2.0 rules questions that have come up

By Arc170Chris, in X-Wing

After some practice rounds, some questions have popped that I'm not sure on.

1) If Airen Cracken passes an action to another ship treating it as red, what if the other ship's action was already a red action for them? Is that a double stress, or can the red actions not be taken?

Example - Airen passes an action to an A wing with Daredevil. Can the A wing use the action to do a red daredevil boost? Or can the Awing do a focus and then vectored thrusters after still?

Or if Airen passes an action to a y-wing, can the y-wing do it's red barrel roll?

2) Kind of the same topic, If an E wing has daredevil, can it use the daredevil boost and still use it's ship ability to link a red target lock? Would that be 2 stress, or just not allowed?

3) It appears trick shot works for any attack, is this correct? I assumed it would just be primary attacks.

4) Cluster missiles, the card does not say to spend another charge for the bonus attack. However it would appears the intent is to use 1 charge per attack. So which is correct?

Thanks, I'm sure more will come up as everyone plays.

You can't link red actions. Once you do a red action, you're stressed and when stressed, you can't do actions. So, there's 1 and 2 for you

3) I'm 99% sure trick shot works for any attack.
4) It doesn't say spend another charge, so it's literally a free attack.

Thanks. that doesn't necessarily answer number 1 when it comes to Airen passing actions, though, does it? When airen passes an action, the ship taking the action isn't stressed yet. It has to do an action and then that action becomes red. but what if the action is already red? I would think that would just cause a double stress? idk.

18 minutes ago, Arc170Chris said:

4) Cluster missiles, the card does not say to spend another charge for the bonus attack. However it would appears the intent is to use 1 charge per attack. So which is correct?

The Bonus attack from Cluster missiles costs 1 charge to perform (so 1 charge for the regular attack and 1 charge for the bonus attack for a total of 2 charges). Take a look at page 6 of the Rules Reference, under Bonus Attack. Cluster Missiles are actually the example used:

Quote

A few special weapons provide a bonus attack using the same weapon. While performing this type of bonus attack, the same arc requirements, range requirements, and cost requirements are followed unless stated otherwise.

For example, a ship that attacked with the Cluster Missiles card can perform a bonus attack against another ship at range 1 of the defender and ignore the lock requirement. The range (2–3), arc (front arc), and cost (spending 1 charge) are maintained for the bonus attack.

Edited by Nspace
4 minutes ago, Arc170Chris said:

Thanks. that doesn't necessarily answer number 1 when it comes to Airen passing actions, though, does it? When airen passes an action, the ship taking the action isn't stressed yet. It has to do an action and then that action becomes red. but what if the action is already red? I would think that would just cause a double stress? idk.

An action is either red or not. Making a red action red is still just a red action.

5 minutes ago, Arc170Chris said:

Thanks. that doesn't necessarily answer number 1 when it comes to Airen passing actions, though, does it? When airen passes an action, the ship taking the action isn't stressed yet. It has to do an action and then that action becomes red. but what if the action is already red? I would think that would just cause a double stress? idk.

Wow... yeah, sorry... no idea what I read the first time, but it definitely wasn't that! If the ship he's passing the action to isn't stressed, it would only get a single stress. That would also shut down the A-Wing's ability. Red + Red = Red.

1 minute ago, Nspace said:

The Bonus attack from Cluster missiles costs 1 charge to perform (so 1 charge for the regular attack and 1 charge for the bonus attack for a total of 2 charges). Take a look at page 6 of the Rules Reference, under Bonus Attack. Cluster Missiles are actually the example used:

... and I will have to look at that document again. Ah, the glory of being in the early days of a new game XD

1 minute ago, Innese said:

An action is either red or not. Making a red action red is still just a red action.

So if Airen passes an action to an A wing with Daredevil, then the A wing can do a Daredevil boost?

1 minute ago, Arc170Chris said:

So if Airen passes an action to an A wing with Daredevil, then the A wing can do a Daredevil boost?

No, as Daredevil requires it to be a White Boost. Airen makes it a Red Boost

1) As above, red actions do not get "redder." So Cracken can give a Y-wing a red barrel roll. However daredevil specifically requires a white boost action, so it does not work with Cracken, Vectored Thrusters, or Autothrusters.

2) In order to perform a linked action, you must complete the first action. If that action becomes red, you will be stressed and unable to perform actions when you try to perform the linked action, barring shenanigans like Chopper Crew or Primed Thrusters.

3) Yes

4) Cluster Missiles instructs you to perform the attack again. Spending a charge is part of the attack.

Thanks guys!

I had a question: Does Heff Tober's abilitity trigger if an enemy is Tractored on to them?

52 minutes ago, Kehl_Aecea said:

You can't link red actions. Once you do a red action, you're stressed and when stressed, you can't do actions. So, there's 1 and 2 for you

3) I'm 99% sure trick shot works for any attack.
4) It doesn't say spend another charge, so it's literally a free attack.

