E-Wing and Range 0 Lock

By dmcgee1, in X-Wing Rules Questions

I acknowledge that this may fall under "cotdam common sense (CCS)."

" Experimental Scanners: You can acquire locks beyond range 3. You cannot acquire locks at range 1. " Does this mean that the ship may acquire a Lock at Range 0?

CCS dictates that it probably is not the intent of the card to allow Range 0 Lock, as the "experimental" scanners are set for extremely long range. But the card does not specifically state that Range 0 Lock cannot be acquired.

The Rules Reference does state that Range 0 Lock is a thing.

Edited by dmcgee1

Most of us agree that Range 0 locking is allowed. I would, somewhat, agree that they might have meant range 0-1, but they have other ability's with that specific wording, and didn't include it here, so im going with that they don't expect Range 0 locking to happen that often (as you need to be coordinated or otherwise granted the action after overlapping a ship) so they just let it happen.

Lock away!

Rules ref 1.0.4, page 12: “lock … choose another object at range 0-3”

The only thing that normally “prevents” you from locking at range is that, if you bumped, you lost your action.

Experimental Scanners says nothing about range 0, so the rules have not been changed.

Ergo: the E-Wing can lock at 0, 2, 3 and beyond :)

Edited by Opsmason
Fix page number

Would the Dutch "lock" let you take one at range 1?

4 minutes ago, MatCauthonReborn said:

Would the Dutch "lock" let you take one at range 1?

No, the "cannot" in the E-Wing's ship ability blocks that.

On 6/29/2019 at 2:24 PM, Hiemfire said:

No, the "cannot" in the E-Wing's ship ability blocks that.

It's helpful to remember what rules can override other rules...

  1. The highest priority is a card effect that says "cannot." This includes:
    1. Pilots (such as Midnight, who prevents ships from modifying dice)...
    2. Upgrades (like Autoblasters, which prevent crits from being cancelled)...
    3. and Damage Cards (like Blinded Pilot, which specifies what can, and cannot, modify your dice).
  2. The second highest priority are card effects that say "can." (Do not confuse this with card effects which say "may," as those simply grant opportunities). Examples of these are:
    1. Pilots (like Captain Oicunn, who is allowed to attack at Range 0),
    2. and Upgrades (like Collision Detector, which permits ships to barrel roll or boost onto/over obstacles).
    3. If a card effect says you cannot do something, it takes precedence.
  3. The next priority level are game rules that say "cannot."
    1. One example of this is the Obstacle rules, which state that while at Range 1 Range 0 of an asteroid, a ship cannot perform attacks.
    2. Another example is the restriction against performing actions while Stressed.
    3. As with the other rules above, if a game rule would prevent something (like performing an action while stressed), but a card effect allows it (like Primed Thrusters, which lets you boost or barrel roll if you have 2 or less stress), the card effect takes precedence.
  4. Finally, the game rules tell you everything that you are allowed to do in the game.

An example of putting all of this together: A T-70 X-Wing with Primed Thrusters has the Damaged Sensor Array critical damage card and two stress tokens. It performs a blue two straight maneuver and removes one stress.

  1. The Game Rules say that after executing a maneuver, a ship enters the Perform Action step, and may perform one action.
  2. ...but, the game rules also say that a ship with one or more stress tokens cannot perform actions.
  3. ...BUT, with Primed Thrusters, the ship would be allowed to perform a boost or barrel roll action, even with (two or less) stress.
  4. ... BUT , Damaged Sensor Array prevents any action other than Focus or damage card actions. So, in the end, there's no action.

...

Or, TL;DR, what @Hiemfire said.

Edited by emeraldbeacon
Edited per Nitrobenz's suggestion
On 6/29/2019 at 12:17 PM, emeraldbeacon said:

One   example of this is the Obstacle rules, which state that while at Range 1 of an asteroid, a ship cannot perform  attacks. 

Should be edited to "Range 0 of an asteroid"

Other than that, it's an excellent summary. Thanks @emeraldbeacon