Original damage deck Munitions Failure vs Reload action...I assume this works?

By xanderf, in X-Wing Rules Questions

The original damage deck 'munitions failure' crit reads:

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Munitions Failure: (Ship) Immediately choose 1 of your secondary weapon upgrade cards and discard it. Then flip this card facedown.

The 'reload' action provides:

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Ships with the Reload icon in their action bar may perform a reload action. To reload, choose any number of the ship's equipped, discarded Torpedo or Missile Upgrade cards and flip them faceup, then assign the ship a weapons disabled token.

I don't see anything about that interaction that would prevent 'reload' from reloading a missile or torpedo upgrade lost to the munitions failure crit, correct?

Just now, xanderf said:

The original damage deck 'munitions failure' crit reads:

The 'reload' action provides:

I don't see anything about that interaction that would prevent 'reload' from reloading a missile or torpedo upgrade lost to the munitions failure crit, correct?

Correct! Munitions Failure and Boba Fett crew can both be reversed with a reload if the card itself is flipped (and not an EM token removed)

Yup, that works. I have a feeling they will revamp the whole "discarded" mechanic if more ships get the ability.

On 29/03/2018 at 9:23 PM, shaunmerritt said:

Yup, that works. I have a feeling they will revamp the whole "discarded" mechanic if more ships get the ability.

A good way to reword ordnance and bombs is to have all one-use munitions to come with one munition token. Extra munitions will add one more munition token on each applicable upgrades.

When munitions are spent in the normal way, firing the missiles/torpedos or dropping the bomb template(s), a munition token is expended.

When an upgrade runs out of munition tokens, it is exhausted and that munition can no longer be used unless an effect replenishes munition tokens.

Taking a reload action can be phrased to add one munition token to all applicable exhausted munition token.

If an ability discards an upgrade and the ordnance/bomb was targeted, then the upgrade card is flipped and any unused munition tokens are discarded.

In the future, abilities and effects that target munition tokens can also be made.

Personally, I don't have a balance problem with Reload essentially "cancelling" the face-up effect of Munitions Failure. I used to play a game Crimson Skies, the old FASA paper and grid version. If you double-shot with your guns and rolled 1s on a d10, you jammed your guns, and had to spend a round clearing your jammed gun to fire it again. To get a crit which cuts off your principle source of damage for a round and requires you to spend an action and not-shoot for a combat phase seems fair to me. It's almost like Blinded Pilot. Some ships get it worse than others, but some ships get Blinded Pilot worse than others.

Edited by theBitterFig