On 4. The only requirement that is ignored for Cluster Missiles bonus attack is the target lock. It is even used as an example explaining bonus attacks in the rules reference on page 6. Link is to a thirdparty quick ref.

http://infinitearenas.com/xw2rules/index.php?page=bonus-attack

17 minutes ago, Raithnor said:

I had a question: Does Heff Tober's abilitity trigger if an enemy is Tractored on to them?

No. Heff's ability is triggered by maneuvers, and boosts and barrel rolls are not considered maneuvers per the Rules Reference Guide.

32 minutes ago, Raithnor said:

I had a question: Does Heff Tober's abilitity trigger if an enemy is Tractored on to them?

You can't tractor ships onto other ships anyway.

here's another one. Can Fenn or any of the Fang Fighter take Daredevil? Seeing as his only boost action is the first of a linked action? Thanks

24 minutes ago, Arc170Chris said:

here's another one. Can Fenn or any of the Fang Fighter take Daredevil? Seeing as his only boost action is the first of a linked action? Thanks

Yes. Having a linked action does not affect the eligibility for upgrades (Also, just to be clear, you don't need to perform a linked action if you don't want to. Fangs can boost and then choose not to focus, for example). However, a linked action not on your action bar (such as the Tie Aggressor's linked evade or the Tie/SF's linked rotates) does not qualify you to take upgrades (So Tie/SFs will not be able to take Veteran Turret Gunner, although it looks like they wouldn't want it compared to their own dedicated gunner upgrade).

30 minutes ago, Squark said:

Yes. Having a linked action does not affect the eligibility for upgrades (Also, just to be clear, you don't need to perform a linked action if you don't want to. Fangs can boost and then choose not to focus, for example). However, a linked action not on your action bar (such as the Tie Aggressor's linked evade or the Tie/SF's linked rotates) does not qualify you to take upgrades (So Tie/SFs will not be able to take Veteran Turret Gunner, although it looks like they wouldn't want it compared to their own dedicated gunner upgrade).

I would love a source on that. Not because I disagree, but because the likely hood of the opposite of what you're saying here has messed with the upgrade options I've been looking at for some ships.

Edit: Never mind. Linked Actions section of the RR:

"After a ship performs an action with an attached linked action, if the player wants to resolve the linked action, it is added to the ability queue."

That just reopened a bunch of fun.

Edited by Hiemfire
11 minutes ago, Hiemfire said:

I would love a source on that. Not because I disagree, but because the likely hood of the opposite of what you're saying here has messed with the upgrade options I've been looking at for some ships.

Per the RRG entry on upgrades

"• Action: If there is an action icon, this upgrade can be equipped only to a ship with that action on its action bar. This does not include actions on its linked action bar."

However, actions on upgrade cards are added to your action bar (per the entry on actions), so those can satisfy requirements for upgrades (i.e. equipping Director Krennic in order to meet the lock action requirements for Grand Moff Tarkin or Fire Control System).

Edited by Squark
1 minute ago, Squark said:

Per the RRG entry on upgrades

"• Action: If there is an action icon, this upgrade can be equipped only to a
ship with that action on its action bar. This does not include actions on its
linked action bar."

I meant the underlined section. :) Dug it out of the Linked Actions portion of the RR. Sorry for bothering you. (I had edited my post, though it appears that that happened while you were looking it up)

We had a question during first 2.0 game, and I wanted to double check I was reading it right.

The damage card “disabled power regulator”, “before you engage, gain 1 ion token ....”.

That occurs when it is your turn to attack, right? So an academy pilot getting that card early in the phase is ionized for its next planning phase, while a high initiative pilot getting that card after their attack will maneuver as normal on its next turn, and then get ionized in the next round’s engagement phase.

Right?

Edited by Forgottenlore
5 minutes ago, Forgottenlore said:

We had a question during first 2.0 game, and I wanted to double check I was reading it right.

The damage card “disabled power regulator”, “before you engage, gain 1 ion token ....”.

That occurs when it is your turn to attack, right? So an academy pilot getting that card early in the phase is ionized for its next planning phase, while a high initiative pilot getting that card after their attack will maneuver as normal on its next turn, and then get ionized in the next round’s engagement phase.

Right?

Correct. It is indeed a strange card, but that's how it works.

Edited by Squark

Ignore this post.

Edited by Hiemfire
2 hours ago, Squark said:

Per the RRG entry on upgrades

"• Action: If there is an action icon, this upgrade can be equipped only to a ship with that action on its action bar. This does not include actions on its linked action bar."

However, actions on upgrade cards are added to your action bar (per the entry on actions), so those can satisfy requirements for upgrades (i.e. equipping Director Krennic in order to meet the lock action requirements for Grand Moff Tarkin or Fire Control System).

I think by “Linked Actions Bar” there, it must mean the actions that get linked to. Corran’s only boost is the one that can be linked into a TL, yet he’s capable of running with Daredevil. Unless they missed that in the app, which is certainly possible, but.

22 minutes ago, Squark said:

Correct. It is indeed a strange card, but that's how it works.

Yeah, was pretty sure that was right, but had to explain it to my opponent a bit to make it clear.

Does a weapon with a bullseye arc count as firing from the front arc for purposes of abilities that trigger on firing from the front arc?