Well for Ion Cannon players they just Gave you the Bird lol.
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Well for Ion Cannon players they just Gave you the Bird lol.
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Unless you're firing a Homing Missile at him as you don't spend the Focus token to do so. However you can't use that Focus token to modify the die roll for the missile shot.
I think you are confusing focus tokens with target locks. Dark Curse doesn't affect target locks. Homing missiles will work fine against him.
Deadeye + Homing Missile + Focus = Legal shot at any target in range. Dark Curse included, since the Focus doesn't have to be spent.
Oops, I misread what he was saying. My bad.
Q: If a ship using Cluster Missiles hits withthe first attack, but then misses with thesecond attack, can he still use Gunner/Luke Skywalker even though the firstattack hit?A: Yes. Each attack granted by Cluster Missiles isdistinct, so either attack can trigger Gunner/LukeSkywalker.Q: If a ship using Cluster Missiles misseswith the first attack and then triggersGunner/Luke Skywalker, can it still performthe remaining attack granted by ClusterMissiles?A: Yes.Q: If a ship attacks, misses, and triggersGunner/Luke Skywalker, can it targeta different ship for the primary weaponattack?A: Yes.
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W T #
So if you read this could could get 7 or 8 damage if you miss? Does the gunner kick in both misses? Due to the No other attack this round on the gunner and Luke are now void for this kind of missile.
Due to how they answered this it tells me A: they are ______ or B. They don't play the game.
Not sure where the confusion is coming here. How are you magically generating damage from a miss from the Q/A above? Gunner kicks in on one miss. The miss can be the first missed attack on a cluster attack or the second but not both. The series of Q/As are outlining every possibility you can have. Read it, follow it, enjoy.
Q: If a ship using Cluster Missiles hits withthe first attack, but then misses with thesecond attack, can he still use Gunner/Luke Skywalker even though the firstattack hit?A: Yes. Each attack granted by Cluster Missiles isdistinct, so either attack can trigger Gunner/LukeSkywalker.Q: If a ship using Cluster Missiles misseswith the first attack and then triggersGunner/Luke Skywalker, can it still performthe remaining attack granted by ClusterMissiles?A: Yes.Q: If a ship attacks, misses, and triggersGunner/Luke Skywalker, can it targeta different ship for the primary weaponattack?A: Yes.
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So if you read this could could get 7 or 8 damage if you miss? Does the gunner kick in both misses? Due to the No other attack this round on the gunner and Luke are now void for this kind of missile.
Due to how they answered this it tells me A: they are ______ or B. They don't play the game.
Not sure where the confusion is coming here. How are you magically generating damage from a miss from the Q/A above? Gunner kicks in on one miss. The miss can be the first missed attack on a cluster attack or the second but not both. The series of Q/As are outlining every possibility you can have. Read it, follow it, enjoy.
The confusion is because the last line of Gunner says "You cannot perform another attack this round."
So you use Cluster Missiles. You miss. You use Gunner = "You cannot perform another attack this round." You then perform another attack.
I think DavidWa may be overstating the level of chaos a bit for effect, but the question of WHY this ruling is what it is is actually pretty important. Is there something special about the Cluster Missile, maybe because it's already in the queue? If you can perform the second Cluster attack, what else can you possibly perform?
I have to say that I am grateful that a lot of the thorny issues that we've been talking about over the last couple of months (or longer) have been clarified but the cluster missile/gunner interaction is still a bit muddy.
Looking at those FAQ answers I don't see anything stopping you from getting two gunner/Luke Skywalker triggers when missing twice with your cluster missile attacks:
"After you perform an attack that does not hit, you may immediately perform a primary weapon attack.”
": Yes. Each attack granted by Cluster Missiles is distinct, so either attack can trigger Gunner/Luke Skywalker."
So I can #cluster missile -> miss
## make a primary weapon attack with gunner
#cluster missile -> miss
## make a primary weapon attack with gunner
Normally I would expect gunner's text prohibiting further attacks to nix this scenario but cluster missiles appear to get a unique exception to this prohibition. Ultimately I don't think that it's a huge deal in context as it's a one-off situation but a 'Han Shoots Twice' list can't be too far away if this is the case!
Unless you're firing a Homing Missile at him as you don't spend the Focus token to do so. However you can't use that Focus token to modify the die roll for the missile shot.
