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badtaste

Huge ships starting energy

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I asked this question and posted the response a while ago.

 

In response to your question:

Rule Question:
Regarding the new Rebel Transport:

How much Energy does a Transport start out with? In other words, how many Energy tokens are assigned to a Transport during Setup?

Thanks!

 

Although shield tokens have a “Activate Shields” step during setup, there is no related step for energy tokens. Huge ships start the game with 0 energy.

 

Thanks for playing,

 

Frank Brooks

Associate Creative Content Developer

Fantasy Flight Games

Edited by ziggy2000

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In response to your question:

Rule Question:

Regarding the new Rebel Transport:

 

How much Energy does a Transport start out with? In other words, how many Energy tokens are assigned to a Transport during Setup?

 

Thanks!

 

Although shield tokens have a “Activate Shields” step during setup, there is no related step for energy tokens. Huge ships start the game with 0 energy.

 

Thanks for playing,

 

Frank Brooks

Associate Creative Content Developer

Fantasy Flight Games

 

This should be here for anyone who is looking for the official answer:

 

 

Epic Dogfight Squad Deployment Procedure

The following steps must be performed before each game begins and may be

performed before the start of the tournament round:

 

1. Each player places his squad outside of the play area next to his

assigned player edge.

2. Both players reveal all components in their squads and assign ID tokens

to any ships that have a duplicate on the same team. If both players

fielded squads from the same faction, ID tokens are assigned to all ships

(see “Mirror Matches” on page 4). One player must exclusively display

the white numerals of his ID tokens; the other player displays only the

black numerals.

3. Each player shuffles his core set Damage deck and any Huge ship

damage decks and presents them to his opponent. His opponent may

shuffle and cut the decks if desired.

4. Players determine initiative. The player with the lowest squad point total

decides which player has initiative. If both players are tied with the same

squad point total, toss a coin. The winner of the coin toss decides who

has initiative.

5. Both players place the six unique asteroid tokens from their core sets

next to the play area, for a total of 12 asteroids (two copies of each

unique asteroid). Then, the player with initiative chooses two of these

asteroid tokens and places them into the play area at the same time,

within range 1 of each other but not within Range 1–2 of either player

edge. Then, the opposing player chooses two of the remaining asteroid

tokens and places them into the play area at the same time, within

Range 1 of each other but not within Range 1–2 of either player edge or

any previously-placed asteroid token. The players continue to alternate in

this way until all 12 tokens have been placed.

6. Players place any huge ships in ascending order of pilot skill. Each huge ship

must be deployed with at least part of its base touching its player edge.

7. Players place their small and large ships in ascending order of pilot skill

fully within Range 1–2 of their player edge.

8. Players assign Energy tokens to each of their Huge ships up to its

energy limit.

9. Players activate shields and prepare any special components they may

need, then begin the match following the rules presented in the X-Wing

Rules of Play

 

 

Team Epic Squad Deployment Procedure

The following steps must be performed before each game begins and may be 

performed before the start of the tournament round:

1. Teams determine initiative. The team with the lowest squad point total 

decides which team has initiative. If both teams are tied with the same 

squad point total, team captains toss a coin. The winner of the coin toss 

decides who has initiative.

2. Both teams reveal all components in their squads and assign ID tokens 

to any ships that have a duplicate on the same team. If both teams 

fielded squads from the same faction, ID tokens are assigned to all ships 

(see “Mirror Matches” below). One team must exclusively display the 

white numerals of their ID tokens; the other team displays only the black 

numerals.

3. Each team captain shuffles his core set Damage deck and any Huge ship 

damage decks thoroughly and presents them to the opposing team’s 

captain. The opposing captain may shuffle and cut each deck if desired. 

