Rules Reference Notables

By wurms, in X-Wing

Reading through the rules reference, I copied the big changes or else important notes to remember from 1.0 to 2.0 change.

Quote

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

Quote

Game 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.

Quote

Aftermath: 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.

Quote

A 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.

Quote

If 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.

Quote

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.

Quote

Cloaking - 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.

Quote

Coordinate - 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?

Quote

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.

Quote

Docked 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? ?

Quote

If a red action fails, the ship does not gain a stress token.

NICE!

Quote

A ship cannot flee while resolving a boost, barrel roll, decloak, or SLAM

NICE!

Quote

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?

Quote

For attack range 0–1, the attacker rolls one additional attack die during the Roll Attack Dice step.

Range 0 grants bonus.

Quote

If both players’ last remaining ships are destroyed in the same round, the game ends in a draw.

Ugh, Draws. Oh poop

Edited by wurms

The removal of draws in 1e were part of the tourney rules and I expect they will be again.

7 minutes ago, wurms said:

Game 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      .

Interesting. Multiple boost. Is there anything currently known that can grant a free boost? Off the top of my head, they're all free boost actions.

Tractor beams...

2 minutes ago, thespaceinvader said:

Tractor beams...

Lol, I guess. Tbh, I can't think of anything else that would make thematic sense.

Unless... EPT, Carelessness. 'After you bump into the aft of a friendly ship, that ship may perform a free boost'

1 hour ago, wurms said:

Game  effects  such as “gain 1 focus token,” “ boost ,   

Is there an example for boost?

4 minutes ago, GreenDragoon said:

Is there an example for boost?

1 hour ago, thespaceinvader said:

Tractor beams...

...

1 hour ago, wurms said:

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?

Yeah, it means that you can't use Composure, for example. The Coordinate succeeded just fine, you gave another ship an action and did your job, whether they succeeded in that action is on them.

2 hours ago, thespaceinvader said:

...

Thank you for your thoughtful response. As you might have guessed I did not read your reply before writing my post. I did see it after posting, but left my reply unchanged as you did not indicate whether your list was exhaustive or not. Have a great day

Decloaking is also described as a boost (or barrel roll) IIRC.

For “the coordinate does not fail”, I think that means if the desired target ship is out of range you can try another one instead.

If no ships are in range, I guess it fails without the keyword fail? So no composure trigger.

18 minutes ago, ScummyRebel said:

For “the coordinate does not fail”, I think that means if the desired target ship is out of range you can try another one instead.

If no ships are in range, I guess it fails without the keyword fail? So no composure trigger.

If nothing is in range it fails and the coordinator could Compose.

If something is in range but fails the action, it succeeded, both ships miss their action, but only the coordinated ship triggers Composure.

23 minutes ago, ScummyRebel said:

For “the coordinate does not fail”, I think that means if the desired target ship is out of range you can try another one instead.

If no ships are in range, I guess it fails without the keyword fail? So no composure trigger.

No, this is not how it works. Target ship can't be out of range, because you check range to any ships before declaring the target.
If there are no ships in range, action is failed (so composure triggers).

Not failing coordinate action means:
- composure doesn't trigger;
- you are able to make linked action;
- you receive stress for red coordinate action.

Edited by bernh

The linked actions thing is possible because they want support ships to feel strong.

in 1.0 support ships were either hot garbage or BS powerful. They always did practically nothing or doubled up on all the possible effects that can keep a ship alive/killing things harder.

In 2.0, its excessively rare to see a ship get 2 tokens and nigh impossible to get triple tokens w/o a support, but really easy with a support. Tradeoff of course the support himself isnt doing all that much outside whatever passive effect is going on.

6 hours ago, wurms said:

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?

It also affects the bit about red actions failing. If a red Coordinate doesn't fail, then you take a stress.

6 hours ago, wurms said:

Front guides also? ?

Is that saying that all docking ships can use either guide, or do they have to list both because Ghost uses rear and New Falcon uses front?

What do you think ? Linked actions work with Advanced Sensors ? I would say Yes ...

5 minutes ago, zimut-X said:

What do you think ? Linked actions work with Advanced Sensors ? I would say Yes ...

No. AdSens says perform ONE action.

I know; The question is : The block "Action" (Action + Linked) is it considered as one action for the purpose of Advanced Sensors ?

It seems to me that's possible, not sure but ...

7 minutes ago, MegaSilver said:

No. AdSens says perform ONE action.

You only perform one action, but then the linked action rules say, " 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.  "

Another one.

Quote

A ship cannot spend a focus token to change *eyeball* results to *hit* or *evade* results if it does not have any *eyeball* results

This is a change from 1.0. Off the top of my head I think this only hurts Garven and its a pretty big nerf to his ability. In 1.0 he could spend his focus on zero eyeball results. Now you actually have to roll an eyeball.

This could also effect Ten Numb. Not sure he'll be able to spend his stress on zero eyeball results and I would lean this being the case.

Edited by Jo Jo
27 minutes ago, JJ48 said:

You only perform one action, but then the linked action rules say, " 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.  "

Right, but unless we get a FAQ overruling this, the adv sensors card also says "you may not perform another action during your activation." Which supercedes the RRG as per ye Golden Rule "If the ability of a card conflicts with the rules in this guide, the card ability takes precedence."

Yup. AdSens does not let you Link off it. It says one action, no more,a Linked Action would be more. Linked actions are explicitly separate actions that you do AFTER the one that triggered them.

56 minutes ago, Jo Jo said:

Another one.

This is a change from 1.0. Off the top of my head I think this only hurts Garven and its a pretty big nerf to his ability. In 1.0 he could spend his focus on zero eyeball results. Now you actually have to roll an eyeball.

This could also effect Ten Numb. Not sure he'll be able to spend his stress on zero eyeball results and I would lean this being the case.

Yeah, thats a good one. No spending focus on zero eyes. No spending locks for zero rerolls (unless for ability). I would rule Ten Numb cannot spend stress on zero eyeballs.

52 minutes ago, LHyoda said:

Right, but unless we get a FAQ overruling this, the adv sensors card also says "you may not perform another action during your activation." Which supercedes the RRG as per ye Golden Rule "If the ability of a card conflicts with the rules in this guide, the card ability takes precedence."

It actually says " cannot perform another action during your activation"

Which is important because of the other Golden Rule that says

"If a card ability uses the word “cannot,” that effect is absolute and cannot be overridden by other effects."

Advanced Sensors overrides the rules for Linked Actions and any other card abilities about performing actions. It's a pretty heavy nerf, IMO, as I think that even prevents co-ordinate from working on a ship that's used AS.

1 minute ago, GuacCousteau said:

Advanced Sensors overrides the rules for Linked Actions and any other card abilities about performing actions. It's a pretty heavy nerf, IMO, as I think that even prevents co-ordinate from working on a ship that's used AS.

No. I thought that at first, but it doesn't. It stops further actions during THAT SHIP's activation, but not during other ships' - being Coordinated later is all good.