Energy System Rules!?

By CPTMcMurphy, in X-Wing

Here are my thoughts on how energy will work for the new epic ships and their upgrades.

Scenario 1

The purple number denotes the amount of energy that card produces. The energy that a card produces can only be used by that card. There for, the Single Turbolasers produce 2 energy that can be used by the player to shoot those turbolasers. Cards like Engine Booster don't produce energy, but use energy provided by the main ship. The CR90 produces energy only on the aft card, but that energy will be available to use on the fore card and any upgrade that is attached to the CR90. Energy clears at the end of the round.

Scenario 2

Any card with a purple number adds to the energy that the ship has available to use that round. The player can use that energy anyway they chose, either on one of the ships specialty actions or to use one of the upgrade card abilities. Energy clears at the end of the round.

I am leaning more towards Scenario 2. It is a cleaner system for tracking energy and like many of the actions that ships take in the game, these actions do not carry over to the next round (target lock presently being the key exception). The key problem with trying to determine what the rules for energy use are going to look like is that we do not know how many times a energy based action will be allowed in a turn. For example, will a player be able to repeatedly fire a Single Turbolasers until they are out of energy or will it stay in line with other weapons in the game where you only get one attack

What I am certain is that the purple number on cards denotes energy production while energy usage will be declared in the rules text either on that card or in the core rule set.

Edited by CPTMcMurphy

Except the Medium Transport was pretty clear that the purple number is the maximum energy capacity. And based on the wordings on the cards that have purple numbers, I'm willing that to bet that you can store energy on those cards as well. Based on how Energy is in bold on both the Tibanna Gas Containers and Comms Booster, I think there is a new phase in Epic and Cinematic games. No whether it is a single option like actions, or it has multiple options (gain and redistribute energy in a single turn) remains to be seen. If you always get that amount of energy a turn, as listed on the cards, it makes energy a fairly powerful resource, with no real limits on how you can use energy.

Recover is already going to be difficult to deal with without getting a full amount of energy every turn.

Except the Medium Transport was pretty clear that the purple number is the maximum energy capacity. And based on the wordings on the cards that have purple numbers, I'm willing that to bet that you can store energy on those cards as well. Based on how Energy is in bold on both the Tibanna Gas Containers and Comms Booster, I think there is a new phase in Epic and Cinematic games. No whether it is a single option like actions, or it has multiple options (gain and redistribute energy in a single turn) remains to be seen. If you always get that amount of energy a turn, as listed on the cards, it makes energy a fairly powerful resource, with no real limits on how you can use energy.

Recover is already going to be difficult to deal with without getting a full amount of energy every turn.

Good points. But how would energy production be handled? There would seem to be a need to produce enough that an epic ship could use two or three (depending on energy costs) of its energy based abilities a turn, but not produce enough energy that it becomes impossible to deal with.

I doubt we will get any real clear picture of many of the new rules these ships will require, at least until they hit the store shelves. Here is one for you, do you think ships at attack range 4 and 5 will still get a +1 bonus to there evade or the double evade value is their evade bonus?

I'm leaning toward an additional +1 Evade each time you go up a range. So +3 for ships at Range 5. Making the Turbolaser extra nasty against low agility ships. But HORRIBLE against TIEs and A-wings. Especially with Stealth device. (Yeah, the Turbolaser ain't hitting a Stealthed TIE at range 5, with 8 Evade).

I need to get an extra core now...

The way I see it so far, the transport gets 4 energy and the Tantive gets 5 each turn to spend as needed. It may need to spend energy to move (turns or longer straights), it can replenish shields, it can boost its defense, or it can charge up the various hardpoints or cargo items it has onboard. Oh, and the Tantive can even spend energy to refire a weapon that misses. So, there is plenty to spend energy on and managing the energy pool becomes quite important. Having weapons fully charged before getting into range will allow for a more deadly strike than only being able to fire what can be powered on that turn.

The purple number on the ship card determines how much energy the engines produce. The purple numbers on other cards represent how much energy can be stored. This lets you charge something over several rounds if you can't spare enough to do it all in a single round.

I hope it does work this way, as it seem like a pretty cool way to handle things. Especially multiple weapons. Sure you can have eight turbo lasers, but keeping them all firing is going to be tough.

Yeah, the upgrades with a purple number would seem to work simplest if that is an amount that can be stored in them, you charge up the weapons from your ship's reactor.

I have seen people speculating that maneuvers for the huge ships cost energy, but I haven't seen anyone point out that you can clearly see a bit of purple on the maneuver dial in the picture for the Tantive, which would seem to confirm that speculation.

Except the Transport preview pretty blatantly said that the number is the maximum energy capacity, NOT how much it generates a turn.

The Transport preview didn't show any upgrade cards with a purple number. All it talked about was the ship card.

Edited by Forgottenlore

Yes, it talked about the stat on the stat card. The only upgrades shown were those that used energy and did not have the purple number on it.

Right.... which is why we can't draw any conclusions from the transport preview about what the purple number on the upgrade cards means.

I kinda get the impression we are either talking in circles, or talking past each other or something. Doesn't matter. We'll find out what all the purple numbers mean sometime this year (hopefully).

I think there is some confusion, as the quotes don't seem to work with my browser, but I was referring to Rookie Pilot's post.

From "Get To Your Transport"

What Is Energy?

When you field the GR-75, the expansion’s rules for energy provide you with a wide range of means to interact with other ships. The GR-75‘s maximum energy capacity is indicated by the purple number above its agility value, and new rules allow your transport to both gain energy and spend it to power a brand-new action and activate a host of new upgrades. Altogether, the tactical possibilities they afford make the GR-75 a uniquely rewarding X-Wing starship.

I think it may be how we are interpreting what is being said here. I took it that the maximum meant that I might not be able to spend all the energy generated in a particular round. If my sheilds were full and no other ships were around me, all I'd be spending points on would be movement... But if I was in the thick of a battle, I would be spending every point I had (a maximum of 4) to try and stay alive.

But, as Forgottenlore suggests, we'll get clarification either when FFG drops another announcement that explains this or we get these ships in our hands.

I'm leaning toward an additional +1 Evade each time you go up a range. So +3 for ships at Range 5.

Could be +1 attack at range 3 and +1 agility at range 5. Just saying.

Making the Turbolaser extra nasty against low agility ships. But HORRIBLE against TIEs and A-wings. Especially with Stealth device. (Yeah, the Turbolaser ain't hitting a Stealthed TIE at range 5, with 8 Evade).

Could be 7 evade dice instead of eight. The number of dice may even depend on initative.

Edit:

Regarding energy my guess is that every card with an energy number has exactly that amount available each round. There might be a way to shift some energy from one card to another during a round.

Edited by dvor

From the new quad laser card it seems obvious to me that the purple number on the upgrade grades indicate the maximum number of energy tokens that the card can receive per turn. Cards can evidently store and spend energy tokens due to the text that mentions spending energy from that card.

The engines will produce at set amount of energy tokens per turn, listed on the ship card, that can be distributed amongst the entire ship's upgrade cards, not to exceed the card's max value (the purple number), to later be spent from those cards.