Can You Be Range 0 and Complete A Maneuver?

By JBFancourt, in X-Wing Rules Questions

So this came up. The maneuver clearly completed. The ships were clearly touching.... sooo.... in a game of millimeters....

I assume the ship still gets action?

Can NOT attack? (Range 0)

Effects such as Intimidation are active?

Also curious about new 2.0 vs 1.0 errata on this hypothetical situation: two ships bump. They both then do 0 maneuvers remaining at range 0. In 1.0 they could attack, but now can they?

Edited by JBFancourt

Only OVERLAPs affect losing your action and ability to attack. If you move a ship and the sides of the bases touch, you still can perform your action and attack the ship at range 1.

But the ship was touching. So that’s range 0? Not range 1?

EdIt to change my position: I sent the question to FFG to clarify what their intent is.

Based on my reading, if you did not overlap. You can perform your action. If bases are touching without overlapping, it is range 0 and you can't attack.

Edited by USCGrad90

RR, p15, Range:

"Although rare, it is possible for a ship to move in such a way that it is
at range 0 of another ship (in physical contact with it) without having
overlapped it."

So physical contact and overlap is not equivalent.

1 hour ago, ryfterek said:

RR, p15, Range:

"Although rare, it is possible for a ship to move in such a way that it is
at range 0 of another ship (in physical contact with it) without having
overlapped it."

So physical contact and overlap is not equivalent.

This. As a practical example, If you started two ships with the sides of their bases in contact, and both did a straight move, theoretically they should be in contact after the move as well without colliding.

They have both completed their move, and can both perform actions, but count as at range 0 of each other for shooting, ranged abilities, etc. (so if you have an ability which said "when attacking friendly ships at range 1-2 roll 1,000 extra attack dice", the buddy in base contact won't get it)

3 hours ago, Magnus Grendel said:

This. As a practical example, If you started two ships with the sides of their bases in contact, and both did a straight move, theoretically they should be in contact after the move as well without colliding.

They have both completed their move, and can both perform actions, but count as at range 0 of each other for shooting, ranged abilities, etc. (so if you have an ability which said "when attacking friendly ships at range 1-2 roll 1,000 extra attack dice", the buddy in base contact won't get it)

I like that ability tho ;)

21 hours ago, JBFancourt said:

Also curious about new 2.0 vs 1.0 errata on this hypothetical situation: two ships bump. They both then do 0 maneuvers remaining at range 0. In 1.0 they could attack, ...

They could not attack each other in 1.0 (at least according to several later editions of the FAQ -- it may have been different in an early one). Once two ships overlap, they remain touching until contact physically ends. [p. 7]

Edited by Quarrel
5 minutes ago, Quarrel said:

They could not attack each other in 1.0 (at least according to several later editions of the FAQ -- it may have been different in an early one). Once two ships overlap, they remained touching until contact physically ends. [p. 7]

Technically there is no rule preventing firing at ships you’re in contact with in 2.0. Instead what we have is a rule listing primary weapons as being range 1-3

29 minutes ago, Innese said:

Technically there is no rule preventing firing at ships you’re in contact with in 2.0. Instead what we have is a rule listing primary weapons as being range 1-3

Yep, that is supposed to be fixed in the next update according to FFG.

11 hours ago, joeshmoe554 said:

Yep, that is supposed to be fixed in the next update according to FFG.

You cannot attack a ship at range 0 of you.

What about Major Rhymer then if the rule is updated as above ? Will he no longer be able to shot at range 0 ? Oicunn specifically override this rule but Rhymer not.

53 minutes ago, Ximatique said:

What about Major Rhymer then if the rule is updated as above ? Will he no longer be able to shot at range 0 ? Oicunn specifically override this rule but Rhymer not.

Major Rhymer can fire Advanced Proton Torpedoes at Range 0-2 and Proton Rockets at Range 0-3 using his ability.

The fact these are secondary weapons allows this via his pilot ability which explicitly states Range 0-3 for manipulation.

4 hours ago, Damo1701 said:

Major Rhymer can fire Advanced Proton Torpedoes at Range 0-2 and Proton Rockets at Range 0-3 using his ability.

The fact these are secondary weapons allows this via his pilot ability which explicitly states Range 0-3 for manipulation.

As the rules are actually written, yes he can. My concern was about the word "cannot" if the Rule Reference is updated with " You cannot attack a ship at range 0 of you. " Does his ability will take precedence over the "cannot" ?

It does take precedence. The actual rule on "cannot" is :

Quote

If the ability of a card conflicts with the rules in this guide, the card ability takes precedence.


If a card ability uses the word “cannot,” that effect is absolute and cannot be overridden by other effects.

So if the Rules Reference uses "cannot", it can still be overridden by a card, like Major Rhymer. It is only if a card says cannot that you would be prevented from using Major Rhymer's ability.

Edited by Nspace

The Major Rhymer question has been debated on other forums and there is no general agreement on how it works so I would not start that again LOL

With any luck, when the Rules Reference is updated with that rule, they will specify that if a ship has a weapon which may attack at range 0, it may use that weapon to attack a ship that is at range 0.