Seeking JAM Recipes...

By emeraldbeacon, in X-Wing Rules Questions

Did I miss something? Are we STILL waiting for a precise definition of the non-epic Jam action, for either First or Second Edition? So far, all we seem to know is that it assigns Jam tokens... but we don't know about effective range, or if the target needs to be in arc, or if it can (or must) affect multiple ships.

Can anyone shed light on this topic?

No one can for sure until we start getting Reapers in hand.

I asked Alex at Euros and he wasn't sure how the 1e version works any more lol

But best guess is 1 token at range 1-2 on 1 ship.

The 2e Reaper article (since they're the best possible source of information, of course... ;) ) seemed to imply in one place that Jam was only range 1. That could be just the second edition version, of course, or an incomplete example of the action, or as is often the case, an error in the article. It's just about all we have to go off of for about a week, though. :)

Surely someone knows the answer by now?

1 jam token to an unjammed ship at r1 out of arc or 1-2 in arc.

4 hours ago, thespaceinvader said:

1 jam token to an unjammed ship at r1 out of arc or 1-2 in arc.

Source? I heard someone at game night just say r1

54 minutes ago, nitrobenz said:

Source? I heard someone at game night just say r1

TIE Reaper game manual. Choose a ship at R1, or in your arc at R1-2. If it doesn't have a Jam token, assign one to it. Then, if a ship has a Jam token AND a focus, evade, or blue lock, it has to discard one of those tokens... at which point, it also discards the Jam. Otherwise, it sticks around and acts as an action-blocker.

(I wouldn't be surprised if future ships or upgrades will allow jamming at longer ranges, or let you jam everything within a certain range, or pile multiple jam tokens onto a single ship, etc...)

Darn ship booklets... It's like 'spend a result' all over again ?

8 hours ago, emeraldbeacon said:

TIE Reaper game manual. Choose a ship at R1, or in your arc at R1-2. If it doesn't have a Jam token, assign one to it. Then, if a ship has a Jam token AND a focus, evade, or blue lock, it has to discard one of those tokens... at which point, it also discards the Jam. Otherwise, it sticks around and acts as an action-blocker.

(I wouldn't be surprised if future ships or upgrades will allow jamming at longer ranges, or let you jam everything within a certain range, or pile multiple jam tokens onto a single ship, etc...)

You... do realise 2e is coming and Jam is getting WORSE in it, right, not better?

14 hours ago, thespaceinvader said:

You... do realise 2e is coming and Jam is getting WORSE in it, right, not better?

Do we know what the 2e Jam rules are, yet?

Range 1 only and the t9kens don't stay past the end 9f the round unless you have sliders. But iirc the limit of only working on unjammed ships is removed.