Second Edition Damage Deck

By matt.sucharski, in X-Wing

In the real thing, each card will have a unique number in the lower left. For these images, multiple copies are just copied images.

The new wording for Damaged Engine is nice.

I wonder: if Fuel Leak is the first of 2 or more critical damaged suffered during the same attack, does the crit following Fuel Leak trigger Fuel Leak's extra damage?

This is so much better for reasons.

And more fun.

1 minute ago, Incard said:

I wonder: if Fuel Leak is the first of 2 or more critical damaged suffered during the same attack, does the crit following Fuel Leak trigger Fuel Leak's extra damage?

I believe that came up in a video/stream and the answer was yes. The removal of things like ‘At the next round’ means it all goes active right away.

I like that Console Fire goes off before you engage rather than at the start of the Engagement Phase. Even if you're doomed, you're still around to be shot or use abilities until your Initiative comes around.

No more damaged cockpit. Damaged engine seems more fair to interceptors and other ships that have green turns. Interesting change to hull breach.

So glad damaged cockpit is gone.

So glad rolling to fix crits is gone.

2 minutes ago, Tbetts94 said:

So glad damaged cockpit is gone.

Yeah, but now I can't use my cool modified pilot skill tokens from

Recreator Studios

?

I like how some of the crits are fixable, but you might not do so. Classic "I can hold it!" feeling.

I like the new deck. Rexlar is going to go hunting for Direct Hits.

I plan to print some stickers and glue in my old decks too (specially the ones from red cores sets)
so people in the store can have access to them too.

Is Damaged Engine the only crit that cannot be repaired via the damage card itself? Seems like.

2 minutes ago, AllWingsStandyingBy said:

Is Damaged Engine the only crit that cannot be repaired via the damage card itself? Seems like.

Structural Damage. Which is pretty brutal on some ships.

Also, stunned.

Edited by Tbetts94

This is fantastic!

19 minutes ago, Incard said:

So glad rolling to fix crits is gone.

Ditto!

Three major things i see in this:

1) theres a lot of additional damage in there, but most of them you have a chance to repair it before it goes off. Traditional double damage is now 5 cards instead of 7 it looks like (thank god) but im seeing a LOT more cards that can result in 2 damage, just not immediately.
2) No more rolling to flip! YES! The amount of times this alone has cost me games is infuriating to say the least.
3) Loose Stabilizers is now basically an inverted Shaken Pilot. That was one of the cards that i always viewed as pointless, where it almost never actually did anything (cannot be assigned straight) since 99.9999% of the time you werent going to do a straight anyway, uturns are not a straight . Now its effectively the other way around, only you HAVE to go straight unless you wanna eat the damage. This is smart, since it avoids the possible off-the-board issues of being mandated to go forward while also evading the before issue of "why would i want to go straight here anyway..."

Another question I ponder: if a ship has Wounded Pilot and attempts a linked action, does the roll for stress happen for both actions? If the damage card applies stress on the first, is the second action now impossible due to stress? If it only rolled into stress on the second action, the ship is now double stressed. I think having the technical rules for linked actions will make this clear, but my guess is 'yes' for both of my questions.

4 minutes ago, Incard said:

Another question I ponder: if a ship has Wounded Pilot and attempts a linked action, does the roll for stress happen for both actions? If the damage card applies stress on the first, is the second action now impossible due to stress? If it only rolled into stress on the second action, the ship is now double stressed. I think having the technical rules for linked actions will make this clear, but my guess is 'yes' for both of my questions.

Well Linked actions aren’t declared as the pair, you fully perform the first action before deciding if you want to do the second or not.

First Action > Roll for Wounded Pilot > If hit/crit, stress and no choice of next action. If miss/focus, choice of next action > Next action > Roll for Wounded

2 minutes ago, Innese said:

Well  Linked actions aren’t  declared as the   p   air     , 

That's what I would assume. Are you basing that on how it looked like it was being played in one of the recorded games or did you hear or read something more concrete?

1 minute ago, Incard said:

That's what I would assume. Are you basing that on how it looked like it was being played in one of the recorded games or did you hear or read something more concrete?

It was mentioned in one of the streams/videos, but I don’t recall which.

1 minute ago, Incard said:

That's what I would assume. Are you basing that on how it looked like it was being played in one of the recorded games or did you hear or read something more concrete?

The devs have been clear about this. They've also clarified that if you attempt a red action and it fails you do not receive the stress.

I’m just worried for chaining directs off of a hull breach that goes into effect before you have a chance to fix it. And if you already have a Fuel Leak, you could only take a single crit, but it could be 7 damage if you’re really unlucky (hull breach, direct x5, some other crit).

6 minutes ago, tortugatron said:

I’m just worried for chaining directs off of a hull breach that goes into effect before you have a chance to fix it. And if you already have a Fuel Leak, you could only take a single crit, but it could be 7 damage if you’re really unlucky (hull breach, direct x5, some other crit).

I’m calculating 11 damage cards off of 2 damage. First a hull breach, then the second point daisy chains the 5 DHs and 4 FLs, with the last of those hitting you for an 11th.