Wouldn’t be much easier if these RRs had ACTUAL examples in them, rather than just changing an existing rule to let everyone speculate precisely how they work? They take the time to alter rulings, just continue the process so there’s no question as to what is being changed.
New Rules Reference
44 minutes ago, prauxim said:Good question. Now that we know R4 is distinct from simply having a different dial, it seems like he is this persistent difficulty reducing effect, so leaning yes? Not sure though
1 hour ago, CoffeeMinion said:Ah, I didn’t make the question specific enough. What I mean is more like: what if, while stressed, she reveals a maneuver that R4 can’t influence, such as a red 0 stop. In that case she would get stuck executing the white 2 straight. But then does R4 turn that into a blue 2 straight?
The answer is No. The 2 white straight cannot be modified by anything.
1 minute ago, MegaSilver said:
The answer is No. The 2 white straight cannot be modified by anything.
Based on what? Card text modifies RR instructions all the time
2 hours ago, K-2SO said:Wouldn’t be much easier if these RRs had ACTUAL examples in them, rather than just changing an existing rule to let everyone speculate precisely how they work? They take the time to alter rulings, just continue the process so there’s no question as to what is being changed.
So much yes to that!
Nerd-talk incoming: professionally, I am a software engineer. What I see in Xwing oftentimes comes up at my work as well. It is: owning a precise, systematic business process that is not being taken care of as a whole.
For some of my clients this means not realising that some slight changes to how a process is being handled in one department may influence the work of another department significantly.
In here, it is missing out on how many interactions in the game are being governed by a single rules entry.
And just as some clients of mine narrow-mindedly request to fine-tune an operation that could blow up another well behaving operation completely, X-wing devs appear to tweak new scenarios with RR/FAQ entries without "regressive test" to see how will that work for pre-existing combinations.
Now, it is NOT IT's job to organise the business domain and put some sense to it. But what I'd like to say - if X-wing had an official digital version, the people responsible for that would most likely be quick to catch most of these changes that influence more than was intented.
Or, you know what? So I'd like to believe. And then I remembered playing Blizzard's Hearthstone and oh boy - even a fully digital game fails to follow it own set of rules, so who am I to give us hope?
9 hours ago, Lyynark said:Just read again and a huge change from before is that a single tractor token no longer is sufficient to affect the defense die of medium and large ships. Only "tractored" ships lose a die and medium/large ships require 2/3 tractor tokens to be "tractored".
It seems that FFG realized the huge possibility of NPEs surrounding excessive tractor effects and has attempted to curb them![]()
The Tansarii Point Farm Brigade is displeased.
2 hours ago, prauxim said:Based on what? Card text modifies RR instructions all the time
If a stressed ship attempts to execute a red maneuver, it instead executes a white [2 ] maneuver.
◊ After a stressed ship reveals a red maneuver, abilities that change the maneuver can be used. After resolving these abilities, if the ship would still execute a red maneuver, it instead executes a white [2 ] maneuver.
I may be confusing it with 1.0, when is said specifically that it couldn't be modified.
46 minutes ago, Ryfterek said:So much yes to that!
Nerd-talk incoming: professionally, I am a software engineer. What I see in Xwing oftentimes comes up at my work as well. It is: owning a precise, systematic business process that is not being taken care of as a whole.
For some of my clients this means not realising that some slight changes to how a process is being handled in one department may influence the work of another department significantly.
In here, it is missing out on how many interactions in the game are being governed by a single rules entry.
And just as some clients of mine narrow-mindedly request to fine-tune an operation that could blow up another well behaving operation completely, X-wing devs appear to tweak new scenarios with RR/FAQ entries without "regressive test" to see how will that work for pre-existing combinations.
Now, it is NOT IT's job to organise the business domain and put some sense to it. But what I'd like to say - if X-wing had an official digital version, the people responsible for that would most likely be quick to catch most of these changes that influence more than was intented.
