ST-321 & Linked Boosts/Barrel Rolls

By PhantomFO, in X-Wing Rules Questions

When a Lambda with the ST-321 title coordinates an action to a ship that can perform a linked boost or barrel roll (such as a TIE Interceptor), can you measure range for the free target lock after the coordinated ship executes the linked action, or only after the initial one?

Edited by PhantomFO

TLDR: you can choose the order between link and ST-lock.

I think this line from the Rules Reference (1.0.3) p12 under Linked Action is most relevant to the question:

• 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.

Along with the card in question:

Card_Upgrade_124.png

According to the steps of Coordinate on p8 the last step is the chosen ship performing an action. So it stands to reason that "After you perform a [coordinate] action..." is also after the coordinated action of the friendly. Referring to the Ability Queue passage on p3 we can see that player effects with the same timing are resolved in the order of that players choice.

Alternate interpretations could exist with varying degrees of validity though.

One stems from the argument that 'player effects' as referred to by the Ability Queue passage are not defined anywhere in the rules. As a rule of thumb I say all optional abilities fall under player effects, but I cannot refute if someone says that Rules Reference effects (linked action) are 'game effects' while card abilities (ST-321) are 'player effects'. If that is the interpretation you use you would actually be required to use your Linked Action before ST-321 can trigger as per this line from p3:

• If there are game effects that share the same timing window as a player’s ability, the game effect is resolved first.

Edited by nitrobenz
Rules reference

Slippery slope this one. The big issue that is outlines by your argument is the term "Game Effect" is used pretty loosely and unrestricted in the rules reference to mean both Game controlled effects, and Player controlled effects. So neither "Game Effect" or "Player Ability" is clearly defined. In fact, the reference barely even uses the term "player ability" outside of what you quoted and during the engagement phase. So its really not even clear how they differentiate between "Player ability" and "game effect". But something that i think does apply is this from pg 12

Quote

A linked action can be performed after performing the action it is attached to even if that action was granted by a card effect or other game effect.

Which only serves to make things more vague. Great! so what the difference between "card effect" and "player ability" now? Are not all player abilities "card effects" because they are all on cards?

The lack of consistency in terms is kind of an issue here.

yeah, we are lacking proper definitions of these terms. they are integral to resolving the ability queue.

game effects are not seldom the consequence of player effects. in my opinion, deciding to trigger a linked action and putting it into the ability queue is a player effect, but performing that action (moving the ship to the other end of the chosen template when boosting, gaining an evade token when evading etc.) fills all the criteria for a game effect. when an action is being resolved, i needs to be resolved fully before moving on with the ability queue.

i agree with @nitrobenz . also, using autothrusters is not using a linked action, it's using a ship ability. that ability has the same timing as the effect of st-321. the player should be able to put both effects into the ability queue in which ever order he or she prefers.

i also think that using a linked action is a player effect and that a player can choose other effects that share the same timing and put them into the ability queue in what ever order he or she prefers. executing that action will probably be a game effect, though.

that's all besides the point, how ever. it's just how i view it.