Questions about Captain Yorr with Elusiveness / Push the Limit

By DraconPyrothayan, in X-Wing

Captain Yorr can take the stress tokens for friendly ships at range 1-2 if he has 2 or fewer stress tokens on himself.

Elusiveness and Push the Limit are both upgrades that give the upgrades ship Stress Tokens under certain conditions.


Now, I see their as Elusiveness/PushTheLimit work as written, except the token gets intercepted by Captain Yorr.

Someone else in my playgroup see this as Captain Yorr intercepts the stress token, and cancels out the benefits of Elusiveness/PushTheLimit in doing so, which is a Cluster/Gunner level of bad fleet-building

Yet a third player in my playgroup agrees with me on the former part, but sees it as recursion, allowing one ship to trigger Elusiveness 4 times in a single attack, with 3 stress tokens going to the good Captain, and one more stress token on the upgraded ship.


What is your interpretation of the interactions? Is there an official Wave 3 F.A.Q. that covers this and other questions like it?

For that matter, if Captain Yorr has the max 3 Stress Tokens, does 1 green maneuver clear all 3, or just 1 of them?

1 green maneuver clears 1 stress token.

So it will take 3 turns with green maneuvers to clear 3 Stress tokens.

So there's one question answered. And the others?

Yorr gets the token that should have gone to the friendly ship and The friendly ship gets all the benefits for the associated action.

Note that the stress token doesn't "dissapears", it simply change its destinatary. Abilities such elusiveness and PTL work perfectly because you still take a stress token, which is the requeriment. It is only that it goes for a different ship, but it doesn't matter which ship gets it.

However, abilities that rely on a ship specifically getting the stress token won't trigger. For example, Soontir Fel needs to get the stress token to activate its own ability. If Soontir uses PTL, and Yorr intercepts the token, Soontir would lose the stress and could perform 2 actions, but he could not gain the extra focus token, because the abilty especifies "When YOU (Soontir) recieve a stress token".

Jehan is correct.

"Yet a third player in my playgroup agrees with me on the former part, but sees it as recursion, allowing one ship to trigger Elusiveness 4 times in a single attack, with 3 stress tokens going to the good Captain, and one more stress token on the upgraded ship."

That's correct for Elusiveness, PTL specifically says 'Once per round' so you can't use recursion there.

Abilities can only go off once, per trigger. Tycho cannot use Elusiveness multiple times in a single attack, despite his ability. All actions and rules in this game operate the same way. You COULD use Elusiveness multiple times per TURN, so if your ship was attacked twice (and he shed/ignored the stress in between) he could use Elusiveness against both attacks.

This is exactly the same as other triggered events. Soontir Fel gains a focus when he gets a stress. This does not mean you can gain one stress and "use" his ability a dozen times, but if he were to gain stress twice in a turn he would get a focus token each time.

Tycho's ability has nothing to do with Elusiveness, it isn't an action.

We're having a discussion on the recursion of abilities in the rules forum. That discussion can probably move there(it'll keep things clearer.)

Edited by Aminar

To KineticOperator and Ken at Sunrise:

Elusiveness isn't an Action.The only thing about the card preventing its recursion is that it checks for a Stress Token.

Push the Limit IS an Action. On Tycho, the fact that the card itself says you can use it only once per turn is what prevents recursion.

Adding an attack die for being at range 1 is not an action either. Why is that different? You measure, you are attacking at Range 1, you add an attack die. Why can't you measure again, after all you are still attacking right? So I am still attacking, still at Range 1, so I will add another attack die, and another, and another, etc.

The reason is that the trigger "when defending" is no different than any others, like the "when attacking" for checking range dice. It goes off once, and only once. So you check, you are defending, you may perform elusiveness one time. If you find yourself defending again, you can use it again, but for this attack you are done.

Also, I realize Tycho's rule is not a fit for elusiveness specifically. I was trying to point out situations where we have the potential for infinite recursion, and just kinda lumped him in there. I should have picked a different example, obviously, but the point remains.

