Slave-1 Questions

By Klasmars, in X-Wing Rules Questions

This might be a stupid question but i just want to be sure i don't cheat.

Can The slave-1 with the seismic Charge card upgrade use that card, move, do an action and shoot at the same turn?

The Proximity mine have the text: Action on it so that mine is a action. But there is no such text on the seismic charge.

This might be a stupid question but i just want to be sure i don't cheat.

Can The slave-1 with the seismic Charge card upgrade use that card, move, do an action and shoot at the same turn?

The Proximity mine have the text: Action on it so that mine is a action. But there is no such text on the seismic charge.

Yes! That's the reason that it is one of the best 2 points spent in the game if used wisely.

Awesome! Lets head down to the shop and buy one moar Slave-1 so i can have 2 Seismic charges!

Aaaaaaand i got 2 Slave-1

Edited by Klasmars

Also this card kindof bothers me!

Stealth Device

Increase your agility by 1. If you are hit by an attack, discard this card.

The attacker always roll the attack die first. And if he gets a hit then the card is discarded IMMEDIATELY and the defender does´nt even get to use This card.. Ever

AM I WRONG or is this card porky written?

Edited by Klasmars

Also this card kindof bothers me!

Stealth Device

Increase your agility by 1. If you are hit by an attack, discard this card.

The attacker always roll the attack die first. And if he gets a hit then the card is discarded IMMEDIATELY and the defender does´nt even get to use This card.. Ever

AM I WRONG or is this card porky written?

I thought hits were uncancelled Die Results.

So the card is there after the Attacker rolls which allows its affects.

Rules Page 12 Item 6 Compare Results

"If there is at least one uncanceled * or [cirt] result remaining, the defender is considered hit"

Edited by Ken at Sunrise

Yeah pretty much what they said. You're not officially "hit" until both sides roll their dice, modify the results, compare them, and the other guy has at least one more uncancelled Hit or Crit than you do Evades.

Ahh...

Also,

your observation on using a Seismic Charge applies to the Proton Bomb as well. That thing is really nasty :-)

Its just a lot more expensive since it bypasses shields.

Last one.. Probably not. Heavy laser cannon! 4 shots from 2-3 range. All Critical hits become regular Hits.

Why is this a heavy Laser? Should´nt it be the other way around? Hits become Crits? FOR 7 POINTS!

It's meant to be more of a big, blunt instrument. *shrug* Powerful gun, but at long range you can't really aim it precisely in order to target weak points or what have you. You might HIT them - especially if you have Marksmanship or something like that - but it's meant to have power but lack precision.

Also, keep in mind - it doesn't require you to spend a focus (blaster turret) or target lock (just about any projectile) or both (advanced protons) to fire. You can just peg away freely. Which means if you're smart enough to ensure you HAVE a focus and/or TL when you fire it off, you can use both of them to modify your attack roll - and their ruling clarifies that rerolls are NOT affected by the text of HLC, only the initial attack roll.

So say you roll, you get a focus, a hit, and 2 blanks. You reroll the blanks, and get 2 crits. Those crits stick and aren't automaticaly turned back to hits. So if you spend a focus at that point you've got 2 hits, 2 crits, and are dishing out a lot of pain.

So if i have Krassis Trelix with heavy laser cannon that would be the best for heavy laser cannon usage then... With the target Lock focus tokens etc planning ahead dropping seismic charge.. Slave 1 has lots of fun stuff!

If you compare the HLC to other secondary weapons, it comes out pretty well.

If we compare it to a similar weapon, say a Proton Torpedo, the ProTorp costs 3 points less and converts an eye to a crit, but you only get one shot for those 4 points, and you have to have a target lock to fire it, which means it's going to be difficult to have any modifiers available to improve the shot.

By contrast, the HLC can roll 4 dice with full token modifier options for the entire game. That's well worth three extra points, even if it does cost you crits.

Note that they've recently clarified once and for all that if you have anything that modifies or rerolls dice, and you get a crit on that mod/reroll, you get to keep it. The crits-to-hits conversion only occurs on the initial attack roll.

I don't know, without deeper consideration, that I'd go so far as to say Trelix is the best of ALL possible uses for the Heavy Laser cannon. But he definitely is someone that can get a lot of bang for its buck. And yes, the Firespray has a lot of fun goodies and a lot of ways you can build it out for different roles. Fettigator is supposedly going to be ruled legal, which means he could have the Slave-1 skipping all over the board hitting you from weird angles and dropping stuff in your path.

The key with a ship like that, or the Falcon, or the new Bomber or B-Wing, as examples, is knowing what you want to do with them, and building the cheapest possible version of that - rather than overloading them with stuff you might never get the chance to use, just because they can HOLD all of it.

In other words, unless you plan around torpedoes, you probably don't need the Slave-1 title, which is a terrible example since it's free. But don't take that and then take torpedoes just because it LETS you, I guess. Unless you plan to play a tricky positioning game, the points spent on a bomb or mine might have been better spent elsewhere. Same with something like the aforementioned Heavy Laser - if you plan to make good use of it, it can be well worth the points. If you spend the entire game lining up range 1 shots, why bother?

Just try to have a clear picture how you want to use the ship, not load it up with everything you can and then figure out how to use it.

and that clarification just made the HLC even better than it was before......

a B-wing with HLC and Fire Control Systems could be pretty nasty.

Edited by Englishpete

Ah! HLC seems to be a decent weapon when push comes to shove.. And its moar RP to when driving Slave 1.

Thanks guys for the info and your "yoda´ness".

Note that they've recently clarified once and for all that if you have anything that modifies or rerolls dice, and you get a crit on that mod/reroll, you get to keep it. The crits-to-hits conversion only occurs on the initial attack roll.

Where did they "officially" change this?

Did I miss it in the FAQ?

Going to an event Saturday and was considering using Krassis with HLC...

It's in the FAQ, but the wording was a bit ambiguous. We pinned James Kniffen down at Gencon and got him to confirm that that is what it means.

So "re-rolling" dice is considered a "modification"?
Is there an official reference for this or just something that someone said that someone else said...?

Going to an event, and I don't want to look like a **** trying to play that rule without some sort of official ruling.

It's in the FAQ, but the wording was a bit ambiguous. We pinned James Kniffen down at Gencon and got him to confirm that that is what it means.

He means that literally.

So "re-rolling" dice is considered a "modification"?

Is there an official reference for this or just something that someone said that someone else said...?

Going to an event, and I don't want to look like a **** trying to play that rule without some sort of official ruling.

Well if you look in the combat steps, re-rolling is listed under Modify Dice (attack or defense). So they always had that in mind, apparently. I know it's been made clear, but someone less tired will have to dig up the official "a reroll is not a roll" ruling.

The only "official" word we have is what's in the FAQ. Sadly, that's not as clear as it should be, but it certainly can be read either way. Hence the direct questioning to Kniffen at Gencon, that clarified the clarification.

Ok, thanks. Guess it will be up to the TO to decide if that's the interpretation he want's to run with.