Weapons failure and cruise missiles

By balindamood, in X-Wing Rules Questions

If inhale a weapons failure crit, do a 5-speed maneuver, and fire cruise missiles, how manybred dice do I roll? 4 or 5?

Weapons failure reduces the die by one, but cruise missies have one plus 1 per speed maneuver "to a maximum of 4".

So registration really is does the crit reduce the die count before or after applying the ceiling to the missile?

Good question. I don't think there's a good answer. Probably 5 since you choose the order when it's undefined but official ruling could go either way.

Cruise Missile adds a maximum of 4 dice. Weapons Failure does not affect the number of dice added by Cruise Missile. Thus, it doesn't matter whether you add the WF penalty before or after adding extra dice – you will always end up at 4 or less.

Cruise Missles is default 1 die and you may roll additional dice based on your maneuver - up to a maximum of 4 additional dice.

So the most you can add is 4 for a total of 5 rolled dice.

Weapons Failure "When attacking, roll 1 fewer attack die."

Regardless of whether you apply it before or after the crit effect - you should be rolling 4 dice max.

I'm not sure it would matter really.

Unless i missed a snip somewhere, Xwing doesnt have a "the attack is cancelled" clause if you have no red dice to roll because rolling 0 is valid.

And regardless of if one die was removed somehow, you still "added 4 dice from a 4 speed maneuver" to your attack. You wouldnt go back after the crit took 1 die away (assuming crit happened last) and add 1 back in because you already tapped that part of the effect.

A maximum of +4 added to a pool then 1 is removed is still 4 were added. There'd need to be a clause to check if something removed one in order to add it back in.

Edited by Vineheart01

For reference:

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Critical component is that "You may roll additional attack dice equal to the speed of the maneuver you executed this round, to a maximum of 4 additional dice." Which means if you reduce your attack dice from 1 to 0 thanks to "Weapons Failure" and then add dice based on your maneuver, even if your performed a 5 speed maneuver, you can only add 4 additional dice (for a total of 4 dice rolled). Alternatively you may add the 4 additional dice first and then resolve "Weapons Failure" which will reduce your attack dice pool from 5 to 4. No matter how you cut it, you get 4 dice. "THERE. ARE. FOUR. DICE." -Captain Picard, probably...

@Vineheart01 I have no idea where you got the "Xwing doesnt have a 'the attack is cancelled' clause if you have no red dice to roll because rolling 0 is valid." from the above thread. But, nonetheless, you are correct. If you chose either to not add any additional dice or performed a 0 speed maneuver while having the "Weapons Failure" critical you would perform and resolve the attack. Rolling zero total attack dice is still an attack. The attack will miss (unless you are Lt. Blount) in which case you will then be able to trigger upgrades like gunner, luke, Bossk (crew), etc..

Also @balindamood, you should not be inhaling your damage cards. ;)

I was referring to if the crit applied first, thus reducing cruise missiles to 0 before it gets a chance to add the 4 red dice, its a 0 attack dice thus its cancelled.
RWM does this but Xwing does not.

On ‎01‎/‎12‎/‎2017 at 5:53 PM, Vineheart01 said:

Unless i missed a snip somewhere, Xwing doesnt have a "the attack is cancelled" clause if you have no red dice to roll because rolling 0 is valid.

No. You can still make a 0-dice attack. In fact, the original core set damage deck did this on a regular basis (because the previous version of 'blinded pilot' said "do not roll dice") - the attack itself still exists for the purposes of 'when you attack' triggers, and theoretically Lieutenant Blount can even still hit someone with one....

52 minutes ago, Magnus Grendel said:

No. You can still make a 0-dice attack. In fact, the original core set damage deck did this on a regular basis (because the previous version of 'blinded pilot' said "do not roll dice") - the attack itself still exists for the purposes of 'when you attack' triggers, and theoretically Lieutenant Blount can even still hit someone with one....

Blount. That guy is a legend.

Armada also cancels the attack if there are only zero attack dice. But Xwing doesn't.