Or, you know what? So I'd like to believe. And then I remembered playing Blizzard's Hearthstone and oh boy - even a fully digital game fails to follow it own set of rules, so who am I to give us hope?
Omg you are sooo correct. I play casually, maybe a few times a month. Even rarer is my brother and nephews. It was much much easier just to say, “what does the card say to do” and just use common sense from there. Now, it’s getting harder and harder to just read the card. Now we have to know what the words on the card a defined as.
Ugh.
OK, am I missing something, or there is nothing about gas clouds giving you ability to change blanks to evades anywhere in rules? Was it removed?
3 minutes ago, Redblock said:OK, am I missing something, or there is nothing about gas clouds giving you ability to change blanks to evades anywhere in rules? Was it removed?
Obstructed (RR. p14)
I'm glad Cova + R4 was clarified as that was quite a source of contention.
To make sure I understand the discussion on Hera/Nien, was the idea that Hera could reveal a blue maneuver, then change her maneuver to a white bank that would now be blue because of Nien? With the Cova + R4 ruling I think it is pretty clear that it does not work.
Or did I just re-open a can of worms? *runs and hides*
8 minutes ago, TheSpitfired said:I'm glad Cova + R4 was clarified as that was quite a source of contention.
To make sure I understand the discussion on Hera/Nien, was the idea that Hera could reveal a blue maneuver, then change her maneuver to a white bank that would now be blue because of Nien? With the Cova + R4 ruling I think it is pretty clear that it does not work.
Or did I just re-open a can of worms? *runs and hides*
Can of worms. You have definitely opened a can of worms. 😛
In theory, you're right, this ruling contradicts Hera + Nien -- except the Cova + R4 ruling very specifically only mentions the "revealed maneuver", so... who knows at this point?
Herra + Nien still works you just have to select a naturally blue Herra Manouver. The same way you can select a naturally red Manouver and then execute any Manouver affected by Damaged Engine.
Which is how I played Herra so far anyway. You either dial in 1 straight or a 4K turn and the make the actual choice of where you go at I5.
5 hours ago, Pewpewpew BOOM said:The Tansarii Point Farm Brigade is displeased.
Yeah, hard hit to my Tractor Serissu (her purpose being the enabler of all her friends hitting harder, while self giving up damage). As if Scyks need to be made worse.
On the other hand, tractor beam theoretically still lets you apply "tractored" to medium and large base ships, if you have 2 respectively 3 uncancelled hits left (recently I actually managed to tractor the key Arc170 of my Republic opponent with catastrophic results for him), while the Quadjumpers tractor array (when not having bullseye) and the Nantex now only can apply "tractored" small ships.
-----------
Cikatro Vizago clarification was almost to be expected work this way
----------
QuoteA ship cannot acquire or have a lock on itself.
So no shenaningans of Matchstick locking himself, which some people were claiming would be possible.
----------
Nothing on deplete yet.
Edited by Managarmr
spelling
15 hours ago, Hiemfire said:In the FAQ section. Page 28.
Q: When an effect checks the difficulty of your revealed
maneuver (such as Cova Nell’s pilot ability), do any effects
that alter the difficulty of your maneuvers (such as R4
Astromech [] or Leia Organa [Resistance, ] apply?A: No. The difficulty of a revealed maneuver matches its printed color. The
speed and bearing of a revealed maneuver also match their printed value
and type, respectively.
As a side note this murders Hera/Nien...
Also Lando/Nien too
18 minutes ago, Managarmr said:
So no shenaningans of Matchstick locking himself, which some people were claiming would be possible.
A ship could never lock itself, the rule was there in past RR, so Matchstick was not the problem. The rule wording slightly changed to "A ship cannot acquire or have a lock on itself", to prevent like a Resistance Transport with Crew Amilyn Haldo and Astromech M9-G8, to lock another ship round 1 and then transfer that red token onto yourself (which means you have a lock on yourself, in the old wording, this only stated you cannot acquire a lock on yourself, but the discussion pivoted around if the red token can be moved to yourself later on, by Haldo, so then you have yourself locked, but you did not acquire it via a lock action on yourself), in effect, causing you to have a Predator in your whole firing arc.
