Updated Rules Reference - Attack and Defence Dice caps, Huge ships, and more!

By Jarval, in X-Wing

24 minutes ago, Hiemfire said:

Broken Horn can do White 5 straights.

Interesting. If it works how I'm imagining, then a huge ship doing a 5 straight is like a large ship doing a 3 straight, or a small doing a 4 straight. That's not bad for ramming purposes. Banks also swing the ship around quite a lot, offering some interesting coverage.

15 minutes ago, Wazat said:

Interesting. If it works how I'm imagining, then a huge ship doing a 5 straight is like a large ship doing a 3 straight, or a small doing a 4 straight. That's not bad for ramming purposes. Banks also swing the ship around quite a lot, offering some interesting coverage.

Not sure what I'd run it with just yet (definitely something with Contraband Cyber equipped) but this feels fun (Before people ask if "x" squad builder was updated I have no clue right now. I theory crafted this old school using points references and a calculator.):

Syndicate Smuggler 58
Broken Horn 4
Corsair Refit 15
Scanner Baffler 8
Quick-release Locks 5
Boba Fett 4
Jabba the Hutt 6
Point Defense Battery 10
IG-RM Droids 2
Tibanna Reserves 3

Total: 115

-pulls the box full of huge ships off the shelf-
Wake up boys! Your time is soon!
-opens the box to a chorus of inhuman shrieks and screams as my models have devolved into albino, near blind cave monsters-

In all seriousness, I can't wait to use my CR-90 again! Missions aside and just for Epic skirmishes, I'm thinking of starting it parallel to the edge of the starting area and pepper the enemy ships with broadside range 5 pot shots. I'm hoping I can squeeze in a wing of four X-Wings, another of four A-Wings and a final one made of a couple B-Wings. Ideally, I'd love to have the Falcon or even the Ghost hang back with the corvette as kind of an anti-fighter ship providing even more fighter/bomber cover along with the CR-90's weapons systems.

I am LEGITIMATELY HYPED for these to drop in 2 weeks :D

So is the consensus indeed that force-giving crew/gunners can’t regenerate force unless they’re put on a ship that can already regenerate force?

Cuz if so, that’s just some bull honkey that’s gonna keep otherwise useful upgrades like Republic Palpatine in the trash bin...

3 hours ago, Kehl_Aecea said:

-pulls the box full of huge ships off the shelf-
Wake up boys! Your time is soon!
-opens the box to a chorus of inhuman shrieks and screams as my models have devolved into albino, near blind cave monsters-

In all seriousness, I can't wait to use my CR-90 again! Missions aside and just for Epic skirmishes, I'm thinking of starting it parallel to the edge of the starting area and pepper the enemy ships with broadside range 5 pot shots. I'm hoping I can squeeze in a wing of four X-Wings, another of four A-Wings and a final one made of a couple B-Wings. Ideally, I'd love to have the Falcon or even the Ghost hang back with the corvette as kind of an anti-fighter ship providing even more fighter/bomber cover along with the CR-90's weapons systems.

I am LEGITIMATELY HYPED for these to drop in 2 weeks :D

Ditto ditto ditto!!!!!

6 hours ago, Blail Blerg said:

Who here has blanked focused out on 6-8 green dice before. Raise your hand.

(Yes I broke the focus rule. But only cuz I was being shot at from like 3 different ships. Probably epic)

raises hand.

Also raises hand.

First edition Talonbane, cloaked, with a Stealth Device, at range 3, behind a rock, backed by Focus and Autothrusters, defending against 3 hits.

7 blanks and 1 Focus later...

55 minutes ago, CoffeeMinion said:

So is the consensus indeed that force-giving crew/gunners can’t regenerate force unless they’re put on a ship that can already regenerate force?

Cuz if so, that’s just some bull honkey that’s gonna keep otherwise useful upgrades like Republic Palpatine in the trash bin...

