Target locking, charges, and secondary weapons

By Aay'han, in X-Wing Rules Questions

First time transitioning to 2.0 tonight and we are discussing missiles and we have a clarification need.

When using a missile/torpedo we spend a charge to fire the weapon, and there is a pre-requisite for a target lock.

Now my question is, since there are now charges to expend to fire a missile/torpedo, do we also spend the target lock? My buddies say no because we always expended the target lock with 1.0 and they want to stay consistent.

I say no, the target lock should now persist and has been separated from being expended since we now have the charges to denote firing. What need is there to lose a target lock just because you discharge munitions? That isn't even comparable to real world guided weapons which can maintain radar and thermal tracking for multiple weapons.

I realize the simple answer will come down to balancing game play, but the purpose of guided munitions is to be overwhelmingly powerful, if not an expensive and finite resource, which the point cost and charges now handle instead of the target lock.

Also, we're noobs and have had adult beverages, so the debate is more advanced than probably my grammar. Thanks in advance!

No, you don't spend Locks to fire.

That's the simple answer.

Long answer is that it is now much harder to token stack like you could in 1.0, therefore, you keep the lock, and are able to use it to reroll any attack dice that you wish to.

20 hours ago, Aay'han said:

First time transitioning to 2.0 tonight and we are discussing missiles and we have a clarification need.

When using a missile/torpedo we spend a charge to fire the weapon, and there is a pre-requisite for a target lock.

Now my question is, since there are now charges to expend to fire a missile/torpedo, do we also spend the target lock? My buddies say no because we always expended the target lock with 1.0 and they want to stay consistent.

I say no, the target lock should now persist and has been separated from being expended since we now have the charges to denote firing. What need is there to lose a target lock just because you discharge munitions? That isn't even comparable to real world guided weapons which can maintain radar and thermal tracking for multiple weapons.

I realize the simple answer will come down to balancing game play, but the purpose of guided munitions is to be overwhelmingly powerful, if not an expensive and finite resource, which the point cost and charges now handle instead of the target lock.

Also, we're noobs and have had adult beverages, so the debate is more advanced than probably my grammar. Thanks in advance!

If the weapon says to spend the target lock, spend it. As none of them currently do, you still have the lock and can use it to modify the dice of the weapon.

Thanks to both of you, those are very helpful and concise.

Ok, here's a few more questions we had from the other night too.

Reinforce

Can you use reinforce after your shields are depleted? I say no bc what exactly are you reinforcing then? but the card doesn't prohibit it.

And second, now it says the attacker must be solely in a single shield arc, meaning if it straddles the front and rear arcs, the reinforce doesn't apply. However, we found there is a slim chance that an attacker, while straddling both shield arcs, may only have one of them in its own firing arc. If that is the rare case, I say the reinforce should still apply as only one shield arc is affected.

R5 astromech upgrade

It says spend 1 charge to repair a damage in one action then the second action merely says repair one critical damage. Does the critical damage repair cost a charge too? I said it should as it's CRITICAL damage, which should be more difficult to repair, thusly it should cost both charges on the card limit to first remove the Ship effect and then repair the damage against the hull.

Edited by Aay'han
Punctuation and wrong word
Just now, Aay'han said:

Ok, here's a few more questions we had from.the other night too.

Reinforce

Can you use reinforce after your shields are depleted? I say no bc what exactly are you reinforcing then? but the card doesn't prohibit it.

And second, now it says the attacker must be solely in a single shield arc, meaning if it straddles the front and rear arcs, the reinforce doesn't apply. However, we found there is a slim chance that an attacker, while straddling both shield arcs, may only have one of them in its own firing arc. If that is the rare case, I say the reinforce should still apply as only one firing arc is affected.

R5 astromech upgrade

It says spend 1 charge to repair a damage in one action then the second action merely says repair one critical damage. Does the critical damage repair cost a charge too? I said it should as it's CRITICAL damage, which should be more difficult to repair, thusly it should cost both charges on the card limit to first remove the Ship effect and then repair the damage against the hull.

1. Yes you can Reinforce without shields remaining.

2. Reinforce only works is the attacking ship is solely infront/behind the Reinforced section; if they straddle it at all, Reinforce does nothing.

3. If it doesn’t specifically say to spend a charge, you don’t spend a charge. Don’t forget that Repairing face-down damage discards the card, while Repairing Critical/face-up damage just flips it over.

Well, that's astounding to me but my buddies will be happy lol. . thanks for the answers!

10 hours ago, Aay'han said:

Well, that's astounding to me but my buddies will be happy lol

That's because getting rid of a normal hit takes an action and a charge.

Getting rid of a critical hit (a face-up card) takes an action (to flip it face down) then another action and a charge to actually remove the card, meaning repairing a critical takes twice as many actions.