26 minutes ago, Managarmr said:Nantex now only can apply "tractored" small ships.
----------- ----------
Nothing on deplete yet.
Multiple Ensnare Nanteks can still throw a medium or large ship about.
I don’t think there will be anything on Deplete until the TIE/ba is out. They maybe still rules defining it, who knows. FFG aren’t exactly known for spoiling their new rules too early.
11 minutes ago, Archangelspiv said:Also Lando/Nien too
Nope. You execute a blue maneuver, so you’re good.
Also, as @wurms said in another post, Hera/Nien isn’t dead, you just have to dial a printed blue, then you’re good to go
Edited by RoockieBoySpelling
3 hours ago, RoockieBoy said:Nope. You execute a blue maneuver, so you’re good.
Also, as @wurms said in another post, Hera/Nien isn’t dead, you just have to dial a printed blue, then you’re good to go
Lando has white 1/3 banks. According to page 28 his ability goes off of what the dial says. Not what upgrade cards do to that dial.
Q: When an effect checks the difficulty of your revealed
maneuver (such as Cova Nell’s pilot ability), do any effects
that alter the difficulty of your maneuvers (such as R4
Astromech [] or Leia Organa [Resistance, ] apply?
A: No. The difficulty of a revealed maneuver matches its printed color. The
speed and bearing of a revealed maneuver also match their printed value
and type, respectively.
2 minutes ago, Archangelspiv said:Lando has white 2/3 banks. According to page 28 his ability goes off of what the dial says. Not what upgrade cards do to that dial.
Page 28 says you look at what is printed on the dial for effects which reference the "revealed maneuver". Lando looks for the maneuver he executed. By it's very nature, this ruling means those 2 things may not necessarily be the same, as Cova can execute a white maneuver but have her revealed maneuver be red. Lando + Nien thus still works for sure.
The catch with Hera + Nien is that you kind of need to look at the dial to choose a new move, so which way do we go there? I've honestly got no idea in light of this ruling.
3 hours ago, DR4CO said:Page 28 says you look at what is printed on the dial for effects which reference the "revealed maneuver". Lando looks for the maneuver he executed. By it's very nature, this ruling means those 2 things may not necessarily be the same, as Cova can execute a white maneuver but have her revealed maneuver be red. Lando + Nien thus still works for sure.
The catch with Hera + Nien is that you kind of need to look at the dial to choose a new move, so which way do we go there? I've honestly got no idea in light of this ruling.
I completely agree with you. I think this ruling is beyond dumb. But as written, the ability goes off what the dial says. What’s the point of some upgrades if they have this rule.
Lando with Nien dials in a 1 bank, his ability thinks it's white, but stress thinks it's blue., going off how that question is answered. I have had to keep the question in my posts because how stupid the answer is.
Q: When an effect checks the difficulty of your revealed
maneuver (such as Cova Nell’s pilot ability), do any effects
that alter the difficulty of your maneuvers (such as R4
Astromech [] or Leia Organa [Resistance, ] apply?
A: No. The difficulty of a revealed maneuver matches its printed color. The
speed and bearing of a revealed maneuver also match their printed value
and type, respectively.
Clarification
34 minutes ago, Archangelspiv said:I completely agree with you. I think this ruling is beyond dumb. But as written, the ability goes off what the dial says. What’s the point of some upgrades if they have this rule.
Yeah, I don't get it, either. FFG have been in a very real "Do what you want man" mood for all of Second Edition, and they keep having to invent rules and/or perform all kinds of backflips to make them work. It's starting to get ridiculous.
PLAYERS: Hey, FFG, I want to shoot twice with my 4-attack turret at initiative 7!
FFG: Sure, what could possibly go wrong?
PLAYERS: I want to use Intertial Dampeners but have Kanan take away the stress!
