R2D2 capacity is not 4!?

By Deddog, in Rules

Why do people think R2-d2 can heal a total of 4 wounds?

If he has capacity of 2 then he can only have 2 wounds on his card

Yes he has repair 2 which means he can lift 2 wounds in a turn

But he does not have capacity 4.

Insights please.

RR page 59: REPAIR X: CAPACITY Y

When a unit uses the repair x: capacity y ability, place one wound token on the card that has the repair x: capacity y keyword, and choose a friendly droid trooper or vehicle unit at range 1 and in line of sight. Remove a total of up to x wound, ion, and/or vehicle damage tokens from the chosen unit or restore up to x miniatures to that unit. This ability cannot be used if the card that has the repair x: capacity y keyword has a number of wound tokens on it equal to or exceeding y.

Capacity Y means you can use that action Y times per game.

Edited by NetCop
1 hour ago, Deddog said:

If he has capacity of 2 then he can only have 2 wounds on his card

That’s correct, but some people have mistakenly fallen into the assumption that you put a wound token on the card for each point that was repaired. NetCop posted the reference above; you put one wound token on the card each time you perform the action regardless of how many points you actually repaired.

X • Y = the total number of wounds you can repair over the course of the game.

11

Edited by buckero0
1 minute ago, buckero0 said:

just to be clear

R2 can repair 2 wounds 1 time

or

1 wound 2 times

is that right, he never exceeds his capacity?

He can repair 2 wounds 2 times.

Repair X: remove X wound, damage, and/or ion tokens. Put ONE wound token on the model with repair.

Capacity Y: the number of times Repair X can be used.

A unit with Repair 2: Capacity 1 would still be able to repair 2 wounds, but only 1 time.

5 minutes ago, buckero0 said:

just to be clear

R2 can repair 2 wounds 1 time

or

1 wound 2 times

is that right, he never exceeds his capacity?

He can repair 2 wounds 2 times. For a total of 4.

3 minutes ago, buckero0 said:

just to be clear

R2 can repair 2 wounds 1 time

or

1 wound 2 times

is that right, he never exceeds his capacity?

R2's capacity is that he can repair up to two wounds twice. So no you are not correct with either example.

The Capacity is how many times you can use Repair/Treat, the value of Repair/ Treat is how many wounds you can remove each time you use the special rule.

I have read this thread over and over and I do not think it is 2 or 4.

RR page 59: REPAIR X: CAPACITY Y

Repair x: capacity y is a free card ability and can be used as a free action during a unit’s activation. When a unit uses the repair x: capacity y ability, place one wound token on the card that has the repair x: capacity y keyword, and choose a friendly droid trooper or vehicle unit at range 1 and in line of sight. Remove a total of up to x wound, ion, and/or vehicle damage tokens from the chosen unit or restore up to x miniatures to that unit. This ability cannot be used if the card that has the repair x: capacity y keyword has a number of wound tokens on it equal to or exceeding y.

The last line of the rule states ' This ability cannot be used if the card that has the repair x: capacity y keyword has a number of wound tokens on it equal to or exceeding y. ' So if you have R2-D2 repair 2 the first time, he cannot repair again. You have now equaled the Capacity Y amount and cannot use the ability again according to the rule. Now if you repair 1 the first time, the second time you would be able to repair 2 once again to equal 3 total wounds repaired. This would allow for you to repair twice.

I am not sure where people are seeing that R2-D2's Repair 2: Capacity 2 is allowing for a repair of 4. The word capacity means the maximum or number that can be received or contained. Was there a ruling on this to state that Capacity X equals the number of times you can use an ability, rather than the amount it can hold? I cannot find anything on it.

Edited by Ironbudha
1 hour ago, Lochlan said:

He can repair 2 wounds 2 times.

Repair X: remove X wound, damage, and/or ion tokens. Put ONE wound token on the model with repair.

Capacity Y: the number of times Repair X can be used.

@Ironbudha This is the best and easiest explanation.

30 minutes ago, costi said:

@Ironbudha This is the best and easiest explanation.

But Capacity Y does not state ' the number of times Repair X can be used. ' This is where my confusion is stemming from. No where in the rules does it say this. Where did this statement come from?

41 minutes ago, Ironbudha said:

I have read this thread over and over and I do not think it is 2 or 4.

RR page 59: REPAIR X: CAPACITY Y

Repair x: capacity y is a free card ability and can be used as a free action during a unit’s activation. When a unit uses the repair x: capacity y ability, place one wound token on the card that has the repair x: capacity y keyword, and choose a friendly droid trooper or vehicle unit at range 1 and in line of sight. Remove a total of up to x wound, ion, and/or vehicle damage tokens from the chosen unit or restore up to x miniatures to that unit. This ability cannot be used if the card that has the repair x: capacity y keyword has a number of wound tokens on it equal to or exceeding y.

The last line of the rule states ' This ability cannot be used if the card that has the repair x: capacity y keyword has a number of wound tokens on it equal to or exceeding y. ' So if you have R2-D2 repair 2 the first time, he cannot repair again. You have now equaled the Capacity Y amount and cannot use the ability again according to the rule. Now if you repair 1 the first time, the second time you would be able to repair 2 once again to equal 3 total wounds repaired. This would allow for you to repair twice.

I am not sure where people are seeing that R2-D2's Repair 2: Capacity 2 is allowing for a repair of 4. The word capacity means the maximum or number that can be received or contained. Was there a ruling on this to state that Capacity X equals the number of times you can use an ability, rather than the amount it can hold? I cannot find anything on it.