Yes and no. Upgrade cards themselves do not recover force charges since their Force Charges are added to the capacity of the ship card itself and are treated as belonging to the ship. The ships they're equipped to do renew the Force Charges that the ship has. Every ship now has a Force Charge capacity. Those with no value printed are treated as having a capacity of 0. The Force Charge capacity on every current ship recovers by 1 per end phase up its total capacity including Force Charges added to the ship by upgrades. So total capacity 0 doesn't go above 0, total Force Charge capacity of 1 renews up to 1, total Force Charge capacity 2 up to 2, etc.

Edited by Hiemfire
Clarity edit.

Wrong thread..

Edited by Hiemfire
35 minutes ago, DR4CO said:

Also raises hand.

First edition Talonbane, cloaked, with a Stealth Device, at range 3, behind a rock, backed by Focus and Autothrusters, defending against 3 hits.

7 blanks and 1 Focus later...

pictures or it didn't happen. =D

Trauma isn't prooooof. (lol)

6 hours ago, Wazat said:

Huge ships don't reposition by any means but maneuvers.

If something tells a huge ship to perform a maneuver, such as SLAM or Ailerons, or 1E's RAC crew, then that would work.

Mmm.

Quote

SLAM (󲁊)
Pilots can SLAM by activating their SubLight Acceleration Motors and
careening through space at incredible speeds. A ship performs a 󲁊 action by
performing the following steps:

1. The player chooses a maneuver from the ship’s dial. The maneuver must
match the speed of the maneuver that the ship executed this round.
2. The ship executes the chosen maneuver.
3. The ship gains one disarm token.
A ship can perform a 󲁊 action only as the ship’s one action during the Perform
Action step. Therefore a ship cannot perform a 󲁊 action if it is granted an
action from another effect.
• A 󲁊 action fails if the final position of the ship would cause it to flee.
• When a ship performs a 󲁊 action, it has performed an action as well as
executed a maneuver for the sake of abilities.

So Slam is a maneuver, and 1ed Rac say perform maneuver. Ailerons are also a maneuver.

However, as cited above:

Quote

“MOVE” AND “ROTATE” EFFECTS
If another card’s effect instructs a huge ship to move or rotate its base a
number of degrees, it does not move or rotate its base. Such effects include:
• Barrel Roll
• Boost
• Cloak/Decloak
• SLAM
• Any effect that calls for a base rotation (e.g. “rotate your base 90˚” or
“rotate your base 180˚”) to occur.

And then

Quote

MOVE
A ship moves when it executes a maneuver or otherwise changes position using a template (such as barrel rolling or boosting).

Move is thus executed while doing a maneuver. You maneuver either from your dial, or as an extra from a card.

Slam is already excluded, as it is named specifically.

The rest is excluded as well I'd say, as the Huge paragraph says move by another card.

--------

Exception would be a hypothetical Huge ship which has Ailerons included on its own ship card.

You could make the argument:

Quote

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

Still, Huge ships have their own paragraph, and have extra sentences everywhere in the document, excempting them from the normal flow, and introducing extras. A card, which would include Huge ships in general (or a certain Huge ship) in its text, however, could override the restriction on Huge extra moves., I'd say, the rest not.

28 minutes ago, Managarmr said:

(clip)

The rest is excluded as well I'd say, as the Huge paragraph says move by another card.

(clip)

Still, Huge ships have their own paragraph, and have extra sentences everywhere in the document, excempting them from the normal flow, and introducing extras. A card, which would include Huge ships in general (or a certain Huge ship) in its text, however, could override the restriction on Huge extra moves., I'd say, the rest not.

You're right, maneuvers are indeed movement, so there's nothing that can do it.

That said, huge ships in 1E couldn't take free actions, and yet at least one huge-ship only card granted them actions (I forget which). I thought there was another effect too like that. When a specific rule conflicts with a general rule, specific wins. But it'd have to be a card specific to huge ships, or it won't override the huge-ship-specific rule of no other movement. Not sure if we'll see something like that.

59 minutes ago, Wazat said:

That said, huge ships in 1E couldn't take free actions, and yet at least one huge-ship only card granted them actions (I forget which).