FFG: Sounds fair and balanced to us.
PLAYERS: I don't want to have to use Han's ability straight away because it's better if I get to pick when it triggers!
FFG: Yeah, that First Edition ruling might have made sense, but it was getting boring. Why not?
PLAYERS: I want to drop two bombs a turn by the rules say I can't!
FFG: Whatever, just pretend they don't. Also just pretend like we didn't totally undermine the bonus attack rules at the same time.
PLAYERS: I want to be able to do a white move but still pretend it was a red move without having to spend 19 points!
FFG: Yeah, sounds like something you should be allowed to do.
Would it have killed them to just say "no" at some stage?
Edited by DR4CO8 hours ago, Ccwebb said:Now, it’s getting harder and harder to just read the card. Now we have to know what the words on the card a defined as.
Ugh.
I fully agree... this level of semantic-fuelled complexity really puts me off.
19 hours ago, MasterShake2 said:1. Timing change means you can't do Nantex hot potato and toss a single tractor across multiple ships (they wouldn't meet the prerequisites to go in the ability queue now)
That's not just for the Nantex - it also means, if I read it right, that you can't manoeuvre, then use afterburners or fine-tuned controls to 'shuffle' your position, then claim an
"after you execute a manoeuvre, if there is a ship in your
arc"
type abilities (like Anakin or Oddball)
Ability Queue
• If an ability’s requirements are not met, it cannot be added to the ability queue. For example, at the start of the Engagement Phase, if a ship has an ability that requires it to be tractored, but that ship is not tractored, that ability cannot be added to the queue. The ship cannot add the ability to the queue even if another ability also added to the queue at the start of the Engagement Phase would cause that ship to become tractored upon its resolution.
•If a ship would be removed while there are one or more abilities in the queue, do not remove that ship until there are no abilities in the queue.
Essentially if an effect has a precondition, you have to meet that precondition before the 'trigger point', you can't have it granted by a simultaneous event.
Attack
Roll Attack Dice: The attacking player determines the number of attack dice to roll. Starting with the attack value, modifiers that increase or decrease the number of attack dice (such as range bonus and other effects) are applied. Next, if any minimum or maximum number of dice has been set, that limit is applied. There is always a minimum of 0. Then they roll that many dice.
Roll Defense Dice: The defending player determines a number of defense dice to roll. Starting with the defender’s agility value, modifiers that increase or decrease the number of defense dice (such as range bonus, whether the attack is being obstructed by an obstacle, and other effects) are applied. Next, if any minimum or maximum number of dice has been set, that limit is applied. There is always a minimum of 0. Then they roll that many dice.
Essentially, whatever stupid order of effects you can come up with, if one of them specifies a maximum number of dice you can roll, you don't get to exceed it, ever, because it's applied last. Note that adding results is not the same thing, though.
Barrel Roll
If a barrel roll fails, the ship is returned to its prior position before it attempted the barrel roll. If this was part of a
action, that action fails.
Boost
If a boost fails, the ship is returned to its prior position before it attempted the boost. If this was part of a
action, that action fails.
Fair enough. Which cretin felt this needed spelling out, though?
Device
Devices are objects that exist in the play area and are represented by cardboard markers. Certain cards allow a ship to add a specific type of device to the play area and provide additional rules for how that device behaves. There are a number of ways for a device to enter or change location in the play area. Some provide specific instructions for how to place a device in the play area, while others use one or more of the following processes:
[unchanged]
• Most devices are placed during the System Phase. Each ship can place a device only once per System Phase.
• Most devices have an associated upgrade card that lets the player spend
to place that device. Many of these cards are payload (
) upgrades.
• When an effect instructs a ship to place a device associated with a different card (e.g. “drop 1 bomb”), that ship must pay all costs (such as spending
) and place the device as its associated card dictates. Other effects can modify how it is placed (e.g. the TIE Bomber’s Nimble Bomber ship ability) as normal.
