Electro Proton Bombs and Huge Ships

By harkonen187, in X-Wing Rules Questions

So an interesting question came up last night in our team Facebook chat:

If a huge ship is hit by an electro proton bomb and gains a disarm token from it are all its weapons off line that turn?

We couldn’t find an answer in either the huge ship rules or current rules reference on whether disarm tokens affect huge ships.

Since it doesn't specifically say otherwise, I'd assume that Huge ships are affected by disarm tokens in the same way everything else is. That is to say, without a way to remove it your ship is incapable of firing that turn. In fact, the rules for Disarm tokens specifically state that if your ship has at least one disarm token, they can't attack.

EDIT: That's on page 10 of the updated Rule Book pdf.

Edited by Faerie1979

Yes this was our thinking as well. EPB might finally see play then 😂

Its not been ruled on, but im going out on a limb and say that eventually, FFG will rule that Disarm doesn't work the same way on huge ships (if at all) as it does on other ships. It would be far to easy to disable a huge ship that way for multiple rounds and from all the mechanics ive seen so far on huge ships, they are designed that its difficult for a Single effect (or a single ship) to really bother them all that much. And i say that given how much More effort it takes to apply effects on huge ships.

Stress - Consumes energy first

Red maneuvers - Consume energy first

Ion & Tractor - Requires at least 6 (six) tokens to have an effect.

I think the most probable, is that a huge ship cannot be disarmed (given critical hits can disable weapons, something not possible with smaller ships).

Less probable that it just takes multiple tokens to disarm it, equality probable that 1 token ONLY disables its primary weapon/or only disables its bonus attacks,

Least probable that it just takes 1 token to disable ALL of its attacks.

But... thats just me. I would say, as for right now, as written, its just one token.

Hm, I kinda understanded it from the FFG livestrams as if huge ships could always discard red and orange tokens by spending energy. But there seems to be no general rule like this in the rules reference.

39 minutes ago, Lyianx said:

Its not been ruled on, but im going out on a limb and say that eventually, FFG will rule that Disarm doesn't work the same way on huge ships (if at all) as it does on other ships. It would be far to easy to disable a huge ship that way for multiple rounds and from all the mechanics ive seen so far on huge ships, they are designed that its difficult for a Single effect (or a single ship) to really bother them all that much. And i say that given how much More effort it takes to apply effects on huge ships.

Stress - Consumes energy first

Red maneuvers - Consume energy first

Ion & Tractor - Requires at least 6 (six) tokens to have an effect.

I think the most probable, is that a huge ship cannot be disarmed (given critical hits can disable weapons, something not possible with smaller ships).

Less probable that it just takes multiple tokens to disarm it, equality probable that 1 token ONLY disables its primary weapon/or only disables its bonus attacks,

Least probable that it just takes 1 token to disable ALL of its attacks.

But... thats just me. I would say, as for right now, as written, its just one token.

i don't agree. electro proton bomb is limited to one per list. it only has one charge. that charge cannot be recovered. when you roll the four dice for effects from the bomb, you have to roll a (crit) result to inflict a disarm token. it's not going to shut down your huge ship attacking more than one round per game. maximum. the probabilities of that happening are by no means very high, especially since the device needs to be placed a whole round in advance, even if the radius of the explosion is very big and huge ships are also very big.

i think it's all fine and balanced as is. i even think it's a good thing if epic ends up being a game mode where electro proton bombs are used, since it's an upgrade that doesn't exactly see a lot of play in normal games.

doesn't need a ruling. works as is. they could change the rules for disarm on huge ships if they wanted huge ships to be reloading a bunch, though. that does seem kind of unlikely, but still. they'd probably just let them recover some charges with one ability or another instead.

i do agree that it just takes one token, though. ;)

28 minutes ago, Singulativ said:

Hm, I kinda understanded it from the FFG livestrams as if huge ships could always discard red and orange tokens by spending energy. But there seems to be no general rule like this in the rules reference.

I dont recal them stating that for everything. But I pretty sure they did say (and the printed rules reflect this) that If a ship has energy, it must spend energy to remove a stress token.

RR pg 32

Quote

After a huge ship gains a stress token, it must spend one [energy] to remove a stress token, if able. After a huge ship recovers [energy], it must spend one [energy] for each stress token it has. Then it removes one stress token for each [energy] it spent this way.

3 hours ago, Lyianx said:

Its not been ruled on, but im going out on a limb and say that eventually, FFG will rule that Disarm doesn't work the same way on huge ships (if at all) as it does on other ships

? Why? A ruling like that could very likely render the second portion of Ord Team moot.

I could see Huge Ships being affected by disarm tokens differently than standard ships... possibly "When performing an attack, for each disarm token you have, you must roll 1 less attack die."

I don't really mind the idea of huge ships being treated just the same, though... disarm means no shots, period.

32 minutes ago, Hiemfire said:

? Why? A ruling like that could very likely render the second portion of Ord Team moot.

Fair point i guess.