Assault Missiles

By Klasmars, in X-Wing Rules Questions

Assault Missiles: If this attack hits, each other ship at range 1 of the defender suffers 1 damage.

My question is. Does this dmg go on to my own ships as-well?

I´m sure this has been asked and answered before but i couldn't find anything so give me the answer. The most RP and correct answer would be YES.

I believe that is a big A-ffirmative. You can in fact catch your own ships in an assault missile blast if you're not careful.

And YES is the answer.

Assault missiles and bombs can cause friendly fire.

However, note that the missile has to 'hit' to cause the area damage. If all damage results in the attack dice are cancelled by defense dice or evade tokens, the attack doesn't 'hits' and thus the assault missile doesn't "detonates".The Assault Missile must cause the target to suffer 1 damage, at least. That condition doesn't apply to bombs, which always detonate and damage all ships caught in the blast.

True, with an assault missile, the assumption is that if the shot missed the target, the missile went flying off into space and detonated somewhere harmlessly, where a bomb just sits there where it's dropped and goes off.

The Assault Missile must cause the target to suffer 1 damage, at least.

This isn't correct. The requirement to hit is not the same as a requirement to cause damage. Draw Their Fire, for instance, could pull a lone critical hit result away from the target so that it does not suffer any damage, but it is still considered hit, and the splash will still go off.

The Assault Missile must cause the target to suffer 1 damage, at least.

This isn't correct. The requirement to hit is not the same as a requirement to cause damage. Draw Their Fire, for instance, could pull a lone critical hit result away from the target so that it does not suffer any damage, but it is still considered hit, and the splash will still go off.

Buhallin is correct on this one, but you actually had it right in the sentense just before this one.

My Darth Vader have on several occasion sacrificed more than 1 Hit to one of his bystanding renegade TIE's :ph34r: It keeps them in check :D

True, I stand corrected.

Thanks guys!

Ok.. Lets say i have cluster missiles or Major Rhymer with his skill that makes your secondary weapon shoot at +or-1.

Does the 1+ die come in to play when fireing your secondary weapon at range 1?

Ok.. Lets say i have cluster missiles or Major Rhymer with his skill that makes your secondary weapon shoot at +or-1.

Does the 1+ die come in to play when fireing your secondary weapon at range 1?

Secondary weapons never get +1 die for Range 1 and the defender does not get +1 Evade dice at Range3 against Secondary weapons.

Jim

Edited by Emrico

Ok.. Lets say i have cluster missiles or Major Rhymer with his skill that makes your secondary weapon shoot at +or-1.

Does the 1+ die come in to play when fireing your secondary weapon at range 1?

Major Rhymer's ability does not add or subtract dice. His ability allows you to fire secondary weapons at shorter or longer (+1/-1) RANGE than normal. Examples: He can shoot Cluster Missiles at Range 3 instead of 1-2 or Advanced Proton Torps Range 1 or 2 instead of just Range 1.

Secondary weapons never get +1 die for Range 1 and the defender does not get +1 Evade dice at Range3 against Secondary weapons.

Jim

He wasn't saying Ryhmer adds dice, merely that, other than clusters and advanced protons, ryhmer is the only way to fire a missile or torp at range one.

The rest of your post is correct :) .

Ok.. Lets say i have cluster missiles or Major Rhymer with his skill that makes your secondary weapon shoot at +or-1.

Does the 1+ die come in to play when fireing your secondary weapon at range 1?

He wasn't saying Ryhmer adds dice, merely that, other than clusters and advanced protons, ryhmer is the only way to fire a missile or torp at range one.

Actually, Klasmars appears to be asking if the missile fired at range 1 would gain the +1 attack die a primary attack would get. Be that secondary weapon be a Cluster Missile Attack or Ryhmer allowing another missile to fire so close. Emrico's post is completely correct but just adds additional information that wasn't part of the original question.

I just misread his post and wasn't positive which he was asking about for sure, so I just covered both bases.

Jim

Emrico posted just exactly what he needed to post. Klasmars is very happy with the one answer and additional information regarding my question...

Ok.. Lets say i have cluster missiles or Major Rhymer with his skill that makes your secondary weapon shoot at +or-1.

Does the 1+ die come in to play when fireing your secondary weapon at range 1?

Major Rhymer's ability does not add or subtract dice. His ability allows you to fire secondary weapons at shorter or longer (+1/-1) RANGE than normal. Examples: He can shoot Cluster Missiles at Range 3 instead of 1-2 or Advanced Proton Torps Range 1 or 2 instead of just Range 1.

Secondary weapons never get +1 die for Range 1 and the defender does not get +1 Evade dice at Range3 against Secondary weapons.

Jim

The defender gets +1 evade dice if the attacker is shooting through an obstacle regardless if it's a primary weapon or secondary weapon.

Edited by Deltmi

Emrico posted just exactly what he needed to post. Klasmars is very happy with the one answer and additional information regarding my question...