Basically "no, you can't ever drop bombs 'for free' and you follow the normal dropping rules for the device unless you have a reason not to" - essentially stuff for Deathfire and Paige Tico.
Ion
An ionized ship cannot perform any action except the
action.
Basically, you can't pre-co-ordinate or supernatural reflexes an ionized ship. Since you become un-ionized when you finish activating, a higher initiative pilot can still co-ordinate you, and you can do 'start-of-engagement' stuff, but you can't do any bonus actions or anything else to let you do anything but focus within your own activation or beforehand.
Maneuver
While a ship is not executing a maneuver, if it moves through or overlaps an obstacle, it suffers an effect based on the type of obstacle (after resolving its move, if applicable):
• Some cards can also place obstacles during the game in the same manner as devices (see Device).
• If an obstacle is placed such that one or more ships overlap it, those ship resolve any effects of overlapping it.
Just to underline that however you end up on the rock, you still gotta roll for it (unless you specifically 'ignore' it). Note that this is still not the case for relocating remotes.
Strain
After a strained ship applies the effect to roll 1 fewer defense die this way, it removes 1 strain token.
No, Finn can't remove it immediately...
Tractor
The first time a ship becomes tractored each round, the player whose effect applied the tractor token may choose one of the following effects:
[Unchanged]
While a tractored ship defends, it rolls one fewer defense die.
just to make clear you can never get multiple tractor 'bounces', and also meaning you need 3 tractor tokens to take away the Falcon's single defence die.
Upgrades
Some effects can “exchange” or “equip” an upgrade card from one ship to another during or after setup.
◊ An effect can move an upgrade to a ship that does not have the matching icon on its upgrade bar.
◊ An effect cannot move an upgrade to a ship that does not meet the requirements set out in the restrictions box of the upgrade card unless the effect says to equip the upgrade “ignoring restrictions.”
I'm not sure how many examples of this ability there are out there, so I'm not sure how bit a deal it is.
FAQ
Can an ionized ship perform an action that is linked to its
action after performing its
action?
A: No. An ionized ship is limited to performing only the
action.
Q: Can an ionized ship that is granted an non- action after executing a maneuver (such as a Delta-7 Aethersprite using Fine-Tuned Controls to perform an
or
action, or a TIE Defender using Full Throttle to perform an
action) perform that action?
A: No. An ionized ship is limited to performing only the
action.
Q If a ship attempts a purple action (such as a
or
action) and fails the action, must it still spend the
?
A: Yes. A purple action's
cost is a "cost to attempt to perform [that] purple action" (see Actions) and is still paid even if the action fails.
Q: If Anakin Skywalker [Naboo Royal N-1] uses his pilot ability to barrel roll (note that this is not a
action) and fails, must he still spend the
?
A: No. A barrel roll can fail in the same manner as a action, but because Anakin's ability is not an action, the
cost is a cost to resolve the effect (which Anakin cannot do in the case of failure) rather than a cost to attempt the action.
Q: Does Sense [
] require you to spend 1
before measuring range to other ships?
A: No. You can measure range to see which ships are at range 0–1 and which ships are at range 0–3 before deciding whether or not to spend the
to affect a ship at range 0–3.
Q: Can Cikatro Vizago [
] exchange an
upgrade card onto a ship that could not normally equip it (such as equipping a Stealth Device to a Z-95 Headhunter and then exchanging it with a Rigged Cargo Chute on a YV-666)?
A: No. Cikatro Vizago cannot move the Rigged Cargo Chute to the Z-95 due to the Z-95 not meeting the “Medium or large ship” restriction on Rigged Cargo Chute, as described in Upgrade Cards.
Q: If "Deathfire" [TIE Bomber] (or a ship with Paige Tico [
] equipped) placed a device during the System Phase, can that ship drop a bomb after being destroyed?
