Just now, ficklegreendice said:here's mine:
Jam action doesn't seem to extend to range 2 in arc anymore, least there's nothing under the action description that says it does
RIP reaper
we already knew that though.
Just now, ficklegreendice said:here's mine:
Jam action doesn't seem to extend to range 2 in arc anymore, least there's nothing under the action description that says it does
RIP reaper
we already knew that though.
Just now, GreenDragoon said:we already knew that though.
the sky is pretty high up there, takes a while to fall
I can't find anything about failing actions ( barrel roll not fitting or failing a target lock ) Do any of the other descriptions of actions cover that?
7 minutes ago, GreenDragoon said:Other question: we know that taking a TL action without a valid target wastes the action. But I don't really get that from the description.
Only thing I can figure is that you've started the action by completing step 1 (measure distance), so you can't choose another action at that point?
But that's just trying to make it fit. Just from reading the rules alone, I wouldn't think there was any reason you couldn't change actions if TL failed to find a target.
After executing a maneuver triggers literally after you place the ship down and remove the template. Actions are the next step, its always been that way and from what i can tell its the same thing in 2.0. Anything that is after executing a maneuver would happen in Step2 before moving to Step3, and actions are in Step3 (normally)
ALso yeah i see absolutely nothing about failed actions. I seem to remember them saying you were supposed to lose the action if you cant roll or boost, but nothing in the rules mention it. That i see anyway.
Page 17: "During the system phase, each cloaked ship may spend its cloak token to decloak . . ." Does the use of the word may mean decloaking is an option and not mandatory during the system phase? Can you stay cloaked forever?
Just now, BrotherFett said:Page 17: "During the system phase, each cloaked ship may spend its cloak token to decloak . . ." Does the use of the word may mean decloaking is an option and not mandatory during the system phase? Can you stay cloaked forever?
Yes, you can stay cloaked, just like in 1st ed.
You always could stay cloaked forever, but you cant attack if cloaked "while cloaked, the ship is disarmed"
1 minute ago, BrotherFett said:Page 17: "During the system phase, each cloaked ship may spend its cloak token to decloak . . ." Does the use of the word may mean decloaking is an option and not mandatory during the system phase? Can you stay cloaked forever?
You can, but keep in mind that you're not invulnerable while cloaked, and you can't fire.
Just now, Ubul said:Yes, you can stay cloaked, just like in 1st ed.
Oh! Did I know that? I always thought decloaking was mandatory. . .shows how much I played with cloak enabled ships. Thanks for the reply!
Found something else potentially interesting: Calculate!
For Focus, the text is:
While attacking... While defending...
For Calculate however:
A ship may spend a calculate token to change 1 of its focus results to a hit or evade result.
That means you can spend a calculate even on other dice rolls outside attacking?
So so far i see 3 major things that need to be addressed:
1) Boost/rolling out of the play area. Flee, or count as "failed action"?
2) What happens if you cant boost, roll, or lock? Lose action, or do something else?
3) We were told several times you can lock obstacles but the rules omit this. Intended?
Everything else seems to either be literally the same as before or is pretty well covered. Initially anyway.
edit: make that 4, GreenDragoon's post above.
4) Calculate a non-attack or non-defense rolled red/green die?
Edited by Vineheart01
Note that at the bottom of P12, the Rules Reference is referred to.
This is not the only book...
1 minute ago, Vineheart01 said:So so far i see 3 major things that need to be addressed:
I expect those things addressed in detail in the Rules Reference.
I get the feeling that any rules against "pre-measuring" are now a thing of the past. The rules for Locks now state that you can measure "from the locking ship to any number of ships" before choosing a ship at range 0-3.
2 minutes ago, Vineheart01 said:Everything else seems to either be literally the same as before or is pretty well covered. Initially anyway.
Another change is the reload action: now ONE weapon gains ONE charge.
Also: barrel roll for medium/large ships?
Also: there's a difference between single turret and double turret. A ship with a double turret is treated as having two single turrets, so no problem with those Gunners referencing single turrets only!
3 minutes ago, Nspace said:I get the feeling that any rules against "pre-measuring" are now a thing of the past. The rules for Locks now state that you can measure "from the locking ship to any number of ships" before choosing a ship at range 0-3.
I think that rule is the exact same. with the exception of if you can't lock anyone, you lose your action.
I'm under the assumption since roll doesnt mention size at all they all use the same template. Given how heavily its been regulated, i dont see it being too big a problem letting a large base roll "normally"
Also yeah i saw the Reload change. Tbh, needed, because 1.0 reload was literally EVERYTHING GETS FLIPPED UP and was kinda borked lol
Reinforce was double nerfed. Not only can it not cancel the last hit, it only works against attackers that are entirely within the proper arc. If you shoot directly from the side, you bypass it either way.
Big changes to ionization.
The ion maneuver is blue now.
You can't take any actions except Focus in the normal action step.
4 minutes ago, Vineheart01 said:I'm under the assumption since roll doesnt mention size at all they all use the same template. Given how heavily its been regulated, i dont see it being too big a problem letting a large base roll "normally"
Also yeah i saw the Reload change. Tbh, needed, because 1.0 reload was literally EVERYTHING GETS FLIPPED UP and was kinda borked lol
Agreed completely on the reload, I think that's a good one.
For BR: the text is
Place the short edge of the template flush against the left or right side of the ship’s base. The template must be placed with the middle line of the template aligned with the hashmark on the side of the base .
That means for a large ship that it will roll further to the side but less forward/backwards
Right, but its also a red action for all the large ships (i think).
And i forget if the mod to make it white is not allowed by large, cant seem to find it to refresh my memory.
I dont think it'll be that big of a problem. Plus, they'd have to either have large ships still roll the same way as before or have the templates with another line going perpendicular to the mentioned center line for side uses
p.8: "When a ship engages, it may perform one attack, therefore ships with high initiative get to attack first. After all ships have had the opportunity to engage during the Engagement Phase, the players proceed to the End Phase." (Emphasis mine).
Note the text on Gunner Han: "During the Engagement Phase, at initiative 7, you may perform a <turret> attack. You cannot attack from that <turret arc> again this round."
Gunner Han doesn't allow for a second attack. His card doesn't grant an additional attack, it just lets you perform one at IN 7, at which point that ship has performed its one attack, and has gotten an opportunity to engage.
The second part of Han's text just precludes using the same turret arc if that ship gets another attack from a different source. It doesn't generate that second attack itself.
7 minutes ago, GreenDragoon said:Agreed completely on the reload, I think that's a good one.
For BR: the text is
Place the short edge of the template flush against the left or right side of the ship’s base. The template must be placed with the middle line of the template aligned with the hashmark on the side of the base .
That means for a large ship that it will roll further to the side but less forward/backwards
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See page 12: "Ship Sizes": "The ships included in the core set are all small ships with a base size of about 1-9/16” (4cm) long. The rules of X-Wing are written for small ships, so there are no special exceptions for small ships. Some expansion ships are medium and large ships which behave similarly to small ships with a few exceptions; see the Rules Reference for more details."
Theres probably a way to get another attack later despite the one attack rule.
Or, just future proofing.
Otherwise Han would literally be "Uber Vet Gunner" and we already know from 1.e Luke people were annoyed at that approach
Edited by Vineheart01