Does Null Place At 0 or 7?

By JBFancourt, in X-Wing Rules Questions

I’m thinking at 0.....

0, but activates at 7.

7 until he's damaged. there is no choice, so it doesn't work lite adaptability did in 1.0. there are no rules stating that abilities are not active before placing forces either.

null is initiative 7, so he's placed at initiative 7.

Last 1e ruling for Epsilon Ace deployed at PS 4 instead of PS 12. It's worth noting that Epsilon Ace deployed at 12, until someone figured out they needed to adjust the rules to prevent abuse from some other quarter.

The context was that pilot abilities were not judged to take effect until after set-up. This was a bit of a kludge to prevent Lieutenant Dormitz from deploying anywhere (he'd always be within range 2 of himself...). While Dormitz was reworded, he also gained a specific "Setup:" keyword on his ability, which sort of implies that abilities which trigger at Setup will have that keyword, and otherwise not

I see no reason not to apply the last standard, and have Null deploy at 0 until we hear otherwise.

Welllll.... that’s as clear as mud. I’m on the side of 0, but with no basis to say why.

7.

People will say 0 based on pilot abilitiesnot happening during setup. However, resistance Han allows pilot abilities to happen during set up, as does Boba crew.

for reference:
"While you are not damaged, treat your initiative value as 7."

nulls initiative is 7 until he is dealt a damage card. therefore, he's placed at initiative 7.

16 minutes ago, benlane17 said:

7.

People will say 0 based on pilot abilitiesnot happening during setup. However, resistance Han allows pilot abilities to happen during set up, as does Boba crew.

Both of those have the “Setup:” keyword.... idk just saying.

Looking only at Second Edition rules and disregarding First Edition precident, I would argue for I-7. My logic is this:

1) The setup section of the RRG says:

If a card has the “Setup:” header, this effect is resolved during the appropriate step of setup.

However, Null's ability is not a 'one-and-done' effect, it's a continuous thing that is always on until turned off by a specific condition, so the Setup header is unnecessary/inappropriate.

2) The setup section of the RRG does not mention 'reserve' in any way, nor does it include langage, as in the 'Reserve' section, which explicitly states ship abilities are not normally active in that phase.

3) Additionally, reference Boba Fett (scum crew), which says "Setup: Start in reserve", further indicating that pre-deployment is not the same as being in reserve.

4) If card abilities are not active before or during setup, then any card which changes upgrade options is meaningless. Absent a ruling to the contrary, there is currently no reason to expect that the text on a pilot card is treated in any way different from the text on a title upgrade, in terms of when it is active/valid.

12 hours ago, theBitterFig said:

Last 1e ruling for Epsilon Ace deployed at PS 4 instead of PS 12. It's worth noting that Epsilon Ace deployed at 12, until someone figured out they needed to adjust the rules to prevent abuse from some other quarter.

The context was that pilot abilities were not judged to take effect until after set-up. This was a bit of a kludge to prevent Lieutenant Dormitz from deploying anywhere (he'd always be within range 2 of himself...). While Dormitz was reworded, he also gained a specific "Setup:" keyword on his ability, which sort of implies that abilities which trigger at Setup will have that keyword, and otherwise not

I see no reason not to apply the last standard, and have Null deploy at 0 until we hear otherwise.

Where was that ruling specified? I couldn't find that ruling anywhere in the FAQ posted on FFG's web-site.

53 minutes ago, joeshmoe554 said:

Where was that ruling specified? I couldn't find that ruling anywhere in the FAQ posted on FFG's web-site.

I don't recall, and I didn't find it in a brief Google search. I'm convinced I've heard Podcasters discuss the ruling, but...