The 2.0 rule book.

By ViscerothSWG, in X-Wing

Just now, Vineheart01 said:

Theres probably a way to get another attack later despite the one attack rule.
Or, just future proofing.

If a ship had two gunner slots, then Han and Bistan together would require Bistan's second shot to use a different arc.
I'm not expecting any ship to have two gunner slots, though, so that's likely mostly future-proofing.

Yeah I think it's not that big of a deal to change the BR (if that's really true). Maybe that you now get >1 range distance instead of exactly 1 range.

I actually thought about it because of tractor beams. Not that it will happen often as the tractor beam tokens are removed during end phase.

But all is fine as far as I'm concerned.

So is Jam action as trash as Jamming Beam? Not really seeing much use case for a range one action that isn’t even persistent. RIP Reaper.

3 minutes ago, HolySorcerer said:

So is Jam action as trash as Jamming Beam? Not really seeing much use case for a range one action that isn’t even persistent. RIP Reaper.

We already had that thread, exactly a month ago, and we already knew about range 1 back then.

Jam action is fine because modifications are rarer and worth more, plus jam also affects reinforce and calculate.

2 minutes ago, GreenDragoon said:

We already had that thread, exactly a month ago, and we already knew about range 1 back then.

Jam action is fine because modifications are rarer and worth more, plus jam also affects reinforce and calculate.

that reinforce is what matters. For the most part, against reinforce, jam reads as "Let every ship attacking a jammed ship do 1 additional damage"

1 hour ago, JJ48 said:

Minor thing, which I'm sure most people already knew, but it appears to confirm that linked actions are optional.

"A ship can perform a linked action after it performs the action to the left of the linked action." Pg 10 (emphasis mine)

it'll actually depend on how the rules reference is written.

In first edition can is different from may . May is optional, can is not.

From the 1e rules reference, p8:

Unless a card ability uses the word “may” or has the “Action:” or “Attack:” headers, the ability is mandatory and must be resolved.

Quote

Once players understand how to play, and desire to build squads, they should consult the online Rules Reference to answer any further questions. The Rules Reference is updated to include information about new ships as they are introduced into the game and can be found at X-Wing.com .

“Once players .... desire to build squads”

both of these books are just for the core set. All the issues you guys are bringing up should be covered in the actual rules reference.

29 minutes ago, PanchoX1 said:

if you can't lock anyone, you lose your action.

As @Vineheart01 said, I can't find anywhere in the rule book or the quickstart guide that says anything about losing actions. Perhaps this will show up in the Rules Reference, but until I can point to a rule or FAQ that says that losing actions is a thing, I'm going to go with if you can't complete an action, you can perform a different one.

25 minutes ago, Freeptop said:

See page 12: "Ship Sizes":

By the way, there's something that maybe speaks against your argument. The rule for cloak includes the difference between small and medium/large base ships.

Of course cloak/decloak is listed under "New Actions" while barrel roll is not, so it's still possible that barrel rolling works differently for medium/large bases, but based on the current information it looks like all three sizes place the template at the middle of the base.

13 minutes ago, Do I need a Username said:

that reinforce is what matters. For the most part, against reinforce, jam reads as "Let every ship attacking a jammed ship do 1 additional damage"

we don't really want jam to be good, anyway...

Medium decloak with a 2template wouldnt be that bad but a large would be LOLWUT!?

• If a ship is destroyed during the Engagement phase, it is removed after all ships that have the same initiative as the currently engaged ship have engaged. This is called the simultaneous fire rule, which represents that ships with the same initiative are essentially attacking at the same time.

This is a change yes? The initiative of the destroyed ship does not matter. Whether the destroyed ship has attacked or not does not matter. Seems like a simpler solution. Is another buff to Howlrunner unless I am cornfused.

17 minutes ago, Do I need a Username said:

that reinforce is what matters. For the most part, against reinforce, jam reads as "Let every ship attacking a jammed ship do 1 additional damage"

Not necessarily, as reinforce can't reduce below 1 damage

But Jam still works on TL, so that's fine I guess.

Of course the beam is absolute dog ****, but it was the same in 1.0. if it don't do damage, it ain't wasting my attack (tbeam excepted because it can sometimes deny enemy attacks, making it situationally worthwhile)

And bring on the rules reference!

