So the HWK has only one native attack die. Now, that makes me curious. See, if you happen to take the weapon malfunction critical hit (or if you're a 2 attack ship that somehow managed to end up with both of them) then can you no longer attack, even at range 1? Are you considered to have no primary weapon? Or just one so weak you can only hope to do anything at all with it in range 1?
So, if you have no die, is it no dice?
The latter (Only at Range 1) is correct.
Similarly, it is possible to be Critted/Wedged/Exposed down to 0 Agility Dice except for at Range 3.
Well yes that's true. But the difference between them is that evading is reactive. You evade because someone fires on you. Firing isn't reactive. That's why I wondered. I was just wondering about the legality of it, especially if some effect triggered because you fired on someone. Are you acting like a blinded pilot, declaring an attack and not rolling dice? Or are you just not even able to designate an attack with your primary weapon? (Two of the ships I can think of most likely to be afflicted by this both have turret options, so they're not likely to be completely helpless).
The way I read it, if you take a Weapon Malfunction, you reduce you primary weapon value by one, and if it was one to start with, then you've got no primary weapon and thus can't attack with it. After moving, you can try the Action on the card to flip it face down, thus repairing the damage. If you've got secondary weapons, then you might still be in the fight. If you don't, then your options are somewhat less.
Now the real argument is in the Range 1 shot with a malfunctioning weapon. I guess, it's only a malfunction and not destroyed, so you should get a feeble range 1 shot, but some might argue that one. Anything outside that range is simply not possible. Ignore the Blinded Pilot thing because with that card, you've got to declare an 'attack' to flip the card and remove the crit. With a Weapon Malfunction, you declare it as an Action to try and flip the card.
That's the way I would see it happening.
We know from direct FFG response that an attribute can be reduced to zero, stay at zero, and function as if it were zero for all purposes. The specific question concerned a 1 Agility ship that took two -1 AGI crits, and was being attacked at range 3 - the two -1s reduce it to zero, then range 3 adds one so you roll a total of one die.
There's nothing that says you have to have an attack value above zero in order to attack - however logical it might seem, there's no such restriction in the rules. You will roll zero dice, but you can still attack. Admittedly there's not a whole lot you can do with that attack, but nothing stops you from making it.
You will roll zero dice, but you can still attack. Admittedly there's not a whole lot you can do with that attack, but nothing stops you from making it.
Darth Vader says "Hello"
You will roll zero dice, but you can still attack. Admittedly there's not a whole lot you can do with that attack, but nothing stops you from making it.
Darth Vader says "Hello"
As far as I know, at least for now there's no ship that can carry Vader and end up at zero attack dice. The ships that can carry him have 3, 3, and 4 dice, so even with two crits, they won't hit zero. Maybe in the future, but not yet.
But you will notice I said "not a whole lot" rather than "nothing"
There's not many at all, though... Ones I can think of (note these are possible, but not necessarily likely):
1. Clear a Blinded Pilot
2. Dutch with R5-K6 at zero attack dice. Attack, spend a lock to reroll nothing, R5-K6 does his thing and lets you pass orr a new lock
3. Attack a ship with Rebel Captive to eat the stress so another ship can attack safely
That's about all I can think of, but there may be others. There's a limited number of ships that can get to zero attack dice at all, and not many abilities that trigger off the attack for those ships.
We know from direct FFG response that an attribute can be reduced to zero, stay at zero, and function as if it were zero for all purposes. The specific question concerned a 1 Agility ship that took two -1 AGI crits, and was being attacked at range 3 - the two -1s reduce it to zero, then range 3 adds one so you roll a total of one die.
There's nothing that says you have to have an attack value above zero in order to attack - however logical it might seem, there's no such restriction in the rules. You will roll zero dice, but you can still attack. Admittedly there's not a whole lot you can do with that attack, but nothing stops you from making it.
Actually One Guy's question was on the attack dice, but I can see the agility crits working the same way. If you end up with 0 Attack dice, yes you can declare an attack, but you're only going to roll a die at range 1 and if you end up with 0 Agility, then your only Agility roll is at range 3. At range 2 in either scenario - you're screwed! ![]()
Having a 0 for Attack or Agility still works, just not too well and very much range dependent. It would be truly unfortunate to get the same crit twice.
There's nothing that says you have to have an attack value above zero in order to attack - however logical it might seem, there's no such restriction in the rules. You will roll zero dice, but you can still attack. Admittedly there's not a whole lot you can do with that attack, but nothing stops you from making it.
There is nothing you can do with the attack. But there might be something which the attack triggers.
- Vader
- You receive stress from rebel captive.
- FCS gets you a target lock on the target. (Ships with system upgrade slot have 3+ attack value so that cannot happen.)
- Dutch uses his TL to reroll zero dice and hopes for R5-K6 to work.
- Turr performs an action. (again, 3 attack value)
- Gunner gives you a 2nd attack with 0 dice.
There might even be something which triggers when the defender is defending. He is not only entitled but required (technically at least) to roll his green dice.
Edited by dvorBut a ship with Primary Weapon Value of zero would still gain the +1 at Range 1, right?? The Weapons Malfunction doesn't say "Discard your primary weapon" where Munitions Failure actually says "Immediately choose one of your secondary weapon Upgrade cards and discard it. Then flip this Damage card facedown."
But a ship with Primary Weapon Value of zero would still gain the +1 at Range 1, right??
Yes. It does get to roll one die.
Edit:
If a ship with 1 attack value gets weapons malfunction twice, does it also get to roll 1 die at range 1? 1-1-1+1=0
Edited by dvor
But a ship with Primary Weapon Value of zero would still gain the +1 at Range 1, right??
Yes. It does get to roll one die.
Edit:
If a ship with 1 attack value gets weapons malfunction twice, does it also get to roll 1 die at range 1? 1-1-1+1=0
Weapons Malfunction reads "To a minimum of Zero".
The rules for range bonuses say "May roll an additional die". not "Increase your primary weapons value"
Ergo, 0+1=1