New Rules Reference document up...

By feltipern1, in X-Wing

New Coordinate words because of Hondo:

  • A ship that coordinates without performing the action may choose a friendly, allied, or enemy ship. If it chooses a ship controlled by a different player, the coordinated ship's controlling player chooses the action the ship performs.

Some fist impressions from skimming the new rules referance:

- Looks like the secret conditions are for the CIS Firespray? I don't remember which pilot it was but there was something about assigning different conditions.

- Negative recurring charges are cool for the Tri-fighter config.

- Standardized is an interesting requirement. I wonder how that will be implemented.

- No structures *yet*

- Most importantly, there is no fix for the template used for concussion bombs.

  • You can only dock with friendly ships, now. HAHAHAHAHAHAHAHA!
  • Purple maneuvers cannot be altered in difficultly.
  • New terminology for red maneuvers while stressed is a "Stressed Maneuver"
  • "limited" can be force onto an upgrade (perhaps future proofing?)
  • Only on secret condition (Zam Wessel ability) can be assigned to a ship at a time
  • You cannot link an action off of a linked action
  • Rotating a ship does not count as moving a ship, and does not suffer effect of an obstacle if that rotate caused it to overlap (nubs)
  • Sideslip section added
  • Keyword builder stuff added
  • "Standardized" restriction added for an upgrade that must be taken (probably future proofing)
  • Structures added
  • Thermal Detonators: When this device detonates, each ship and remote at range 0–1 rolls 1 attack die. Each ship gains 1 strain token for each EYEBALL result, and each ship and remote suffers 1 HIT/CRIT damage for each matching result.
  • Kallus now has the VCX ship ability
  • Lock tokens belong to the ship locked, but the lock belongs the ship locking
  • Vader crew no longer is forced to hurt friendlies if no enemies are in arc.
  • Scum TIE can barrel roll through obstacles
  • Hondo can coordinate enemy ships (FAQ confirmed)
  • Chewy Crew does not trigger from Explosion with Wings
Edited by 5050Saint

standardized maybe seems hype

File size went up by almost 10 times. Wow.

There is also a new Upgrade Icon called "Hyperdrive".

"A ship can perform a SLAM action only during its activation in the Activation Phase. Therefore a ship cannot perform a SLAM action if it is granted an action at any other time."

Believe this mean Poe can now Red SLAM!

Because there is no clarification for concussion bombs, does that mean that the only way to get them into play is to use trajectory simulator? On the card it says you may drop one bomb. We don't know what template to use to drop it, but you can use the TS to override the dropping, and instead launch it with the 5 straight?

The "ignore obstacles" FAQ question has been updated. (bolding and underlining the additions)

Quote

Q: What does “ignores obstacles” mean? Do Han Solo [Pilot,
Customized YT-1300] and Qi’ra [󲁒] work together? What
about Dash Rendar [YT-2400] and Outrider [󲁚]?
A: When an effect says a ship “ignores obstacles,” it means that ship “ignores
the effects of obstacles.” A ship that is “ignoring obstacles” does not apply
the effects of overlapping or moving through them, and can move through
them by boosting or barrel rolling.
When that ship performs an attack that
is obstructed by an obstacle it ignores the effects of the obstruction, so
the defender does not roll 1 additional defense die being obstructed by the
obstacles the attacker is ignoring.
However, the obstacles are still treated as being present for effects that
check for their presence or absence (such as the Stunned Pilot damage
card or Debris Gambit [󲁋])
. Additionally, an attack is obstructed by an
obstacle even while the effects of the obstacle are ignored. This applies to
cards such as Outrider [󲁚], Han Solo [Pilot, Customized YT-1300], and
Trick Shot (󲁋).
Additionally, other ships do not ignore the obstacle when resolving effects
that interact with a ship that is ignoring obstacles. For instance, while
a ship that is ignoring obstacles defends, if the attack is obstructed, it
still rolls 1 additional defense die because the attacker is not ignoring the
effects of obstacles.

All in all this looks like they went over most everything ever asked about previously and put an answer in somewhere.

Edited by Hiemfire

(crossposted) Things to note:

  • I like how the Purple Moves without force charges are resolved. It becomes a stress maneuver, then if you're already stressed, it becomes 2 Straight. It won't be easy to spend force early to alter how a Purple move behaves.
  • Spending a charge is specifically losing a charge, so Quickdraw with Inertial Dampeners works for a bonus attack.
  • Secret Conditions exist. Or do they?
  • The Coordinate errata irks me. Personally, I don't think it was needed, and it seems like the kind of thing that might open other problems later, where a non-action coordinate forces you to coordinate an enemy ship if there aren't friendlies in range. Gee, thanks everyone complaining about Hondo not working. Maybe this is irrelevant right now, but might easily be a bigger problem down the road.
  • Two layers of Linked actions do not stack.
  • Sideslip definitions are counter-intuitive as f***. A banked-right sideslip moves your ship to the left. I'm not a fan of that at all.
    • I guess the handy hint: your facing after a sideslip will be the same as the facing would be with a normal maneuver of that kind.
  • SLAM can now be used in with actions other than your standard action, so long as it's during your activation. This has all sorts of implications for T-70s.
  • I like the Thermal Detonators effect. Half-a-damage and a quarter of a strain per trigger. I wonder if the bomb can be dropped in multiples.
  • Leia works with BB Astromech now. Maneuver difficulty changes also apply to "before you execute" and "after you execute" effects.
  • Weapon-then-targets matters for Automated Target Protocols, as expected.
Edited by theBitterFig
3 hours ago, Gupa-nupa said:

Because there is no clarification for concussion bombs, does that mean that the only way to get them into play is to use trajectory simulator? On the card it says you may drop one bomb. We don't know what template to use to drop it, but you can use the TS to override the dropping, and instead launch it with the 5 straight?