This one?

latest?cb=20151124083822

----

Btw, completely unrelated, other things popping out:

1)

Quote

Stalwart Captain
Should read: “Huge ship” in the restrictions box.
(Changed from "Rebel, Huge ship.")

That's interesting, hard errata before they even come out. I wonder why. This Command upgrade is in the Huge ship conversion kit, as well as in all 3 rereleases. Maybe, by mistake, they printed in the CR90 "Rebel Huge Ship". Was it spoiled anywhere?

2) Cargo Drift is an asteroid

Dropped from Illicit on Huge ships. So far only C-Roc, any escorting Mining Guild Tie Fighters certainly like it.

9 hours ago, Wazat said:

Interesting. If it works how I'm imagining, then a huge ship doing a 5 straight is like a large ship doing a 3 straight, or a small doing a 4 straight. That's not bad for ramming purposes. Banks also swing the ship around quite a lot, offering some interesting coverage.

The opposite of your ramming is also true. You can "block" huge ships from doing 0 banks.

Example a Huge ship doing a 0 bank onto a large ship will roll 3 dice, potentially suffering 3 crits. And the large ship will take 0 damage. (ok, granted, it will probably end up in an awkward position/facing though)

*Edit. I can somehow see myself swarming / blocking huge ships with DMS Z-95s. :P.

Edited by Bort
12 hours ago, player3010587 said:

So now my Stealth Cloak Obstructed R3 Talonbane Cobra, when shot by Zuckuss' ability no longer rolls 9 dice. Boo.

Edit: forgot that Tac Scrambler used to be able to bump it to 10.

Stealth Zuckuss buff. Use his ability when the opponent is already at 6 dice :P

3 hours ago, theBitterFig said:

Stealth Zuckuss buff. Use his ability when the opponent is already at 6 dice :P

Hey, R1 + Trick shot says my 6 are better than your 6!

Question about the rule that says you can only fire a BONUS ATTACK once per turn. The Corsair Refit let's you add a Turret, Cannon, and Missiles, but text seems to indicate that you can only fire one per turn. What do people think? Can only fire one weapon per turn or you can fire each one (if you have the Energy).

5 minutes ago, heychadwick said:

Question about the rule that says you can only fire a BONUS ATTACK once per turn. The Corsair Refit let's you add a Turret, Cannon, and Missiles, but text seems to indicate that you can only fire one per turn. What do people think? Can only fire one weapon per turn or you can fire each one (if you have the Energy).

That’s for standard ships. Huge ship rules say they can perform each attack once per round, as long as requirements are met.

6 minutes ago, heychadwick said:

Question about the rule that says you can only fire a BONUS ATTACK once per turn. The Corsair Refit let's you add a Turret, Cannon, and Missiles, but text seems to indicate that you can only fire one per turn. What do people think? Can only fire one weapon per turn or you can fire each one (if you have the Energy).

Huge ships are not constrained by the bonus attack limit.

40 minutes ago, heychadwick said:

Question about the rule that says you can only fire a BONUS ATTACK once per turn. The Corsair Refit let's you add a Turret, Cannon, and Missiles, but text seems to indicate that you can only fire one per turn. What do people think? Can only fire one weapon per turn or you can fire each one (if you have the Energy).

You get your standard attack during the engagement phase, which can be your choice of one primary or equipped secondary weapon, and then you can also use Bonus Attacks that you can trigger. Each Bonus Attack header can only be triggered once per round, but you can get multiple Bonus Attacks.

You do not get to fire off every secondary weapon equipped unless it is specifically listed as a Bonus Attack

Some cards can change secondary weapons that are not Bonus Attacks into Bonus Attacks. Meaning having a Missile like Ion Missiles equipped is not a Bonus Attack, if you want to shoot it, that takes your 1 standard attack per engagement phase, no primary attack. Now, you add a card like "Ordnance Tubes" into the mix, and you can then use equipped Missile and Torpedo weapons as Bonus Attacks.

