Can anyone please just plainly explain how to unlock the shuttle from the ghost?

By Velvetelvis, in X-Wing Rules Questions

Both intentionally and when the ghost explodes it just poo ps put somehow ?

Intentional:

  1. After executing a maneuver but before performing an action, you may deploy the shuttle out the rear guides of the Ghost. You may do this if you bump or fly over an asteroid or so forth.
  2. The shuttle will execute one maneuver on it's dial, gaining a stress if it's a red maneuver, for example, and then perform an action if it isn't stressed, and didn't overlap a ship or asteroid (just like a normal maneuver).
  3. The Ghost can then perform it's action as normal, if it could perform an action (asteroids, stress, bumps).
  4. The shuttle may attack this round.

Upon Destruction:

  1. After the Ghost is destroyed (except by flying off the board), you must deploy the shuttle out the rear guides of the Ghost.
  2. Deal one face-down damage card to the shuttle.
  3. The shuttle will execute one maneuver on it's dial, gaining a stress if it's a red maneuver, for example. and then perform an action if it isn't stressed, and didn't overlap a ship or asteroid.
  4. The shuttle may NOT attack this round.

Based on the timing precedent from bombs, asteroid damage, and R2-D2, if the Ghost is destroyed by flying over a bomb, follow the "upon destruction" method. If the Ghost lands on an asteroid, you can deploy it before you roll for asteroid damage, and follow the "intentional" method, even if the Ghost is destroyed by the asteroid damage.

Edited by theBitterFig
*omissions* @digitalbusker & @GizmotronX5000

One thing to remember, when deploying either optionally or from the ghost destruction, you must select a maneuver of the phantoms dial and attempt to perform it. if you bump that's fine however if there is no viable location along the length of the selected maneuver template to actually fit the base of the phantom on the board, the ship is destroyed, so be careful what maneuver you pick.

Edited by Mace Windu

Proper.

11 hours ago, theBitterFig said:

After the Ghost is destroyed, you may deploy the shuttle out the rear guides of the Ghost

Is that a "may"? I thought it was a must.

Also note that fleeing the battlefield does not trigger the on-destruction deployment. If you fly your Ghost off the mat, the shuttle goes with it.

I used a screwdriver but I broke my ghost model.

2 hours ago, digitalbusker said:

Is that a "may"? I thought it was a must.

Also note that fleeing the battlefield does not trigger the on-destruction deployment. If you fly your Ghost off the mat, the shuttle goes with it.

XP. Yep. That's a typo I made from the copy-pasta of the first explanation. Editing now.

Edited by theBitterFig
19 hours ago, theBitterFig said:

Upon Destruction:

  1. After the Ghost is destroyed (except by flying off the board), you must deploy the shuttle out the rear guides of the Ghost.
  2. The shuttle will execute one maneuver on it's dial, gaining a stress if it's a red maneuver, for example. It does NOT perform an action.
  3. Deal one face-down damage card to the shuttle.
  4. The shuttle may NOT attack this round.

This is not entirely correct. Even when the Ghost is destroyed the Phantom still gets to perform an action. The only restrictions are that it receives a face down damage card and cannot attack until the next round. The rest of the deployment rules stay the same.

2 hours ago, GizmotronX5000 said:

This is not entirely correct. Even when the Ghost is destroyed the Phantom still gets to perform an action. The only restrictions are that it receives a face down damage card and cannot attack until the next round. The rest of the deployment rules stay the same.

Coulda sworn. Thanks!

It does seem a little counter intuitive. The worst part is how hard it is to look up, since it is an exception to the normal deploy rules, which are easy to find. Since it's a large ship, it doesn't have reference cards either. The only place the rule exists is on the rules insert for the Ghost (and probably the Gozanti), which I had a hard time finding. For future reference if anyone needs it, the part of the rules that apply here are as follows:

Quote

If the carrier ship flees the battlefield, it and all its docked ships are destroyed. If the carrier ship is destroyed (but has not fled the battlefield), before it is removed from the play area, each docked ship receives 1 facedown Damage card and must immediately DEPLOY . Ships deployed in this fashion cannot attack until the following round.

The other steps of the deployment process are unchanged.

10 hours ago, GizmotronX5000 said:

It does seem a little counter intuitive. The worst part is how hard it is to look up, since it is an exception to the normal deploy rules, which are easy to find. Since it's a large ship, it doesn't have reference cards either. The only place the rule exists is on the rules insert for the Ghost (and probably the Gozanti), which I had a hard time finding. For future reference if anyone needs it, the part of the rules that apply here are as follows:

The other steps of the deployment process are unchanged.

