Jostero, homing missiles

By Izikial, in X-Wing Rules Questions

Hi, does the auto damage of homing missle trigger josteros free attack? I cant find a definition of when in the stage someone becomes a defender

I would say not. It's part of the resolution of the HOming Missile attack.

But I don't have anything in particular to base that on. I really need to have another go over the Rules Ref.

I think it pretty clearly works out to no...

  • Captain Jostero: After an enemy ship suffers damage, if it is not defending, you may perform a bonus attack against that ship.
  • Homing Missiles: Attack (Lock): Spend 1 charge . After you declare the defender, the defender may choose to suffer 1 hit damage. If it does, skip the Attack and Defense Dice steps and the attack is treated as hitting.

Clearly, Jostero only works on ships that are not defending, and the auto-damage dealt from Homing Missile is explicitly dealt to a "defender."

I'll second that Jostero does not get a free attack.

Jostero triggers when the ship is not defending. Meanwhile, Homing Missile allows the *defender* to suffer 1 damage to skip several steps of the attack. This necessarily happens while the defender is defending and Jostero does not trigger.

Specifically, Homing Missile happens after Step 1.d (the defender is chosen, and the attacker's costs are paid), and then skips Step 2 and 3. Because there are no attack or defense dice from Steps 2 and 3, Steps 4 and 5 resolve without effect. Then, Step 6 will happen as normal, treating the attack as though it hit, for any relevant abilities.

Ok, thanks guys. Breaking jostero is my pet project and has been since hired guns expac, with the lockdown on upgrade wing its getting alot harder :)

11 minutes ago, Izikial said:

Ok, thanks guys. Breaking jostero is my pet project and has been since hired guns expac, with the lockdown on upgrade wing its getting alot harder :)

Yeah, he's a lot harder to trigger in 2nd edition. Bombs/Mines would do it, as would Feedback Array . You could try tractor beaming people onto or behind asteroids, but that's awfully tough to reliably pull off.

Other wing-mates that could help him include Torani Kulda (especially if you can get some Jam in on that action), Dengar (Gunner) , a Deadman's Switch suicide bomber, etc.

The thing about Jostero is that he's just 1 point more than the Init 3 Generic Kihraxz, but without a talent slot. So his pilot ability is essentially the same cost as a Crack Shot or Trick Shot. That's probably about fair. Could be fun to try to use him with a quadjumper.

Oh god. Jostero with Inertial Dampeners, Drea Renthal with Dorsal Turret, and 4 Quadjumpers. LOL.

Can Jostero perform the Bonus attack at range 0 of an enemy ship (from Feedback Array( since they are touching?

Also he gains a Disarm token with Feedback Array so he cant attack this round

7 minutes ago, topacesteve said:

Can Jostero perform the Bonus attack at range 0 of an enemy ship (from Feedback Array( since they are touching?

6 minutes ago, topacesteve said:

Also he gains a Disarm token with Feedback Array so he cant attack this round

No he cannot.

i played a tournament with this sqd and ended on de 4th place:

capt jostero

shield upgrade

hull upgrade

afterburners

sol sixxa

dorsal turret

vet turret gunner

havoc

tracjectory simulator

skilled bombardier

proton bomb

proximity mines

2 jakku gunrunners

On 9/2/2018 at 10:21 PM, theBitterFig said:

Could be fun to try to use him with a quadjumper.

It was :) I made a list specifically to try to trigger him in 1E. Him with Harpoon Missiles Guidance chips, Plutt in the quad with intel agent, and cluster mines, and Emon in a firespray with bomblet, Cad Bane and dampeners. It was a pretty powerful list. I loved it :D

I have also been trying to get Jostero shenanigans into some lists.

But then I realised that no matter how many ways I have to trigger him, he can only get 1 extra attack per game turn it felt overkill to build lists around him.

But some of the Jostero tricks I came up with : (Some more elaborate than others)

(1) Quad jumpers of any form. Basically tractoring people over bombs/asteroids and shooting them if they take damage. Well, tractor beams of any form really, but jumpers are good for it.

(2) Prox mines. (Guess all forms of mines/bombs works but I love prox mine dumping)

(3) Concussion missiles. Basically requires you to expose a Direct hit on another ship within 0-1 of the target you shoot at. So not really reliable.

And the most elaborate of all was trying to combine some cards which I really struggle to see the point of.

Torani Kuldra equipped with R5-TK, Cluster Missiles and Munitions failsafe.

  • So basically you fly jostero in front, get into R1 of enemy ship.
  • You then fly Torani in from behind, get the enemy in bull's eye and target lock your own Jostero. (TL can be done in previous turns obviously)
  • Then Torani shoots at Jostero (using R5-TK and cluster missile). You then cancel the attack (using munitions failsafe).
  • This will then trigger Torani's bulls eye ability damaging the enemy ship, which in turn triggers Jostero's ability to shoot at the enemy.
  • And then torani can still shoot a missile shot at the enemy, and jostero can shoot as normal.

Tried it once. In practice its a pain to setup for 1 extra dmg and 1 extra shot. But I felt its very scummy.

11 hours ago, Bort said:

But then I realised that no matter how many ways I have to trigger him, he can only get 1 extra attack per game turn it felt overkill to build lists around him.

That is true, but its not about how many opportunity hes gets in single turn. The idea of having so many is to ensure he almost always *can* trigger his ability. Because, lets face it, that ships dial isnt great, so making sure the target of non-combat damage is in his front arc and in range isnt always the easiest.