4. Both team captains place the six unique asteroid tokens from their core 

sets next to the play area, for a total of 12 asteroids (two copies of 

each unique asteroid). Then, the team captain with initiative chooses 

two of these asteroid tokens and places them into the play area at the 

same time, within Range 1 of each other but not within Range 1–2 of 

either team edge. Then, the opposing team captain chooses two of the 

remaining asteroid tokens and places them into the play area at the 

same time, at Range 1 of each other but not within Range 1–2 of either 

team edge or any previously-placed asteroid. The team captains continue 

to alternate in this way until all 12 tokens have been placed. 

5. Players place any huge ships in ascending order of pilot skill. Each huge ship 

must be deployed with at least part of its base touching its team edge.

6. Players place their small and large ships in ascending order of pilot skill 

fully within Range 1–2 of their team edge.

7. Players assign Energy tokens to each of their Huge ships up to its

energy limit.

8. Players activate shields and prepare any special components they may 

need, then begin the match following the rules presented in the X-Wing

Rules of Play.

Edited by gabe69velasquez

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Ok, we have TWO official statements now:

 

Frank Brooks said, they start with 0 Energy.

 

The Rules for epic play (and those ships are restricted to epic games only!) say, they start with FULL energy...

 

Hmmm...

 

And:

 

8. Players assign Energy tokens to each of their Huge ships up to its
energy limit.

 

 

The energy limit of the ship or of each single card assignet to it? To be more precise, my CR90 starts with 5 energy assigned to the ship itsself AND additional energy to my turbo or quad lasers, for example?

 

The official german translation says "to the limit of ALL cards"...

 

Some official statement would be great...

 

...but I guess, a third official statement would be even more confusing...

 

"Yes, they start with energy, but only at the weekend and monday morning"... :D

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"Epic Play" defines tournament play only.

 

For tournaments using the official Epic Tournament Rules, huge ships start with full energy on the ship and the ship only.

 

For non-tournament play, the ships still start empty unless the scenario you're playing says otherwise.

 

Or, depending on how you look at it, huge ships start with zero energy unless the scenario says otherwise... and the scenario you're playing in a tournament says otherwise.

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It was amended in the FAQ to starting full.  FAQ trumps printed rules.

 

 

 

It was amended in the FAQ to starting full.  FAQ trumps printed rules.

it appears I'm blind, where in the FAQ is this stated?

 

 

 

It changed.  Originally they started with zero energy, but it got changed via FAQ to start with full energy.  That way the battle can get moving faster.

As TezzasGames correctly references above, it it in the Epic tounament and Team Epic tournament rules that Huge ships start with full energy. For cinematic play you still start with 0 unless a mission says otherwise

 

It is not in the FAQ

Edited by StephenEsven

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It was amended in the FAQ to starting full.  FAQ trumps printed rules.

 

 

It was amended in the FAQ to starting full.  FAQ trumps printed rules.

it appears I'm blind, where in the FAQ is this stated?

 

 

It changed.  Originally they started with zero energy, but it got changed via FAQ to start with full energy.  That way the battle can get moving faster.

As TezzasGames correctly references above, it it in the Epic tounament and Team Epic tournament rules that Huge ships start with full energy. For cinematic play you still start with 0 unless a mission says otherwise

 

It is not in the FAQ

See I don't feel this rule automatically fits in with cinematic play. To my mind no combat capable vessel would go into battle unprepared and with its weapons powered down. The scales we talk about in X-wing they have to have seen each other coming a little while off. The only time an epic ship would be powered down would be when it completely most definitely wasn't expecting an attack.

To my mind the rules should state "start with your ship at full energy unless the scenario states otherwise.

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So how is it properly figured out now? Start with full energy?

 

The thread you posted to is nearly a year old...  So the information in it is somewhat outdated.

 

But yes and here's what the most recent FAQ says...

 

Q: Do huge ships begin missions with energy?

 

A: Unless specified by a specific mission, huge ships begin each mission with no energy. In the Epic Dogfight and Team Epic tournament formats, each huge ship begins the match with energy on its ship card up to its energy limit.

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