A: Yes. A ship can only place a device once during the System Phase, but it can drop an additional bomb as instructed by its pilot (or upgrade) ability. Note however that some cards that can place devices at times other than the System Phase (such as Edon Kappehl [MG-100 Starfortress] and “Genius” [
]) contain the text “If you have not dropped or launched a bomb this round,” which would prevent them from placing a subsequent device if they had placed one in the System Phase.
Q: What happens if a ship transfers its own lock to itself (such
as by using Admiral Holdo [
])?
A: A ship cannot have a lock on itself (see Lock), so that lock breaks.
Q: When an effect checks the difficulty of your revealed
maneuver (such as Cova Nell’s pilot ability), do any effects
that alter the difficulty of your maneuvers (such as R4
Astromech [
] or Leia Organa [Resistance,
] apply?
A: No. The difficulty of a revealed maneuver matches its printed color. The speed and bearing of a revealed maneuver also match their printed value and type, respectively.
Q: If a ship is affected by Padmé Amidala’s pilot ability and it
modifies 1 of its
results, can Emperor Palpatine [
,
Empire]’s ability be used to modify a second
result?
A: No. Emperor Palpatine’s ability calls for the die to be modified “as though
that ship had spent 1
,” so this ability does not allow for a second
modification.
Q: If an effect applies a maximum to the number of dice rolled
(e.g. Seventh Fleet Gunner [
] or Predictive Shot [
]) and
another effect instructs it to roll additional dice in excess
of this maximum, does the order in which the effects were
applied matter?
A: No. Once an effect sets a maximum number of dice that can be rolled (“roll 1 additional die, to a maximum of X” or “the defender cannot roll more than X defense dice”), that maximum is applied at Step 2a: Roll Attack Dice or Step 2b: Roll Defense Dice (see Attack) after all effects that cause the ship to roll additional or fewer dice have been applied.
Q: If a ship with agility 0 (such as the VCX-100) is subject to one effect that would cause it to roll 1 fewer defense die and another effect that would cause it to roll 1 additional defense die, does the order in which these effects are applied change how many defense dice it rolls?
A: No. Whichever effect is applied first, it rolls 0 defense dice. If the reduction is applied first, its defense pool becomes “– dice” (negative 1 defense dice), then the positive modifier is applied, bringing it back to 0. On the other hand, if the increase is applied first, the decrease subsequently reduces it back to 0. Note that after modifiers are applied but before dice are rolled, there is a default minimum of 0 dice (see Attack). Therefore if a ship would roll fewer than 0 dice due to the modifiers that have been applied, it always rolls 0 defense dice instead.
Q: If a ship with agility 0 (such as the VCX-100) is strained and defends against an attack at attack range 1 (for which it would normally roll 0 defense die), does it remove the strain token?
A: Yes. Although it cannot be made to roll fewer than 0 defense dice due to the intrinsic minimum, the effect of “roll 1 fewer defense die” is applied (see Attack), and so the strain token is removed.
I think the clarification on Anakin's ability is worth noting.
3 hours ago, Archangelspiv said:I completely agree with you. I think this ruling is beyond dumb. But as written, the ability goes off what the dial says. What’s the point of some upgrades if they have this rule.
Lando with Nien dials in a 1 bank, his ability thinks it's white, but stress thinks it's blue., going off how that question is answered. I have had to keep the question in my posts because how stupid the answer is.
That's completely wrong, though.
Lando has nothing to do with the revealed maneuver. It doesn't mention revealed maneuver anywhere in his card text.
The Cova / R4 ruling is specifically about revealed maneuvers as defined elsewhere in the RR.
Lando only references the maneuver you executed, which has since been changed by Nien.
1 hour ago, GuacCousteau said:That's completely wrong, though.
Lando has nothing to do with the revealed maneuver. It doesn't mention revealed maneuver anywhere in his card text.
The Cova / R4 ruling is specifically about revealed maneuvers as defined elsewhere in the RR.
Lando only references the maneuver you executed, which has since been changed by Nien.
Assuming Nien still works with this ruling.