Tel Trevura rules question

By videogamer003, in X-Wing Rules Questions

So the ability of the card lets you discard all damage cards take 5 damage and be placed in play at the start if the next turn. My question is.

when he comes back will he come back with 4 hull, because the 5 damage took out the 3 shields and 2 hull?

Or will he come back with 1 hull, and 3 shields, because of the damage?

Or will he come back with no shields, and 1 hull?

Also what would happen if he had a hull upgrade or shield upgrade, would they also come back?

instead of being removed from the game, you discard all of your damage cards, deal yourself five new ones and place yourself in reserves. you do not regain any shields. shield upgrade doesn't matter. a hull upgrade will make a difference, though, since it will effectively leave you with two hull remaining after you deal yourself five damage cards.

JumpMaster_Trevura.png

Important to note that the reason Tel works this way is because shields and charges are activated during set up. A ship in reserves retains it charges (and regains any recurring charges like normal). It also keeps all tokens except for the circular tokens that would remove normally at the end of the round.

possibly the only ship that could somewhat effectively use Gonk, assuming the battle is taking place on the enemies side of the board or in a corner so you have time to recharge one or two shields... Though, then you don't have punishing one and are still super expensive ^^;

1 hour ago, RejjeN said:

possibly the only ship that could somewhat effectively use Gonk, assuming the battle is taking place on the enemies side of the board or in a corner so you have time to recharge one or two shields... Though, then you don't have punishing one and are still super expensive ^^;

Get it flying back I guess

New Squadron

(48) Tel Trevura [JumpMaster 5000]
(4) R2 Astromech
(8) Punishing One
Points: 60

Total points: 60

37 minutes ago, JBFancourt said:

Get it flying back I guess

New Squadron

(48) Tel Trevura [JumpMaster 5000]
(4) R2 Astromech
(8) Punishing One
Points: 60

Total points: 60

don't forget the mandatory Tel Trevura hull upgrade

4 hours ago, Maui. said:

don't forget the mandatory Tel Trevura hull upgrade

It's only mandatory if you want to live. ;)

Edited by emeraldbeacon
10 hours ago, JBFancourt said:

Get it flying back I guess

New Squadron

(48) Tel Trevura [JumpMaster 5000]
(4) R2 Astromech
(8) Punishing One
Points: 60

Total points: 60

Oh hey, that's not too bad :)

Still would rather use Dengar but.. not bad!

On 1/5/2020 at 7:32 AM, JBFancourt said:

Get it flying back I guess

New Squadron

(48) Tel Trevura [JumpMaster 5000]
(4) R2 Astromech
(8) Punishing One
Points: 60

Total points: 60

Id probably go with R5 astro over R2 myself. But thats me.

1 hour ago, Lyianx said:

Id probably go with R5 astro over R2 myself. But thats me.

I like that!

Edited by JBFancourt

Since guys here get very technical very fast, just to answer OP directly.

On 1/2/2020 at 11:03 PM, videogamer003 said:

So the ability of the card lets you discard all damage cards take 5 damage and be placed in play at the start if the next turn. My question is.

when he comes back will he come back with 4 hull, because the 5 damage took out the 3 shields and 2 hull?

Or will he come back with 1 hull, and 3 shields, because of the damage?

Or will he come back with no shields, and 1 hull?

Also what would happen if he had a hull upgrade or shield upgrade, would they also come back?

3rd option. You come back with no shields and 1 hull.

*With hull upgrade you will come back with no shields and 2 hull.

*With shield upgrade you will come back with no shields and 1 hull.

Edited by Bort