I think you are confusing focus tokens with target locks. Dark Curse doesn't affect target locks. Homing missiles will work fine against him.
Deadeye + Homing Missile + Focus = Legal shot at any target in range. Dark Curse included, since the Focus doesn't have to be spent.
Does Deadeye work with Homing Missiles? The second paragraph on the card says "When an attack instructs you to spend a target lock, you may spend a focus token instead." I'm not sure whether this is a requirement that the attack requires the target lock to be spent for the attack in order to be able to use Deadeye in lieu of it, or if the text is just covering the fact that you have to spend the focus if you would have had to spend the target lock.
From a fluff perspective, it doesn't really make sense that you can skill shot a missile that inherently takes care of targeting for itself based on whom you have painted with a target lock. But I realize fluff doesn't count for rules resolution.
Edited by zathras23Does Deadeye work with Homing Missiles? The second paragraph on the card says "When an attack instructs you to spend a target lock, you may spend a focus token instead." I'm not sure whether this is a requirement that the attack requires the target lock to be spent for the attack in order to be able to use Deadeye in lieu of it, or if the text is just covering the fact that you have to spend the focus if you would have had to spend the target lock.Deadeye + Homing Missile + Focus = Legal shot at any target in range. Dark Curse included, since the Focus doesn't have to be spent.I think you are confusing focus tokens with target locks. Dark Curse doesn't affect target locks. Homing missiles will work fine against him.Unless you're firing a Homing Missile at him as you don't spend the Focus token to do so. However you can't use that Focus token to modify the die roll for the missile shot.
From a fluff perspective, it doesn't really make sense that you can skill shot a missile that inherently takes care of targeting for itself based on whom you have painted with a target lock. But I realize fluff doesn't count for rules resolution.
Is there something special about the Cluster Missile, maybe because it's already in the queue? If you can perform the second Cluster attack, what else can you possibly perform?
What if you have a YT with two Gunners? If there anything else that "counts as" two attacks?
And more importantly, does the B-Wing have a Crew slot? If so, Missile+Missile+Luke B-Wings coming soon.
And more importantly, does the B-Wing have a Crew slot? If so, Missile+Missile+Luke B-Wings coming soon.
B-Wings are single seat fighters so no Luke/Gunner.
B-Wings are single seat fighters so no Luke/Gunner.
Is there any ship that could take a Crew and multiple Cluster Missiles? If not, I really don't see this as too unbalancing of a change, since the combo isn't exactly cheap.
I mean... TIE swarms are popular. Company selling new ships subtly tweaks rules to make one narrow combo more effective against (possibly, in some cases) multiple targets. Interesting.
I think the best explanation for Cluster Missiles to work the way they do now is because there is no requirement for order. In other words, immediately after firing (and missing) your first CM shot you now have two attacks "in the queue". One is your second CM attack, the other is your Gunner/Luke shot.
Personally I think they should have left it alone, and had your ship unable to perform attacks for any reason after performing a Gunner/Luke attack, but whether or not I agree with it the rule is now clear. Besides, this is not going to be a game-breaking, massively abusable rule so I won't let it get me worked up regardless.
I think it was important for them to add the "may perform a primary weapon attack" into the gunner card. Must was too rigid.
I am excited for the chance to put 3 stress tokens on someone using Kath with gunner + cluster missiles.
Hello X-Wing players!
I unfortunately made an error in the FAQ concerning the question:
Q: If a ship using Cluster Missiles misses with the first attack and then triggers Gunner/Luke Skywalker, can it still perform the remaining attack granted by Cluster Missiles?
A: Yes.
The answer should be "No." We'll post an updated version of the FAQ as soon as possible. Thank you for your patience!
Q: If a ship equipped with Nien Nunb or R2
Astromech suffers the ion token effect and
must execute a white [ 1] maneuver, can
he treat it as a green maneuver?
A: Yes
Q: If two or more game effects conflict in changing the difficulty of a maneuver, which effect takes priority?
A: An effect that increases the difficulty of a maneuver takes priority over an effect that decreases the difficulty. For example, if a ship equipped with R2 Astromech is dealt the Damaged Engine card, all
of the ship’s turn maneuvers are treated as red maneuvers, including the 1- and 2-speed turn maneuvers.
I don't understand the ion ruling! Isn't the white maneuver more restrictive than the green? Someone please explain?
