n890195 1 Posted June 12, 2014 1. If I use up my target lock to perform a secondary weapon attack do I get to use the target lock with the second attack or does it replace the target lock ability? i.e. Proton Torpedos. Do I get the benefits of both or just the one? 2. On Proton Torpedos I get the feeling that the weapon is no longer playable after used once. As a general rule, is that the case on other modification cards as well? i.e. If I use Markmenship once, can I still use it the next round too as long as the ship is still in the game? Thanks for your help. Keep in mind that I am new to the game as these may seem like simple things. Quote Share this post Link to post Share on other sites
SableGryphon 2,847 Posted June 12, 2014 1) Just the one. You spent it to initiate the attack, so you don't have it to spend to change the attack later. Note: This is not true of Homing Missiles which do not spend the TL to attack (or Ion Pulse Missiles for that matter) 2) You only discard a card if the card instructs you to. Missiles and Torpedoes instruct you to scrap them, so does Adrenaline Rush and a few others. All else you can use over an over again. Use Marksmanship every turn if you want. Quote Share this post Link to post Share on other sites
n890195 1 Posted June 12, 2014 Thank you tons. On question one, sure seems expensive to use torpedos instead of the target lock. Have you found that to be the case? A follow up question to number 2: If I use the action for marksmanship can I still use the ships action as well? i.e. could Luke grab a focus token and get the benefits of the Marksmanship? Thanks again, Quote Share this post Link to post Share on other sites
DraconPyrothayan 6,107 Posted June 12, 2014 1. If I use up my target lock to perform a secondary weapon attack do I get to use the target lock with the second attack or does it replace the target lock ability? i.e. Proton Torpedos. Do I get the benefits of both or just the one? You spend the TL to shoot the Missiles/Torpedoes (Excepting Homing Missiles and Ion Pulse Missiles, which simply require that you have one) . This means that you no longer have a Target Lock with which to manipulate your dice (Again, excepting Homing Missiles and Ion Pulse Missiles). 2. On Proton Torpedos I get the feeling that the weapon is no longer playable after used once. As a general rule, is that the case on other modification cards as well? i.e. If I use Markmenship once, can I still use it the next round too as long as the ship is still in the game? Torpedoes, Missiles, and a few other upgrades say "Discard this Card to do --------". In the case of Missiles, its "Discard this card to perform this attack." The only non-ordnance (not a Torpedo, a Missile, or a Bomb) upgrades that require you to discard them to use are: Adrenaline Rush, Chewbacca, Princess Leia, and a whole bunch that are exclusive to Huge Ships. Stealth Device requires that you discard it after you've been hit by an attack, so it is similar. All the others are permanent upgrades. Also, as a side note, Marksmanship and Expose are both Terrible upgrades. The Marksmanship action gives you 1 Crit result more than a Focus action would, and none of the Evade results that it could, and costs 3 points more. Only use it if the equipped ship gets multiple attacks every round (like with the Gunner upgrade), or if your pilot ability requires the Crit result (like Kath Scarlet). Even then, other upgrades will typically perform better. The Expose action gives you less average damage than a Focus action would, though it gives a higher Peak Outlier. Marksmanship is actually superior to this one in effect, and costs less. Quote Share this post Link to post Share on other sites
SableGryphon 2,847 Posted June 12, 2014 Thank you tons. On question one, sure seems expensive to use torpedos instead of the target lock. Have you found that to be the case? A follow up question to number 2: If I use the action for marksmanship can I still use the ships action as well? i.e. could Luke grab a focus token and get the benefits of the Marksmanship? Thanks again, 1 Mark II) Yes, most people find that torpedoes/missiles cost too many points. They will probably see more play on Z-95s which are cheap boats, and they can be useful on TIE Bombers. II Mod 2) No, you can only perform one action standard. You can EITHER focus OR Marksmanship. If you got a second action from somewhere (several places these days), you could THEN focus for defense (or TL or any other action you might have stumbled across). Quote Share this post Link to post Share on other sites
n890195 1 Posted June 12, 2014 You guys are great! Thanks. That gets me through the standard set. Once my large order arrives in a couple of days, I may have another question or two. 1 VanorDM reacted to this Quote Share this post Link to post Share on other sites
DraconPyrothayan 6,107 Posted June 12, 2014 Thank you tons. On question one, sure seems expensive to use torpedos instead of the target lock. Have you found that to be the case? Torpedoes/Missiles are rarely worth their points, outside of an Alpha-Strike fleet. An Alpha-Strike fleet is one in which your strategy is to hit MASSIVELY for the first attack, and cripple their fleet by killing more points of ships than you spent on ordnance. 1 Torpedo is not worth it. 4, on the other hand.... If I use the action for marksmanship can I still use the ships action as well? i.e. could Luke grab a focus token and get the benefits of the Marksmanship? You get 1 action in your "Perform Actions" step. That can be one native to your ship, or one you have received from an upgrade, or one you have received from a Face-Up Damage card. There are ways to get "Free Actions", though. Night Beast, for instance, can perform a Free Focus Action upon revealing a Green maneuver. You cannot do the same Action twice in a single round, free or no, and you cannot perform actions stressed. Many other factors can prevent your "Perform Actions" step, but they don't apply to free actions. With that Night Beast example on top, let's think about the following scenario. NB is stressed, having Koiograned the turn prior. He performs a Green maneuver to rid himself of the stress. The following turn, he does another Green maneuver. The turn after that, he does a third Green maneuver, but crashes into another ship. On step 2, He is stressed when he reveals his maneuver dial, so he cannot gain his Free Focus Action. However, during his Perform Actions step, he is no longer stressed, and can do an action like any normal TIE. +1 Focus/Evade/Barrel-Roll On step 3, He is unstressed when he reveals his maneuver dial, so he may Focus for free. Upon reaching his Perform Actions step, he cannot Focus again, but he may still Evade or Barrel-Roll, in addition to his previous Focus. +1 Focus, +1 Evade/Barrel-Roll On step 4, He is unstressed when he reveals his maneuver dial, so he may Focus for free. Overlapping with another ship robs him of his Perform Actions step, so he cannot Evade or Barrel-Roll like in step 3, though. +1 Focus Quote Share this post Link to post Share on other sites
DraconPyrothayan 6,107 Posted June 12, 2014 (edited) You guys are great! Thanks. That gets me through the standard set. Once my large order arrives in a couple of days, I may have another question or two. Glad to help! **edit : HAH! The sheep didn't ninja me this time! Edited June 12, 2014 by DraconPyrothayan 2 SableGryphon and VanorDM reacted to this Quote Share this post Link to post Share on other sites
Sergovan 1,440 Posted June 12, 2014 The ship's action bar lets you know what actions you get to do with that particular ship. You get one Perform Action step, right after that ship has maneuvered, and that's normal play. Many pilot abilities allow for a ship to take what is called a "Free Action", and that is simply an action taken outside of the perform action step. No matter how many actions you get in a round, you can only do each one once. So no double barrel rolling. Quote Share this post Link to post Share on other sites