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Everything posted by Kris M
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Tie Bomber + Thermal Detonators
Kris M replied to Schanez's topic in Star Wars: X-Wing Rules Questions
The Nimble Bomber ship ability is a replacement effect. You may choose to use a 2 straight drop, and replace it with a 2 bank left, or 2 bank right. Next, if you would like to drop another: "• When a replacement effect resolves, the replaced effect is treated as having not occurred. " So you can choose the same 2 straight drop "again" as it "never happened". -
Linked actions - are they on your action bar?
Kris M replied to Hallowed's topic in Star Wars: X-Wing Rules Questions
No. Linked Actions are on a ship's Linked Action Bar which is distinct from a ship's Action Bar. From the Rules Reference: If an upgrade card has an action restriction, the upgrade can be equipped only to a ship with that action on its action bar. This does not include actions on its linked action bar. -
Many abilities are restricted to occur “once per opportunity” (there is no overarching "once per round" rule), which means they can be resolved only one time during the specified timing window. Torani Kulda's (M12-L Kimogila Fighter) pilot ability triggers "After you perform an attack". As the bonus attack provided by Cluster Missiles is a separate attack, this would be considered a new opportunity for Torani's ability to trigger.
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Failing jam or coordinate actions by choosing no target
Kris M replied to Elred's topic in Star Wars: X-Wing Rules Questions
No, the player cannot choose to fail a jam if there are any ships that meet the jam criteria. -
No, deploying is distinct from the "Place Forces" step of Setup. A turreted ship in reserve maintains the orientation of its turret arc indicator, until it is adjusted by the rotate action or other ability.
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Since the lock still has to happen in order for it to be cancelled by the jam token, this comes down to player order since a player can resolve effects in an order of their choosing. Assuming the Genesis Red (M3-A Interceptor) player is the First Player: Genesis Red acquires a lock as the active player, triggering his ability and the jam. After acquiring the lock Genesis Red discards all focus and evade tokens, then gains the same number as the locked ship. Then you would resolve the jam token. If Genesis Red were not First Player, both the jam and lock would enter the ability queue. The jam token would resolve first, breaking the lock. As the lock needed to have happened in order for it to enter the queue, Genesis Red would have to remove all focus and evade tokens, and gain nothing since there is no longer a "locked ship".
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Yes. Weapons Systems Officer (Gunner) reads: After you perform a special attack with the Lock requirement, you may acquire a lock on the defender. Both XX-23 S-Thread Tracers (Missile) and Multi-Missile Pods have the Lock requirement in addition to other requirements on their card and would trigger Weapons Systems Officer
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3 Fearsome predator condition
Kris M replied to Gollum314's topic in Star Wars: X-Wing Rules Questions
No. While Fearsome Predator (Droid Tri-Fighter) is limited to 3 in a squad (as indicated by the number of bullets in front of the card name), you may only include 1 copy of Fearful Prey (Condition) in your squad, as indicated by the single bullet in front of the card name. -
Focus or Target Lock vs Fanatical
Kris M replied to ckdragons's topic in Star Wars: X-Wing Rules Questions
No. Changing a die and rerolling dice are both forms of dice modification. When a player is modifying their dice, they modify them in the order of their choosing. Bear in mind that bar certain abilities, you cannot reroll a die that has already been rerolled. -
Colored based from 1st Edition
Kris M replied to ckdragons's topic in Star Wars: X-Wing Rules Questions
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Yes. Changing a die and rerolling dice are both forms of dice modification. When a player is modifying their dice, they modify them in the order of their choosing. Bear in mind that bar certain abilities, you cannot reroll a die that has already been rerolled. In your example, after rolling dice, you would change the single hit result to a critical hit result (per Advanced Targeting Computer), then spend the lock to reroll the remaining 3 blank results.
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- darth vader
- tie advanced x1
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Yes. For abilities that compare difficulty, purple maneuvers are considered more difficult than non-purple maneuvers and the same difficulty as other purple maneuvers.
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Yes. From the Rules Reference: Reinforce During the Neutralize Results step, if the attack would hit and there is more than one hit or critical hit result remaining, one evade result is added to cancel one result. The Neutralize Results step is step 4 of of an attack and happens after both attack and defense dice have been modified (steps 2 and 3 of an attack).
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Yes. Both mobile and primary arcs count for abilities that check if something is "in arc" and these arcs extend to range 3 even if the weapon in using that arc does not. For example, if Drea Renthal (Scum, BTL-A4 Y-wing) is equipped with a Dorsal Turret, she can use her ability on ships at range 1–3 in her turret arc as well as ships in her front arc.