Edited by Solo14The designated colour of Ion movement isn't restrictive per se. It is simply something that happens to a ship instead of using its movement dial. Some ships can't even do a 1 straight maneuver on their dial, so 1 straight might conceivably be desirable!
This was a philosophical point, much debated before the current FAQ. The FAQ clearly settles that debate.
Edited by RedWildeQ: If a ship equipped with Nien Nunb or R2
Astromech suffers the ion token effect and
must execute a white [ 1] maneuver, can
he treat it as a green maneuver?
A: Yes
Q: If two or more game effects conflict in changing the difficulty of a maneuver, which effect takes priority?
A: An effect that increases the difficulty of a maneuver takes priority over an effect that decreases the difficulty. For example, if a ship equipped with R2 Astromech is dealt the Damaged Engine card, all
of the ship’s turn maneuvers are treated as red maneuvers, including the 1- and 2-speed turn maneuvers.
I don't understand the ion ruling! Isn't the white maneuver more restrictive than the green? Someone please explain?
Crossposting:
The first FAQ entry you refer to there tells us how to handle two different conflicting effects that change the difficulty of a maneuver. But that's not what's happening in the Ion+R2/Nien Numb case. The Ion Token effect doesn't actually change the difficulty of anything, it just says to do a White 1 Ahead maneuver. The only change is the R2/Nien, which takes effect normally.
Or, what RedWilde said
But since I'd answered it over in the other thread, thought I'd drop it here for consistency.
Q: If a ship equipped with Nien Nunb or R2
Astromech suffers the ion token effect and
must execute a white [ 1] maneuver, can
he treat it as a green maneuver?
A: Yes
Q: If two or more game effects conflict in changing the difficulty of a maneuver, which effect takes priority?
A: An effect that increases the difficulty of a maneuver takes priority over an effect that decreases the difficulty. For example, if a ship equipped with R2 Astromech is dealt the Damaged Engine card, all
of the ship’s turn maneuvers are treated as red maneuvers, including the 1- and 2-speed turn maneuvers.
I don't understand the ion ruling! Isn't the white maneuver more restrictive than the green? Someone please explain?
Crossposting:
The first FAQ entry you refer to there tells us how to handle two different conflicting effects that change the difficulty of a maneuver. But that's not what's happening in the Ion+R2/Nien Numb case. The Ion Token effect doesn't actually change the difficulty of anything, it just says to do a White 1 Ahead maneuver. The only change is the R2/Nien, which takes effect normally.
Or, what RedWilde said
But since I'd answered it over in the other thread, thought I'd drop it here for consistency.
The issue is with Stress. If you must make a white 1 forward you keep the stress. Now if you have R2/Nien Numb you avoid this issue.
Prior to this it was clean you couldn't get a green move from it. Due to Page 20 of the rule book spelled it out.
Now they can.
The issue is with Stress. If you must make a white 1 forward you keep the stress. Now if you have R2/Nien Numb you avoid this issue.
Prior to this it was clean you couldn't get a green move from it. Due to Page 20 of the rule book spelled it out.
There is nothing on page 20 of the rulebook that would say this interaction doesn't happen. If you are referring to the breaking rules addition at the bottom, the interaction still doesn't break the rules because the assigned maneuver isn't being changed from anything, it is just assigned as if the invisible dial is revealing a white 1 maneuver. R2/NN then changes the white maneuver to a green maneuver.
Q: If a ship equipped with Nien Nunb or R2
Astromech suffers the ion token effect and
must execute a white [ 1] maneuver, can
he treat it as a green maneuver?
A: Yes
Q: If two or more game effects conflict in changing the difficulty of a maneuver, which effect takes priority?
A: An effect that increases the difficulty of a maneuver takes priority over an effect that decreases the difficulty. For example, if a ship equipped with R2 Astromech is dealt the Damaged Engine card, all
of the ship’s turn maneuvers are treated as red maneuvers, including the 1- and 2-speed turn maneuvers.
I don't understand the ion ruling! Isn't the white maneuver more restrictive than the green? Someone please explain?
The 1-straight (white) is the 'base' maneuver. It's color is not really applying a color change. It is a white-1 to start. R2 or Nunb changes this to a green-1. That's totally fine.
The rule/FAQ about 'conflicting changes' deals with things that manipulate the color. So, if there was some effect that changed the 1-straight maneuver to red, that would take priority over it being changed to green from R2/Nunb.