When a unit uses the repair x: capacity y ability, place one wound token on the card that has the repair x: capacity y keyword

This is what you are apparently missing. If you use the ability, you place one token on the card, whether you repair 1 or 2 damage.

Edited by arnoldrew
1 minute ago, arnoldrew said:

When a unit uses the repair x: capacity y ability, place one wound token on the card that has the repair x: capacity y keyword

This is what you are apparently missing. If you use the ability, you place on token on the card, whether you repair 1 or 2 damage.

I don't think I am. If I am repairing 2 (Repair X), you are placing 2 wound tokens onto R2, not 1 for the 2 you remove.

Whether you repair 1 or 2 damage, you are placing 1 to 2 tokens on R2. The last line of the rule is being ignored in your statement. This a bility cannot be used if the card that has the repair x: capacity y keyword has a number of wound tokens on it equal to or exceeding y . So if the number of wound tokens (T) equals 1 (T=1), you do not equal or exceed and can use the ability 2x. But if the number of wound tokens(T) equals or exceeds 2 (T ≥2) and you cannot use the ability because Capacity Y=2.

1 minute ago, Ironbudha said:

I don't think I am. If I am repairing 2 (Repair X), you are placing 2 wound tokens onto R2, not 1 for the 2 you remove.

Whether you repair 1 or 2 damage, you are placing 1 to 2 tokens on R2. The last line of the rule is being ignored in your statement. This a bility cannot be used if the card that has the repair x: capacity y keyword has a number of wound tokens on it equal to or exceeding y . So if the number of wound tokens (T) equals 1 (T=1), you do not equal or exceed and can use the ability 2x. But if the number of wound tokens(T) equals or exceeds 2 (T ≥2) and you cannot use the ability because Capacity Y=2.

Read the rule. You are placing a single token, period, whenever you use the ability, no matter how much you repair. It literally says that. I don't know what else to say. Just read it. The last line of the rule is not being ignored, since it's not relevant to what we are trying to tell you.

Edited by arnoldrew
1 minute ago, Ironbudha said:

I don't think I am. If I am repairing 2 (Repair X), you are placing 2 wound tokens onto R2, not 1 for the 2 you remove.

No offense intended at all, but I think you are in fact missing it. The rule says to put 1 token on the card. It does not say to put wounds equal to the number that you repaired.

Just now, nashjaee said:

No offense intended at all, but I think you are in fact missing it. The rule says to put 1 token on the card. It does not say to put wounds equal to the number that you repaired.

So what is being stated is R2 can take 2 wounds off the target and only place one wound token on him? He gets a 2 for 1 deal....... interesting. If this is correct, then R2 is very powerful in repairing.

Just now, Ironbudha said:

So what is being stated is R2 can take 2 wounds off the target and only place one wound token on him? He gets a 2 for 1 deal....... interesting. If this is correct, then R2 is very powerful in repairing.

Yup, exactly! One of the balancing factors is that R2's repair ability costs one of his normal actions because it's not a free action like the other repair droids. Other than that, yeah he's very good at repairing!

Just now, Ironbudha said:

So what is being stated is R2 can take 2 wounds off the target and only place one wound token on him? He gets a 2 for 1 deal....... interesting. If this is correct, then R2 is very powerful in repairing.

It's definitely correct, since that's what the rules state. That's how they intend R2 to work.

Ok. Thanks for clarifying that!

I think a lot of the confusion about this (and there has been a lot of it, not just in this thread) stems from the fact that wound tokens are used to track capacity. I think this causes people to assume that they are essentially transferring the wounds to the unit with repair 1:1, rather than tracking the number of times repair has been used. I think if a different, potentially unique, token were used instead, it would clear up a lot of the confusion, however I do feel that would contribute to token clutter, especially for storage.

1 hour ago, Lochlan said:

I think a lot of the confusion about this (and there has been a lot of it, not just in this thread) stems from the fact that wound tokens are used to track capacity. I think this causes people to assume that they are essentially transferring the wounds to the unit with repair 1:1, rather than tracking the number of times repair has been used. I think if a different, potentially unique, token were used instead, it would clear up a lot of the confusion, however I do feel that would contribute to token clutter, especially for storage.

I mean, they could have used the vehicle damage tokens, or now they could use the surge tokens.

So just to clarify

R2 can repair 1-2 wounds one turn

and then repair another 1-2 wounds another turn

then he is done

(This is how I understood it before I stumbled into the Rules forum, which is why I might avoid reading any more of these posts for a bit)

1 hour ago, buckero0 said:

So just to clarify

R2 can repair 1-2 wounds one turn

and then repair another 1-2 wounds another turn

then he is done

(This is how I understood it before I stumbled into the Rules forum, which is why I might avoid reading any more of these posts for a bit)

yup, you got it!

Seems to be the confusion (which admittedly I had too when first reading the ability) is that X =\= Y, whereas in other miniature games X = Y.

The more I read about him the better and better R2D2 seems to be 😂

2 hours ago, Karnage1992 said:

Seems to be the confusion (which admittedly I had too when first reading the ability) is that X =\= Y, whereas in other miniature games X = Y.

The more I read about him the better and better R2D2 seems to be 😂

There is one major difference between R2 and the rules currently, the repair isn't a free action so he has to trade an action to heal.