The Grand Inquisitor Vs Talonbane Cobra

By TwisteDmAGPIe, in X-Wing Rules Questions

Does the grand Inquisitor ability cancel Talonbane Cobras extra dice? I understand that he wouldn't get the standard range 1 additional dice but does the ability negate any range 1 skill?

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No his ability doesn't negate Talonbane's. The Grand Inquisitor only affects the Range 1 Bonus from the rule book, Talonbane just happens to have an ability that happens at range 1 which is not the same thing.

Remember to forget everything you know about 1e. In 1e, 2e Inq would have blocked 1e Tbane. But 2e Tbane works differently than 1e Tbane.

inqy's ability has 0 affect on the opponent's range.

He magically adds +1 die at any range as though he were at R1, but the range of the attack does not change.

Or he magically adds +1 die at any range as though he were at R3, but the range of the attack again did not actually change. whoops ignore this.... see below

This is why his ability is kinda crap. Its expensive and doesnt negate range bonuses.

Edited by Vineheart01
1 minute ago, Vineheart01 said:

inqy's ability has 0 affect on the opponent's range.

He magically adds +1 die at any range as though he were at R1, but the range of the attack does not change.

Or he magically adds +1 die at any range as though he were at R3, but the range of the attack again did not actually change.

This is why his ability is kinda crap. Its expensive and doesnt negate range bonuses.

Not so... G.Inq adds 1 die on attack at range 2-3 you are correct there. G.Inq does NOT add 1 die as though he were at range 3 on defense. He removes the attacker's range 1 bonus. Which is why it is confusing with Tallonbane, because his pilot ability is an additional 1 die at range 1.

But to answer the question, in that case Tallonbane would get +1 die instead of +2 when attacking at range 1. Attacking at range 3 range 3 G.Inq would gain an additional die to attack, Tallonbane would gain 2 additional dice on defense.

I really hate pilote that now have their ability base on force token, they are not good anymore... They are mostly irrelevant most of the time and are over priced...

He is costed based on the fact you can modify 1 die per turn to a success and then they make you waste that to even have a passable pilote ability. Even Dark Vader is not that great. (Sure, most action are better then using the force token for the base effect but it cost you a lot and you lost the evade action and the elite slot)

They seriously need to recost these pilot of make better force talent...

Seriously, when you look at Wedge that cost 6 less and have an always active talent, you wonder why they did that... (Removing a defense die is nearly as good as adding an attack die)

Yeah i'd have to agree that the force pilots do feel a little overpriced in general.

Vader/Luke being the ONLY exceptions, imo. Theyre annoying.

I would agree that the Grand Inquisitor has no impact on Talonbane Cobra's pilot ability. Wisely, when FFG rewrote TBC's ability for 2e, they removed the ways in which it was tied to range bonuses--it simply spells out conditions where you roll one more die, regardless of other rules.

Unfortunately, they didn't do the same with the Inquisitor. It would have been easy to have reworded him to spend a force to either roll a die or cause the attacker to roll 1 fewer die directly, without involving range-bonus rules.

58 minutes ago, Vineheart01 said:

Yeah i'd have to agree that the force pilots do feel a little overpriced in general.

Vader/Luke being the ONLY exceptions, imo. Theyre annoying.

I kinda like a generic Inquisitor with Sense. It's a nifty support piece.

The odd thing is I think a fair number of other ships with force crew/gunners can be fine.