Reading through the rules reference, I copied the big changes or else important notes to remember from 1.0 to 2.0 change.
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The word “must” is used to mean “is required to.” Although all effects that are not “may” effects are mandatory.
This will be important in many matches, with must abilities. Dash for instance has his ability always on and its not a may, so careful on those barrel rolls near rocks.
Other pilots with must abilities: Leebo,Rexlar,TIE Fighters rolling additional attack die, Soontir,Whisper,Kad Solus,Kath,Cobra,Graz,Hel,Torani,A’Shera,Unkar,Kavil,NDru
QuoteGame effects such as “gain 1 focus token,” “boost,” or “acquire a lock” are not actions, and a ship can resolve these game effects any number of times each round.
Still the same as 1.0, but noted it here as these abilities are a lot stronger in 2.0 with more limited action economy. For instance, Dutch's ability allows friendly ships to acquire locks which is not an action, so a Initiative 3 ship could do a red maneuver like kturn. Then Dutch's ability allows them to acquire a lock, aka kturn -> get a lock -> fire proton torps.
QuoteAftermath: Abilities that trigger after an attack are resolved in the following order.
a. Resolve any of the defending player’s abilities that trigger “after you defend,” excluding abilities that grant a bonus attack.
b. Resolve any of the attacking player’s abilities that trigger “after you perform an attack,” excluding abilities that grant a bonus attack.
c. Resolve any of the defending player’s abilities that trigger “after you defend” that grant a bonus attack.
d. Resolve any of the attacking player’s abilities that trigger “after you perform an attack” that grant a bonus attack.
No longer done by who has initiative (or who is First Player by 2.0 rules). Im sure this will affect pilots, if not now, in the future.
For instance, if Whisper attacks a ship that says "After you defend, you may assign a stress token to the attacker if it does not have a green token" . Well, whisper (if had no tokens) would not get his evade token until part b. and the defender resolves in part a. Doesnt matter if Whisper player has initiative and attacks first.
QuoteA ship can perform only one bonus attack per round.
No triple shot bossk shenanigans are possible. I actually thought I had a triple shot Double Edge until I read this.
QuoteIf an upgrade card has a Force capacity, this increases the Force capacity of the ship. The force tokens are placed above the ship card it is attached to (not the upgrade card).
Just thought this was important to note. All force tokens go on the ship card, not the upgrades, so its easy to distinguish.
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During the End Phase, each ship with a Force capacity recovers only one force token regardless of the number of recurring charge symbols that appear on its upgrade cards.
Important to note.
QuoteCloaking - Each ship cannot drop or launch a device during the same phase that it decloaked.
Cloaking bombing quadjumpers weren't exactly a thing in 1.0, but I thought this was noteworthy.
QuoteCoordinate - Choose another friendly ship at range 1–2. If the chosen ship attempts to perform an action but that action fails, the coordinate does not fail.
This confuses me, the coordinate does not fail? So a new action can be tried? Or it just means the coordinate succeeded, and you dont get anymore actions, thus coordinate basically failed. I guess it could come up in the future if a ship has an ability based off successful coordination?
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Damage Cards - If an ability exposes or repairs a ship’s facedown damage card, and the ship has multiple facedown damage cards, the card is chosen randomly from the facedown damage cards the ship has.
Noteworthy, with abilities like Rexler Brath's. You at least get to shuffle the facedown cards.
QuoteDocked Ships - Using the corresponding template, the docked ship executes the maneuver using the front guides or the rear guides of the carrier ship as if those guides were the ship’s starting position.
Front guides also? ?
QuoteIf a red action fails, the ship does not gain a stress token.
NICE!
QuoteA ship cannot flee while resolving a boost, barrel roll, decloak, or SLAM
NICE!
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A linked action can be performed after performing the action it is attached to even if that action was granted by a card effect or other game effect.
So a OGP lambda can coordinate a barrel roll linked to a red lock on a Tie Bomber, who then moves blue and focuses? I was under the impression we couldnt link actions like that?
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For attack range 0–1, the attacker rolls one additional attack die during the Roll Attack Dice step.
Range 0 grants bonus.
QuoteIf both players’ last remaining ships are destroyed in the same round, the game ends in a draw.
Ugh, Draws. Oh poop
Edited by wurms