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UttiniDKilrJawa

Some 2.0 Rules Questions

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Hey Folks!

Spent the weekend playing some X-Wing 2.0 with my son and we've been having a blast so far. During our play we came across a few things that gave us some questions as to how to resolve them during the game so I'd figure I'd come here and see if I could find some answers. Tried using the search function on the site, but it was unusabley slow, so if these questions have already been asked sorry. Here's the list of questions we have:

1. If you perform a blue maneuver that get's interrupted do you still lose the stress token?

2. When you have an obstructed target at Range 3, does the defending player get 1 or 2 extra dice (1 for the obstruction +1 for the Range)?

3. When Maneuvers have their difficulties increased by another card or rule, do Red Maneuvers become impossible or just stay Red?

4. R5-D8's action states that it costs 1 charge to repair a facedown damage card and it lists no charge cost to repair a face-up damage card. Is this correct or a misprint in regards to the face-up card repairs?

Thanks in advance and I look forward to seeing what everyone has to say on this matter.

UttiniDaKilrJawa

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1: yes.

2: both dice, they're entirely independent of each other.

3: they stay red.

4: It's correct.  It's less costly to flip a card face down than to remove it altogether, one just removes the crit effect, the other is effectively damage regen which is very expensive and limited by design.

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On 10/14/2018 at 10:08 AM, thespaceinvader said:

4: It's correct.  It's less costly to flip a card face down than to remove it altogether, one just removes the crit effect, the other is effectively damage regen which is very expensive and limited by design.

The "flip down a crit" action on R5 and R5-D8 don't come into play that often, either. Structural Damage and Damaged Engine are the only ones where having an R5 unit makes a difference. Everything else is either a Pilot crit (unfixable by the droid), can already be fixed with an action by its own text, or generally fixes itself before you get your next action anyway.

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1 hour ago, Quarrel said:

The "flip down a crit" action on R5 and R5-D8 don't come into play that often, either. Structural Damage and Damaged Engine are the only ones where having an R5 unit makes a difference. Everything else is either a Pilot crit (unfixable by the droid), can already be fixed with an action by its own text, or generally fixes itself before you get your next action anyway.

The 2-3 hp worth of regen is nice though. :)

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9 hours ago, Quarrel said:

The "flip down a crit" action on R5 and R5-D8 don't come into play that often, either. Structural Damage and Damaged Engine are the only ones where having an R5 unit makes a difference. Everything else is either a Pilot crit (unfixable by the droid), can already be fixed with an action by its own text, or generally fixes itself before you get your next action anyway.

Disabled Power Regulator is another crit where an R5 unit might be helpful.  It'll depend on initiative and the base size of the ship, but it's possible to flip it face down before you receive enough ion tokens to force an ion maneuver.  It probably happens about half the time that you'll get the crit after you've already engaged.

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9 hours ago, Quarrel said:

The "flip down a crit" action on R5 and R5-D8 don't come into play that often, either. Structural Damage and Damaged Engine are the only ones where having an R5 unit makes a difference. Everything else is either a Pilot crit (unfixable by the droid), can already be fixed with an action by its own text, or generally fixes itself before you get your next action anyway.

Sorry for the silly question.... why can’t R5’s repair pilot crits?

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