Updated RR

By Hiemfire, in X-Wing Rules Questions

Highlights:

  • Dormitz hard errata to prevent forward-deploy of Large/Medium ships
  • Jam Buff (up to Range 2 in Bullseye)
  • Rhymer works like he always worked (he can attack at Range 0)
  • Automated Targeting Protocol works like they always worked with Attack {Lock} restrictions (closest valid is always going to use weapon first)

A few other items:

  • Tavson no longer works with Electronic Baffle to load up tokens for the next round.
  • You can apparently Fuse obstacles, I'm not sure how one would do that yet or if it is for an upcoming upgrade.
  • An answer on how to handle more damage than damage cards.
  • Devices were fixed so each damage deals a damage card.
  • Cluster Mines were fixed to affect one ship and still work if that ship moved through the mine.
  • Concussion Bombs are dropped using the 1 [Straight]
  • Clarification that a 3 Left and a 3 Right are different templates.
Edited by joeshmoe554

i dare say the biggest change is the end phase. they cleared it up very nicely.

Capture.png

Edited by meffo
1 hour ago, theBitterFig said:

Rhymer works like he always worked (he can attack at Range 0)

He works like most *assumed* he worked. Its rather arrogant to say "hes always worked like that".

Quote

• Trajectory Simulator (󲁌) can be used for up to one Thermal Detonator,
but as the two devices must be dropped (or launched) with different
templates, both cannot be launched this way.

Looks like someone forgot about Skilled Bombardier (a 4 straight isn't a 5 straight).

Biggest thing imho is 1-2 jamming !!!! 🥳 🥳

1 hour ago, Lyianx said:

He works like most *assumed* he worked. Its rather arrogant to say "hes always worked like that".

I think it's more arrogant to create some sort of elaborate scaffolding to determine Rhymer *doesn't* work that way, rather than just doing what the card says--getting an attack range of 0.

"◊ If there are still not enough damage cards in a damage deck, record how many facedown damage cards each ship has with scratch-paper or markers, then shuffle those facedown damage cards to create a new deck"

Pretty edge case, will very seldomly happen. A problem here is when one of those ship gets attacked or otherwise affected so it has to expose one of its damage cards, which are now longer there.

51 minutes ago, theBitterFig said:

I think it's more arrogant to create some sort of elaborate scaffolding to determine Rhymer *doesn't* work that way, rather than just doing what the card says--getting an attack range of 0.

Knock it off.

1 hour ago, Managarmr said:

"◊ If there are still not enough damage cards in a damage deck, record how many facedown damage cards each ship has with scratch-paper or markers, then shuffle those facedown damage cards to create a new deck"

Pretty edge case, will very seldomly happen. A problem here is when one of those ship gets attacked or otherwise affected so it has to expose one of its damage cards, which are now longer there.

Most practical solution would be to just replace a marker with a damage card from the deck and expose it. Replace all the markers if it's Thane attacking. Easy enough, no need to bother FFG. They've earned their rest.