No. In the example section of the appendix there is a clear image example of a “device dropping”. Thus we can conclude that a “drop” is a standard 1 straight out the rear guides.

Now you know how to drop devices, your welcome.

*outro music*

So is the concussion bomb template smaller? It looks different than the others.

Stress Maneuver is a white 2 straight, not a red maneuver. Says so clearly on page 3 of the new RR.

1 hour ago, FlyingAnchors said:

No. In the example section of the appendix there is a clear image example of a “device dropping”. Thus we can conclude that a “drop” is a standard 1 straight out the rear guides.

Now you know how to drop devices, your welcome.

*outro music*

Kind of. The rules for dropping devices state the template used to do so is stated on the upgrade card. The Concussion Bombs upgrade does not state a template:

swz71_upgrade_concussion-bomb.png

“To drop a device, follow the steps below:
1. Take the template indicated on the upgrade card.
2. Set the template between the ship’s rear guides.
3. Place the device indicated on the upgrade card into the play area and slide the guides of the device into the opposite end of the template. Then remove the template.”

So, wait, if there's no template specified - does that mean the concussion bomb drops immediately behind the ship?

That might explain how it ends up so cheap! 😆

(For the record, no, I don't actually think that's how it'll work).

Huh. The nubs for the Concussion Bomb token are rather wider than on the other bombs... which gives the appearance of less space between them. If a template is going to fit between them, the token would actually need to be larger. Or else those nubs are meant to fit inside the rear nubs of a ship...

Sadly for my personal amusement value, I suspect it's either larger, or a simple rendering error for the Rules Reference picture.

1 hour ago, Freeptop said:

So, wait, if there's no template specified - does that mean the concussion bomb drops immediately behind the ship?

That might explain how it ends up so cheap! 😆

(For the record, no, I don't actually think that's how it'll work).

That though would put a different perspective on pushing damage under the shields though. It might cut both ways a bit more often if it does not use a template.

1 hour ago, Freeptop said:

Huh. The nubs for the Concussion Bomb token are rather wider than on the other bombs... which gives the appearance of less space between them. If a template is going to fit between them, the token would actually need to be larger. Or else those nubs are meant to fit inside the rear nubs of a ship...

Sadly for my personal amusement value, I suspect it's either larger, or a simple rendering error for the Rules Reference picture.

8 minutes ago, Frimmel said:

That though would put a different perspective on pushing damage under the shields though. It might cut both ways a bit more often if it does not use a template.

Hmmmm....perhaps that's actually the way it's intended? Makes sense - kind of like dropping bombs straight down beneath the ship.

You are absolutely right! The nubs appear to be a different shape as well!

The Concussion Bomb template looks like all the other bomb templates here though.

swz71_hmp-droid-gunship_overview_01.png

7 hours ago, Hiemfire said:

Kind of. The rules for dropping devices state the template used to do so is stated on the upgrade card. The Concussion Bombs upgrade does not state a template:

swz71_upgrade_concussion-bomb.png

Yes. I am aware there is an issue with how devices are currently worded because remotes exist (thanks separatists), But if you look at how bomb is defined, you drop. You look up Drop, it leads you to device, and yes, device tells you to use the template; but also has a Bullet point that tells you to consult the Appendix visual Example on dropping/launching bombs:

consult.JPG.cfa04345580373bbb27c22de1a0c35b2.JPG

Which then shows you this:

drop.JPG.627e44e99a5afb9563bd4ab6011f04f5.JPG

So while yes I agree FFG needs to clarify on the card, the rules reference already points to it being a "standard" drop of using the 1 template. I really want to prevent some sweaty ruleslawyer winning an argument of saying a player can't drop their bombs, working with what we currently have until FFG can get around to fixing it proper.

7 minutes ago, FlyingAnchors said:

Yes. I am aware there is an issue with how devices are currently worded because remotes exist (thanks separatists), But if you look at how bomb is defined, you drop. You look up Drop, it leads you to device, and yes, device tells you to use the template; but also has a Bullet point that tells you to consult the Appendix visual Example on dropping/launching bombs:

consult.JPG.cfa04345580373bbb27c22de1a0c35b2.JPG

Which then shows you this:

drop.JPG.627e44e99a5afb9563bd4ab6011f04f5.JPG

So while yes I agree FFG needs to clarify on the card, the rules reference already points to it being a "standard" drop of using the 1 template. I really want to prevent some sweaty ruleslawyer winning an argument of saying a player can't drop their bombs, working with what we currently have until FFG can get around to fixing it proper.

Except the 1 straight is the template specified by the seismic charges upgrade which is the example used...

38 minutes ago, Hiemfire said:

Except the 1 straight is the template specified by the seismic charges upgrade which is the example used...

Yes. Logically an "example" is only a demonstration of a possible instance of a thing, it doesn't define the thing. FlyingAnchors' quote doesn't resolve the problem.