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Rules Reference Corrections


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This thread contains official corrections to the current version of the Star Wars: X-Wing Rules Reference. These corrections supersede the authority of the Rules Reference. These corrections will be deleted whenever the Rule Reference is updated. 

The Rules Reference can be found at https://www.fantasyflightgames.com/en/products/x-wing-second-edition/ under the Support - Rules section at the bottom of the page.

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  • 4 weeks later...

Rules Reference Update: The following changes will be included in an upcoming update.

PLANNING PHASE: 

The Planning Phase is the first phase of the round. During the Planning Phase, each player secretly sets a maneuver for each of their ships. To set a ship’s maneuver, the player takes a dial matching the ship’s type and rotates the dial until the arrow points at the desired maneuver. Then the dial is placed facedown in the play area next to the matching ship. The phase ends when each ship has a dial assigned to it and both players agree to proceed to the System Phase.

• Players can assign their dials in any order.

• Players are allowed to change their selections on their dials as long as the phase has not ended.

• A player must inform their opponent if they wish to touch or look at one of their dials during the System or Activation Phase.

• Ionized ships are not assigned dials.

• If a player forgets to set a maneuver dial for a ship during the Planning Phase, during its activation the ship gains a stress, then performs a Stress Maneuver (White 2 Straight).

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Rules Reference Update: The following changes will be included in an upcoming update.

ION:

A ship is ionized while it has a number of ion tokens relative to its size: at least one for a small ship, at least two for a medium ship, and at least three for a large ship. Ion tokens are red tokens.

During the Planning Phase an ionized ship is not assigned a dial. Secretly set a maneuver on the ship's dial, and place the dial facedown on the ship's card.

During the Activation Phase, an ionized ship that did not have a dial assigned to it during the Planning Phase activates as follows:

1. The ship skips its Reveal Dial step.

2. During the Execute Maneuver step, the ionized ship executes the ion maneuver. The ion maneuver is a blue [1 straight] maneuver. The bearing, difficulty, and speed of this maneuver cannot be changed unless an ability explicitly affects the ion maneuver.

3. During the Perform Action step, the ship can perform only the Focus action.

4. After the ship finishes this activation, it removes all of its ion tokens.

Additionally:

• An ionized ship cannot perform any action except the Focus action.

• Some special weapons inflict ion tokens instead of dealing damage.

• If a ship becomes ionized after the Planning Phase (and therefore has been assigned a dial) but before it has activated during the Activation Phase, it activates as normal. During the next Planning Phase, if the ship is still ionized, it is not assigned a dial and proceeds with the ion maneuver during the Activation Phase.

• If a ship that was ionized during the Planning Phase is no longer ionized at the beginning of its activation, assign the ship the facedown maneuver dial from its card. The ship then activates as normal.

• Since an ionized ship does not have a dial assigned to it and does not reveal its dial, it cannot resolve any effects that trigger after it reveals its dial.

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Rules Reference Update: The following changes will be included in an upcoming update.

RANGE

  • If two ships are at range 0 of each other, they remain at range 0 until one of the ships moves or rotates in a way that results in their bases no longer being in physical contact
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Rules Reference Update: The following changes will be included in an upcoming update.

DEVICE

Each ship cannot drop or launch a device and decloak during the same phase.
 

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Rules Reference Update: The following changes will be included in an upcoming update.

FAQ, ABILITIES AND THE ABILITY QUEUE

Q: Are optional abilities added to the ability queue automatically when they are triggered, or does a player make their choice by adding the ability to the queue? 

A: Abilities are added to the ability queue automatically when they are triggered as long as they meet the requirements to be added. Players are not required to declare each ability as it enters the queue. However, if a player does not resolve an ability during the appropriate timing window, the opportunity to do so is lost.

For example, Afterburners and Fine-Tuned Controls are both optional abilities that are added to the ability queue "after you fully execute a maneuver." A Delta-7 Aethersprite equipped with Afterburners would add both abilities to the queue in an order of its player's choosing.

Note that at an ability can be added to the queue only if the requirements for it could be met. For instance, if Afterburners had no active Charges remaining, or if the Delta-7 Aethersprite had no active Force after it executed the maneuver, those abilities could not be added, respectively.

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Guest AMG_Luke

Rules Reference Update: The following changes will be included in an upcoming update.

FAQ, SPECIFIC CARD QUESTIONS

Q: If a ship is affected by Padmé Amidala’s pilot ability and it modifies 1 of its focus results, can Emperor Palpatine [Crew, Empire]’s ability be used to modify a second focus result?

A: Yes. The ship equipped with Emperor Palpatine (Crew) is modifying that ship’s second focus result, and not that ship itself.

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Rules Reference Update: The following changes will be included in an upcoming update.

Flee

A ship flees if any part of its base is outside the play area at any time. A ship that flees is removed from the game.
• While a ship moves, the ship does not flee if only the template is outside the play area.
• Before a fleeing ship is removed from the game, the only effects it resolves before being removed from the game are effects that trigger when it flees.
• A ship cannot flee while resolving a boost, barrel roll, decloak, or SLAM.
• Partially executing a maneuver can cause a ship to flee if this results in any part of its base being outside the play area.

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  • 3 weeks later...

Rules Reference Update - Appendix:Huge Ships: The following changes will be included in an upcoming update.

 

Movement

  • Executing a Koiogran Turn maneuver with a huge ship
    • Align Tool: The player places the straight edge of the maneuver tool against one of the long edges of the huge ship’s base. Then the player aligns the speed 0 line of the tool to the huge ship’s center line.
    • Move Ship: The player moves the huge ship along the tool until the ship’s center line is aligned with the speed that corresponds to the maneuver’s speed, changing the ships facing by 180º. Then the player returns the tool to the supply and the maneuver is complete.
  • Executing a 1 or 2 Reverse Straight maneuver with a huge ship
    • Align Tool: The player places the straight edge of the maneuver tool against one of the long edges of the huge ship’s base. Then the player aligns the huge ship’s center line to the speed line that corresponds to the maneuver’s speed.
    • Move Ship: The player moves the huge ship backwards along the tool until the ship’s center line is aligned with the speed 0 line. Then the player returns the tool to the supply and the maneuver is complete.
  • Overlapping while performing advanced maneuvers
    • Overlapping another huge ship
      • If a huge ship overlaps another huge ship while performing a Koiogran Turn maneuver, it follows the normal rules for overlapping huge ships and does not change the ships facing.
    • Overlapping standard ships
      • If a huge ship overlaps a standard ship, it completes the maneuver and then follows the normal rules for overlapping a standard ship.
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