Edited by kris40k

I am getting so psyched, I got my C-Roc out of the box!

5 minutes ago, Explorator88 said:

I am getting so psyched, I got my C-Roc out of the box!

I've had my C-ROC, Gozanti, and Raider out on display for a month now.

Really want a CR-90 but I don't want to shell out 100+ for the old model. Probably going to wait and get the new one for $80ish. Rebel Transport is a pickle though.

1 hour ago, asterborn said:

That’s for standard ships. Huge ship rules say they can perform each attack once per round, as long as requirements are met.

No, I am not talking about normal ships. There are restrictions on Huge Ships Bonus Attacks.

1 hour ago, Maui. said:

Huge ships are not constrained by the bonus attack limit.

There are restrictions on their bonus attacks:

"A HUGE SHIP CAN USE EACH BONUS ATRACK HEADER ONCE PER TURN".

Pulling up the image:

https://images.app.goo.gl/BUUgbLe8RNtUgsdT6

Corsair Refit

BONUS ATTACK: Spend 1 Energy to perform a Cannon, Turret, or Missile Attack.

Ok....now that I actually re-read the card, a refit CROC (yo yo) can only fire ONE of the added upgrades. It can either fire the Cannon, Turret, or Missile.

9 hours ago, Bort said:

The opposite of your ramming is also true. You can "block" huge ships from doing 0 banks.

Example a Huge ship doing a 0 bank onto a large ship will roll 3 dice, potentially suffering 3 crits. And the large ship will take 0 damage. (ok, granted, it will probably end up in an awkward position/facing though)

*Edit. I can somehow see myself swarming / blocking huge ships with DMS Z-95s. :P.

I was typing out my explanation of why you were wrong, then had to reassess when I realized no, I'm dumb, you're right. A speed 0 bank maneuver will indeed reposition the ships without damaging them since it's one crit per speed and the speed is 0. And the huge ship rolls for damage or stress for each small/med/large ship it repositioned that way. That's kind of a neat way to mess with the huge ship... but you risk the huge ship doing a faster speed and still clipping your ships and damaging them, so it's gutsy or suicidal, depending on the results. ;)

I kinda like the idea of using the reposition to land ships on mines or in a bomb blast area. >:) Might be tricky in actual practice though -- the roadkill victims have a lot of choice of where to be placed unless they're hemmed in by other ships, and their opponent just chooses facing. Messing with the facing might be the most valuable of all... if they're not careful, you could angle them to have no shot, to plow through obstacles or mines next round, or to flail off the table edge because they're too close to turn away. Clipping someone at the front teleports them to the rear half.

And last of all, if you really need to teleport your own fleet, maybe running over everyone is better than leaving them in the enemy's firing arcs. It opens up some interesting trickery...

19 minutes ago, heychadwick said:

Ok....now that I actually re-read the card, a refit CROC (yo yo) can only fire ONE of the added upgrades. It can either fire the Cannon, Turret, or Missile.

More or less. Keep in mind that its primary is pretty wimpy. Give it Ion cannon and Ion Cannon Turret, then add a targeting battery.

So it can fire all three 3-dice attacks each turn, as long as you have the energy. Tibanna Reserves is seeming more and more auto-include...

Edit: Oooooh. Drop both hardpoints to Ion and you get the best of both worlds: 2 4-die R4 attacks. 1 deals damage, the other does a crit and a crap ton of Ion. That takes it down to 200 even.

Add in the fact that you can dock a precognitive Luke to save for the endgame...

Edited by ClassicalMoser
2 minutes ago, ClassicalMoser said:

More or less. Keep in mind that its primary is pretty wimpy. Give it Ion cannon and Ion Cannon Turret, then add a targeting battery.

So it can fire all three 3-dice attacks each turn, as long as you have the energy. Tibanna Reserves is seeming more and more auto-include...

I also think Cluster Missiles could be good for when things get close. Dorsal Turret might be cheap and nice to have rear firing.

I absolutely think Tibanna Juice is required on all ships.