Look, just wait on the FAQ. There is more than enough precedent for the recursion because every card in the game has been designed to stop recursion by assigning costs that prevent further use, circumventing those costs is what good team building is all about. Even more importantly, the recursion is far from broken considering the cost required to pull off these combos, and the number of turns needed between uses. With Elusiveness it isn't even particularly good. Forcing an attack reroll is relatively negligable on the defense. Opportunist is good, but functionally still not broken.

I don't think it's broken.

A) It only works with Elusiveness, because Push the Limit specifically says "Once per turn".
B) The additional text on Push the Limit actually serves as precedent in this case, as otherwise they would have printed errata for Elusiveness in the Wave 2 FAQ to match.
C) Dice can only be re-rolled once, according to the base rules, so even forcing 4 re-rolled dice (the maximum, with Capt. Yorr taking 3, and the ship in question taking 1), you would need to be up against something with 4d or greater attack.
D) Using it to its max relegates Captain Yorr to Green and White Maneuvers for a minimum of 3 turns, preventing him from using any red maneuvers and actions, leaving him a sitting duck in that timespan.

So, to recap: Not actually infinite recursion. It has can occur 4 times from a single ship, or twice for up to 3 ships. This leaves Captain Yorr with 3 stress tokens, which relegate him to a very small maneuver base. As the shuttle has only 1 evasion die and no alternate firing arc, its 5 shields and 5 hull can die very quickly in this situation, particularly when you include the fact that he cannot take any Elite Pilot Talents for added longevity.

Frankly, a fleet that puts Target Locks onto friendly tie fighters for posterity, or a fleet that never runs out of focus tokens, are both harder to beat than one based around this interaction.

The arguments that some are making about actions are irrelevant here, because Elusiveness isn't an action, and Push the Limit, as stated, has a specific cap included on the card.
The argument that KineticOperator made that "You could just re-measure range 1 to get an extra attack die" is ludicrous, as range is static, and multiple re-measuring provides no benefits.
Moreover, that Elusiveness has a built-in mechanic to prevent you from forcing a re-roll on all attacking hits at all means that the "When Defending" triggering only once, as KineticOperator suggests, is not actually supported by the rules.
Edited by DraconPyrothayan

1. 'When defending, you may...' means you do not have to activate this ability. It is mot mandatory, but optional.

2. 'receive stress' if you do activate it, you must place the stress on the ship that upgrade is equipped upon.

3. Captain Yorr's ability comes into play at this point, as he receives the stress token 'instead'. As it is mandatory the ship with Elusiveness receive the stress, prior to activating the ability, it can not be activated.

I'm sure I'll be railroaded for this opinion, but that's how I read it. If it said

"When defending, choose 1 attack die. The attacker must reroll that die. Place 1 stress token on your ship" then that would allow the ability to activate and for Yorr to accept the stress. I do see a case in that it doesn't say 'this ship' and in fact says 'you', but heck...if it's 'me' receiving the stress then I can place it wherever I like, anyways, without Yorr's help. 'You' in context with the rules, means 'this ship'.

Edited by CaptainRook

I think the wording is actually there to support it only triggers once per turn here is why.

SENSOR JAMMER

When defending, you may change one of the attackers (hit) to a (focus) result. The attacker may not reroll the die with the changed result.

The Sensor jammer in this instance says that you may change only 1 die.

The same rule applies for elusiveness

When defending, you may choose to receive 1 stress token to choose one attack die. The attacker must reroll that die. If you have at least 1 stress token you cannot perform this ability.

Here is why it doesn't work

During the combat steps

Attacker rolls

-Defender modifies attack die, you only get 1 chance to modify those dice 1 time per ability since they state choose one attack die

-Attacker modifies attack die

ect ect

Otherwise sensor jammer would work on all normal hits since there are no negative effects of using it for your ship (ie stress)

Edited by macar