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Link an action into multiple linked actions?
Kris M replied to Wazat's topic in Star Wars: X-Wing Rules Questions
No. From the Rules Reference under Linked Actions: After a ship performs an action with an attached linked action, if the player wants to resolve the linked action, it is added to the ability queue. If it has multiple actions linked from the same starting action (e.g. Focus to Barrel Roll and Focus to Evade), it can choose only one linked action to add to the queue. -
No. Null is placed at initiative 0 The abilities of a ship are inactive unless the card has the "Setup:" header. In that case, the ability that follows the header is resolved during the appropriate step of setup.
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Marksmanship vs deadeye shot
Kris M replied to darthtrumpet81's topic in Star Wars: X-Wing Rules Questions
Yes. When modifying dice, a player can resolve the abilities in the order of their choosing.- 1 reply
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- marksmanship
- deadeye shot
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Yes, the Proximity Mine detonates after a ship overlaps or moves through the device which is before the check difficulty step. In this example, Lieutenant Tavson (Upsilon-Class Command Shuttle) would execute the red hard turn, roll damage for the proximity mine, allowing Lieutenant Tavson's pilot ability to trigger, then the ship would gain the stress from executing the red maneuver.
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- lieutenant tavson
- device
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Skilled Bombardier and Rigged Cargo Chute
Kris M replied to RunnerAZ's topic in Star Wars: X-Wing Rules Questions
No. The Loose Cargo that Rigged Cargo Chute instructs you to drop is an obstacle and not a device.- 1 reply
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- skilled bombardier
- rigged cargo chute
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Cluster missile confusion!!!!!
Kris M replied to Boba Fettish's topic in Star Wars: X-Wing Rules Questions
A ship that attacked with the Cluster Missiles card can perform a bonus attack against another ship at range 1 of the original defender and ignore the lock requirement to do so. The range restriction (1–2), attack arc (front arc), and cost (spending 1 charge) are maintained for the bonus attack. As you ignore the lock requirements when attacking the second target, you may spend the lock on the initial attack, but as the lock is on the original defender and not on the second target you would not be able to spend a lock to reroll your attack dice during the bonus attack unless you had a lock on that target as well through other means such as R3 Astromech. -
No. A barrel roll can fail in the same manner as a barrel roll action, but because Anakin Skywalker's (Naboo Royal N-1 Starfighter) pilot ability is not an action, the Force cost is a cost to resolve the effect (which Anakin cannot do in the case of failure) rather than a cost to attempt the action.
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Han Solo yt 1300 pilot ability
Kris M replied to Soupeey's topic in Star Wars: X-Wing Rules Questions
No, there is no upper limit to how many times Han Solo (Modified YT-1300 Light Freighter) may use his pilot ability in a single round. Remember that "rerolling dice" is considered distinct from "rolling dice" from a mechanics standpoint, as such rerolled dice results do not trigger an opportunity for Han Solo to use his ability. -
Cad Bane crew and Thermal Dets.
Kris M replied to Cuz05's topic in Star Wars: X-Wing Rules Questions
Yes, abilities that trigger after dropping a device trigger after each Thermal Detonator is dropped. In terms of sequence, the first Thermal Detonator is dropped, any abilities that trigger from this (such as Deathrain [TIE/ ca Punisher] or Delayed Fuses [Modification]) are added to the queue and resolve, and then the second Thermal Detonator is dropped, and any abilities that trigger from this are added to the queue and resolved. -
Emon's ability is a replacement effect. You may choose the 1 straight drop, and replace it with 3 hard left, 3 straight, or 3 hard right. Next, if you would like to drop another: "• When a replacement effect resolves, the replaced effect is treated as having not occurred. " So you can choose the 1 straight drop "again" as it "never happened", then replace it "again". Lots of combinations are possible. The only restrictive sequence is if you actually drop a 1 straight first, and do not replace it. Your only second option is then a 2 straight drop.
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Red actions and Precognitive Reflexes
Kris M replied to theharrypotter's topic in Star Wars: X-Wing Rules Questions
No, Precognitive Reflexes (Force) is instructing the ship to perform either a barrel roll or boost action and then to check if that action exists on it's action bar, not to check the difficulty of the maneuver. If a ship is instructed to perform an action, the action is white unless stated otherwise. In this example, Anakin Skywalker (BTL-B Y-wing) could trigger Precognitive Reflexes to perform a white barrel roll, and as he has the barrel roll action on his action bar, would not gain 1 strain token.