2.0 Range 0 Abilities

By Wartopia, in X-Wing Rules Questions

Question for those with the 2.0 conversion kits. Are all Range 0 abilities that can affect other ships, whether friendly or enemy, Range 0-1 or are some of them purely Range 0?

I'm curious because the obvious implication of a purely Range 0 ability than can affect other friendly/enemy ships is that a ship would need to bump a friendly/enemy ship for it to take effect.

Thanks in advance and kudos to FFG for a job well done on 2.0! I have the core set from GenCom and love the many thoughtful tweaks to components and game play.

I'm not entirely sure I understand your question, but I'll give it a go.

From the rrg, page 15:

" Range 0 does not appear on the range ruler, but is used for describing the range of objects that are physically touching.

◊After a ship partially executes a maneuver, it is at range 0 of the last ship it overlapped.◊ An object is at range 0 of an obstacle or device if it is physically on top of it.◊ A ship is at range 0 of another ship if it is physically touching another ship. "

Wrt abilities, this means:

-If an ability specifies Range 0, it will only work on the ship itself, and any ship it's touching.

-If an ability specifies Range 0-1, it will work on the ship itself, any ship it's touching, and any ship at Range 1.

-If an ability specifies Range 1, it won't work on the ship itself, nor any ship it's touching; only on ships at Range 1.

-If an ability specifies ' other friendly ship at Range 0-1', it won't work on the ship itself, only friendly ships it's touching or at range 1.

I hope this clears things up a little!

Thanks for the reply!

My question pertains specifically to your first bullet point: " If an ability specifies Range  0, it will only work on the ship itself  , and any ship it's  touching  . "

I understand that Range 0 abilities work on the ship itself and touching ships. But what are some specific examples of such strictly R0 (not R0-1) abilities designed to affect other ships?

Again, a purely R0 ability designed to affect other ships would demand an intentional bump against the other ship. An R0-1 ability would not require a bump to affect another ship.

So the question isn't how the mechanic works. It's really an "inventory" question.

In the game's inventory of abilities of upgrades or ships, is there a purely R0 ability (not R0-1) specifically intended to be used against another ship?

Hope that clarifies things! ?

3 hours ago, Wartopia said:

Are all Range 0 abilities that can affect other ships, whether friendly or enemy, Range 0-1 or are some of them purely Range 0?

There are quite a few Range 0 only cards: "Zeb" Orrelios (Crew), Unkar Plutt (Quadrijet pilot), Intimidation, Captain Oicunn, Heff Tobber, "Chopper" (VCX-100 pilot), Boba Fett (Crew), Feedback Array, Kath Scarlet and Arvel Crynyd. There may be others, but I think that's pretty complete. They are a mixed bag of affecting only themselves, affecting only others and affecting both.

What about Major Rhymer? “When you perform a [torpedo] or [missle] attack, you may increase or decrease the range requirement by 1, to a limit of 0-3”

Does that mean Rhymer can launch an Advanced Proton Torpedo at a ship they have bumped (and locked, natch)?!?

Yes.

44 minutes ago, Opsmason said:

What about Major Rhymer? “When you perform a [torpedo] or [missle] attack, you may increase or decrease the range requirement by 1, to a limit of 0-3”

Does that mean Rhymer can launch an Advanced Proton Torpedo at a ship they have bumped (and locked, natch)?!?

43 minutes ago, thespaceinvader said:

Yes.

This intrigued me, so I looked it up.

There actually isn't exactly a rule against attacking ships you're touching; instead most attacks (including Primary attacks) are Range 1-3, so anyone your touching is simply out-of-range. Really clean. It's legal to attack a ship your touching with any Range 0-X weapons, but there are not normally weapons which can attack at range 0. This seems wise to me. By not having a rule agaisnt attacking at Range 0, but simply not having weapons (or primary weapons) which can attack at range 0, that just makes design space a bit cleaner to work with, in my mind. I mean, you could design a secondary weapon which is Range 0 only, and it'd make perfect sense.

Edited by theBitterFig

Just to add a bit more fun with Major Rhymer and other cards and pilots that allow attacking at Range 0, here is a fun line under the Range Bonus section of the Rules Reference:

Quote

Although the range bonus applies at range 0, a ship cannot normally perform a primary attack at range 0.

So when Captain Oicunn fires the primary turret at a ship at range 0, the player gets to roll 4 dice. But unfortunately for Major Rhymer, no missiles or torpedoes get a range bonus.