It's because it's essentially part of the 'core rules' - but it would have made sense for there to be a rules card with it on like there is for most additions to the game.

Essentially, if you deploy voluntarily, you get to attack.

If you deploy because your carrier was destroyed, you don't. Partly this is the penalty for letting your carrier get blown up, but also because you were (probably) destroyed at an unknown point in the combat phase, and letting whether or not you get a shot be dependent on the PS of the ship that lands the killing blow seems a bit arbitrary, especially because that makes having your opponent kill the carrier early in the combat phase with a high PS ace bad .

5 hours ago, Magnus Grendel said:

It's because it's essentially part of the 'core rules' - but it would have made sense for there to be a rules card with it on like there is for most additions to the game.

Essentially, if you deploy voluntarily, you get to attack.

If you deploy because your carrier was destroyed, you don't. Partly this is the penalty for letting your carrier get blown up, but also because you were (probably) destroyed at an unknown point in the combat phase, and letting whether or not you get a shot be dependent on the PS of the ship that lands the killing blow seems a bit arbitrary, especially because that makes having your opponent kill the carrier early in the combat phase with a high PS ace bad .

That's how I like to think about it too. If I have Fenn in the Shuttle II docked at PS 11 and the Ghost goes down during the combat phase shot by a PS 1 Academy Pilot it makes sense that Fenn can't shoot. It's just cleaner that it never gets to shoot so we don't have to deal with caring about what PS killed the Ghost. It makes a little less sense if the Ghost is destroyed by an obstacle in the activation phase, but whatever.

Edited by GizmotronX5000

Is there any official place to find these rules outside of the Ghost rules booklet, which I can't personally find? FFG really needs to compile ship-specific rules into an "addendum rules guide" that's available online...

(Also, you can usually unlock the phantom from the ghost with an exacto knife or dremel, but you usually end up destroying one or the other in the process... :D )

Edited by emeraldbeacon
On 1/31/2018 at 8:14 PM, Mace Windu said:

One thing to remember, when deploying either optionally or from the ghost destruction, you must select a maneuver of the phantoms dial and attempt to perform it. if you bump that's fine however if there is no viable location along the length of the selected maneuver template to actually fit the base of the phantom on the board, the ship is destroyed, so be careful what maneuver you pick.

Is this real?

2 hours ago, Rinzler in a Tie said:

Is this real?

Yes. If there's nowhere for the ship to fit, it is destroyed. So I guess pick wisely.

On 2/2/2018 at 9:40 AM, emeraldbeacon said:

Is there any official place to find these rules outside of the Ghost rules booklet, which I can't personally find? FFG really needs to compile ship-specific rules into an "addendum rules guide" that's available online...

(Also, you can usually unlock the phantom from the ghost with an exacto knife or dremel, but you usually end up destroying one or the other in the process... :D )

It sure would be nice if somebody who has the Ghost expansion would type in (or scan?) the applicable rules page to the wiki for easy reference by people who don't have it...

On 2/2/2018 at 11:40 AM, emeraldbeacon said:

Is there any official place to find these rules outside of the Ghost rules booklet, which I can't personally find? FFG really needs to compile ship-specific rules into an "addendum rules guide" that's available online...

(Also, you can usually unlock the phantom from the ghost with an exacto knife or dremel, but you usually end up destroying one or the other in the process... :D )

Just download the PDFs. Or download X-Wing Squadron Builder. It has all the rules.

1 hour ago, Zomboid said:

Just download the PDFs. Or download X-Wing Squadron Builder. It has all the rules.

Ok, but where are these PDFs available from? I've looked online and haven't been able to find them. They're certainly not on the FFG website, with the rest of the rules documents...

There are no official Pdfs of the individual box set rules.

23 minutes ago, emeraldbeacon said:

Ok, but where are these PDFs available from? I've looked online and haven't been able to find them. They're certainly not on the FFG website, with the rest of the rules documents...

See second part of the comment.

1 hour ago, Zomboid said:

See second part of the comment.

Second part of which comment... mine or yours? Here's what I've done to try and answer my own question:

  1. I've looked on the FFG web site to find the rules - none of the ship-specific rules (like how to deploy ships from the Hound's Tooth or Ghost) are anywhere I've seen.
  2. I've done internet searches for .pdf files for the rules insert for the Ghost. No luck yet.
  3. I've checked the X-Wing Squadron Builder online, but it doesn't seem to have rules documents there - only the basic ship information, along with a fairly robust squad building tool.

Saying that... are you willing to help your fellow players out with either:

  • Links to the .pdf versions of the ship rules inserts, that you spoke of, or...
  • ...links to the rules online, via X-Wing Squadron Builder or another site?

Thanks!