prox the droid, then had Talonbane at range 1 of enemy in arc. Took the shot got 5 hits, plus 1 for Fearlessness. Zuckess has vi, so PS9 and he Tractor beamed Talonbane out of arc. Did this twice in the same game, Lots of fun!!!

All ships are now arc dodgers with the right wingman, I love it.

11 hours ago, eagletsi111 said:

I used Zuckess with TB, and Prox the droid, then had Talonbane at range 1 of enemy in arc. Took the shot got 5 hits, plus 1 for Fearlessness. Zuckess has vi, so PS9 and he Tractor beamed Talonbane out of arc. Did this twice in the same game, Lots of fun!!!

Zuckuss doesn't have a Salvaged Astromech slot...

3 hours ago, thespaceinvader said:

Zuckuss doesn't have a Salvaged Astromech slot...

...also your opponent gets to decide where the tractor beamed ship ends up, as @punkUser pointed out only a couple of posts above...

Edited by FTS Gecko

Sorry. I was all scatter brained yesterday and the past week finishing work. I replied to the wrong post. Sorry. Beat me as you wish.

As for this post. I guess you could shoot your own Scyks, to force them to move 1 forward and lose a shield at the start of the game with a Y-wing and Ion. then use pulse ray to heal them back up. A sneaky slow roll tactic, not sure how useful it may be depending on your list.

Edited by eagletsi111
1 minute ago, eagletsi111 said:

As for this post. I guess you could shoot your own Scyks, to force them to move 1 forward and lose a shield at the start of the game with a Y-wing and Ion. then use pulse ray to heal them back up. A sneaky slow roll tactic, not sure how useful it may be depending on your list.

It's just wishful thinking, trying to make a bad card good.

4 minutes ago, eagletsi111 said:

As for this post. I guess you could shoot your own Scyks, to force them to move 1 forward and lose a shield at the start of the game with a Y-wing and Ion. then use pulse ray to heal them back up. A sneaky slow roll tactic, not sure how useful it may be depending on your list.

Sycks have a 1 turn and barrel roll, slow rolling them is easy.

How about using a Jam missile on your own ship, sure you would get the jam token, but each enemy ship would also get one. Maybe use a block ship, could be jump or Z and then hit this with a Jam missile, when they are in close. No damage, just jam tokens for everyone nearby. Not a major use, but could come in handy.

Plus, you can potentially jam a ship of yours that has a token you know won't get used, e.g. a TL on a ship it can't shoot, or a focus when it's not going to be attacking or defending.

On November 23, 2017 at 1:47 PM, ObiWonka said:

But that's good card design and this is X-Wing.

Yeah: wait for the ship in the next wave or two that totally breaks this upgrade to the point it needs errata.

You could strip a shield from Red Ace with Nym on the first round so Red Ace gets her evade token for Comm Relay.

Mind you, you could do that with a bomblet too and just take genius.