badtaste 1 Posted June 20, 2014 Hi all, Just one question, does huge ships start with their energy bar filled or with 0 energy, and have to fill it from the beginning? Cheers, U. Quote Share this post Link to post Share on other sites
ziggy2000 169 Posted June 20, 2014 (edited) 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 June 20, 2014 by ziggy2000 Quote Share this post Link to post Share on other sites
badtaste 1 Posted June 20, 2014 Thank you both! Quote Share this post Link to post Share on other sites
gabe69velasquez 2,143 Posted August 16, 2014 (edited) 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 August 16, 2014 by gabe69velasquez Quote Share this post Link to post Share on other sites
MOC 0 Posted August 22, 2014 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 itsenergy 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"... Quote Share this post Link to post Share on other sites
Buhallin 4,563 Posted August 22, 2014 "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. 1 VanorDM reacted to this Quote Share this post Link to post Share on other sites
Lordtwann 136 Posted September 1, 2014 It was amended in the FAQ to starting full. FAQ trumps printed rules. 2 X Wing Nut and UnfairBanana reacted to this Quote Share this post Link to post Share on other sites
Trebor Minntt 41 Posted September 1, 2014 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? Quote Share this post Link to post Share on other sites
TezzasGames 1,014 Posted September 1, 2014 Epic Tournament Rules, Page 2, Step 8, right at the end of the page. Quote Share this post Link to post Share on other sites
Trebor Minntt 41 Posted September 3, 2014 Epic Tournament Rules, Page 2, Step 8, right at the end of the page. Thanks Quote Share this post Link to post Share on other sites
Hexis 1,776 Posted September 4, 2014 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. 1 UnfairBanana reacted to this Quote Share this post Link to post Share on other sites
StephenEsven 632 Posted September 5, 2014 (edited) 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 September 5, 2014 by StephenEsven Quote Share this post Link to post Share on other sites
ForAiur 13 Posted October 23, 2015 Did anything change about this? In a campaign or mission, the ship should start with 0 energy, but in a game with a friend with full energy on the ship but 0 on the weapons? Quote Share this post Link to post Share on other sites
DraconPyrothayan 6,107 Posted October 23, 2015 Did anything change about this? In a campaign or mission, the ship should start with 0 energy, but in a game with a friend with full energy on the ship but 0 on the weapons? Epic Tournament Rules decided to change it. Quote Share this post Link to post Share on other sites
Pimpbacca 290 Posted October 26, 2015 Zero energy start seems ridiculous thematically as well. Imagine this. "Ho de hum, umm you there, engineer, drain all the power, we might get into a fight at any minute and I don't want any power reserves!" - Raider Captain. 1 Plainsman reacted to this Quote Share this post Link to post Share on other sites
Frostweasel 215 Posted October 26, 2015 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. Quote Share this post Link to post Share on other sites
Dmitrii Titkov 0 Posted August 25, 2016 So how is it properly figured out now? Start with full energy? Quote Share this post Link to post Share on other sites
VanorDM 11,599 Posted August 25, 2016 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. Quote Share this post Link to post Share on other sites