Kinda bummed they've appeared to have removed the incomplete action punishment mechanic they were talking about :| Sooo target lock range checking shenanigans will remain.

6 minutes ago, ficklegreendice said:

Not necessarily, as reinforce can't reduce below 1 damage

But Jam still works on TL, so that's fine I guess.

Of course the beam is absolute dog ****, but it was the same in 1.0. if it don't do damage, it ain't wasting my attack (tbeam excepted because it can sometimes deny enemy attacks, making it situationally worthwhile)

The only way Jamming Beam sees play is if it is cheaper than Tractor Beam. That means zero or less points for JB.

I think a lot of these little questions will be cleared up with the Rules' Reference.

The rule book we have now is the rule book with the core set. See the component list on page 3, or the discussion of the System Phase on page 6.

Also, on Page 16, before it talks about a lot of the items on question (jam, calculate, etc.), refer to the section " Beyond the Core Set ." There will be more details about reinforce, calculate, jam, etc.

They likely do not discuss them fully because those items are not included in the core set. It is probably also why it specifically said to clear focus and evade tokens, because in the Core Set, you can't get calculate or reinforce tokens.

So, "fly casual" I guess ;)

Edited by HanScottFirst
1 minute ago, Lyianx said:

Kinda bummed they've appeared to have removed the incomplete action punishment mechanic they were talking about ? Sooo target lock range checking shenanigans will remain.

Not really, as you can now lock friendlies and obstacles you will have a valid target somewhere.

So, I bet a lot of clarifications like failing actions, etc. will be included in the rules reference (hopefully).

It seems the quick start guide should be called the "really quick start guide" and the rulebook the "normal quick start guide."

Remember, the rulebook is meant for people buying a core set who have never played before. I am sure they will get into more intricate/FAQ-style rulings in the rules reference.

Just now, HanScottFirst said:

So, calm down and "fly casual."

Might have been unclear, but I for one am happily excited, not sky-is-falling upset.

There are some interesting tidbits in there already

I think y'all are overthinking the action step a bit in regards to failed actions.

There are no rules for a failed action. That means there are no rules for choosing an action if your action fails. That means that if you can't complete it, there's nothing in the rules that says you can do something else.

They really should have done a better job of that here but I expect that to be more fully fleshed out in the RRG.

1 minute ago, HolySorcerer said:

Not really, as you can now lock friendlies and obstacles you will have a valid target somewhere.

Right, but as it is in 1st, if you Really want a specific ship, you could try for a TL to see if you are in range, and if not, revert, then boost or barrel roll to get into range.

Wont be able to that anymore, granted, but you will at least get some kind of lock, so its not 100% wasted. You also (as written) can attempt to boost/barrel roll and if it doesnt fit or isnt valid, it doesnt say you cant try something else, but also i guess doesnt say you can.. So i guess that may still be up in the air.

Also, AS written there, it only references locking ships, not obstacles.

3 minutes ago, HolySorcerer said:

Not really, as you can now lock friendlies and obstacles you will have a valid target somewhere.

Notice that according to this rulebook, obstacles cannot be locked. That will likely be in the RRG. Probably didn't want to confuse new players who thought that being able to lock an obstacle might mean you can shoot it, and then wondering what defense dice the obstacle should be rolling, etc.

3 minutes ago, Ixidor said:

I think y'all are overthinking the action step a bit in regards to failed actions.

There are no rules for a failed action. That means there are no rules for choosing an action if your action fails. That means that if you can't complete it, there's nothing in the rules that says you can do something else.

They really should have done a better job of that here but I expect that to be more fully fleshed out in the RRG.

Good point. This did feel rather "heres how to play" rather than "nuts and bolts of the game.

30 minutes ago, Nspace said:

As @Vineheart01 said, I can't find anywhere in the rule book or the quickstart guide that says anything about losing actions. Perhaps this will show up in the Rules Reference, but until I can point to a rule or FAQ that says that losing actions is a thing, I'm going to go with if you can't complete an action, you can perform a different one.

The developers stated that if you can't perform an action, you lose it, many times in several of the demo videos out there. but I agree, it's not official till it's in the rule book as things can change in development.