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Unofficial X-Wing 2.

0 Supplemental Rules & Regulations


Updated 3/28/2019

This document has been compiled based on input from a group of tournament organizers, marshals,
and judges from around the world who have performed those roles at multiple premier and formal
X-Wing events.

This document is NOT official! It is simply a labor of love by those involved to support the X-Wing
community between official rules/FAQ updates. While we encourage its use, no one is officially
compelled to use any of the rulings contained within when officiating X-Wing 2.0 events.

The purpose of this document is to provide a reference for marshals, judges, and tournament
organizers managing X-Wing 2.0 events (System Opens, Wave Championships, Hyperspace Trials,
other local events, etc.). We hope you find it helpful in your efforts.

Important things to understand about this document:

● New rules updates from Fantasy Flight Games supercede any guidance in this document
● It is subject to change as new information becomes available
● As this is an unofficial document, the rulings within it should be treated as self-contained and
not be used as precedent

Summary of changes since last update:

● Added:​ Energy Shell Charges


● Added:​ Rigged Cargo Chute
● Added:​ Qi’ra Crew
● Added: ​Obstacle Effects During Place Forces Step
● Added: ​Count Dooku (crew)
● Updated: ​Pattern Analyzer
● Added:​ Gas Clouds
● Updated: ​Dice Etiquette

Have a question for the committee that develops this document?

● Well, FIRST - submit it to FFG because they need to hear it from you a lot more than we do.
OrganizedPlay@FantasyFlightGames.com
● Then, after you do that, here’s a form to submit them through to us for consideration:
https://goo.gl/forms/5xLmWqRWMO7FcqX02
RULES
GOLDEN X-WING TOURNAMENT RULE:
When in doubt, call a judge.
JAM

The player whose effect caused the ship to gain the jam token chooses everything - whether the ship
removes a green token or breaks a lock, and also specifically which green token is removed or which
lock is broken.

DARTH VADER (CREW)

“At the start of the Engagement Phase, you may choose 1 ship in your firing arc at range 0-2 and
spend 1 [force charge]. If you do, that ship suffers 1 damage unless it chooses to remove 1 green
token.”

This is not an effect that can fail. You must select a valid target ship, meaning that you measure
before spending a Force. Measuring is a declaration of intent, however, and you must spend a Force
and use Darth Vader if (and only if) a valid ship (regardless of if it is enemy or friendly) is in range 0-2
and in your firing arc. That ship can then choose to either suffer one damage or remove a green
token.

MAJOR RHYMER

“While you perform a [torpedo] or [missile] attack, you may increase or decrease the range
requirement by 1, to a limit of 0-3.”

If Major Rhymer uses his pilot ability to reduce the range requirement of a torpedo or missile by 1 to a
range of 0, he may attack with that torpedo or missile at range 0 (assuming all other requirements for
attacking with that torpedo or missile are met).

RANGE 0

If an ship capable of attacking at range 0 (such as Arvel Crynyd via his pilot ability) is attacking
another ship at range 0, and there is an obstacle (i.e. debris cloud) where range 0 is measured, the
attack is considered obstructed.

CLUSTER MISSILES

“Spend 1 [charge]. After this attack, you may perform this attack as a bonus attack against a different
target at range 0-1 of the defender, ignoring the [Lock] requirement.”
Only the Lock requirement is ignored if the bonus attack is performed. To perform the bonus attack, a
different target must be at range 0-1 of the defender from the original attack, that target must be
range 1-2 of the ship performing an attack, and a charge must be spent.

END PHASE TIMING SEQUENCE

1. Abilities with the timing of “at the start of the end phase” (ability queue forms)

2. Abilities with the timing of “during the end phase” (ability queue forms)

3. Circular tokens are removed from all ships

4. Each card with a recurring charge icon recovers one charge

Example 1: ​Player one is flying 4-LOM. Player two is flying Quickdraw equipped with Juke and
Electronic Baffle. The two ships are within range 0-1 of each other.

At the start of the end phase, 4-LOM may choose to transfer one of his stress tokens to Quickdraw.

Then, during the end phase, Quickdraw may choose to use Electronic Baffle to suffer a damage to
remove the red stress token which was just transferred to her. If doing so causes Quickdraw to lose a
shield, she may then use her pilot ability to spend a charge to perform a bonus primary attack (if she
has not already performed a bonus attack this round). If Quickdraw is evading, she may use Juke to
change one of the defender’s [evade] results to a [focus] result.

After Quickdraw’s attack is complete, players remove all remaining circular tokens from their ships,
then each card with a recurring charge icon recovers one charge.

Example 2: ​Player one and player two are both flying Lieutenant Tavson, and they are both equipped
with Electronic Baffle.

There are no abilities which take place “at the start of the end phase”.

Since both players have abilities which trigger from the same event (“during the end phase”), an
ability queue forms and abilities are added to the queue in player order. Player one was assigned a
lock from another ship earlier in the round, and chooses to use Electronic Baffle to suffer a damage to
remove the red lock token. Player one then uses Tavson’s pilot ability to spend a charge to perform
an action. Once player one has completed all abilities added to the ability queue by that player, it is
player two’s turn to add abilities to the queue. Player two has a stress token assigned from an earlier
red maneuver, and chooses to use Electronic Baffle to suffer a damage to remove the red stress
token. Player two then uses Tavson’s pilot ability to spend a charge to perform an action.

After both players have resolved all abilities which take place “during the end phase”, players remove
all remaining circular tokens, then each card with a recurring charge icon recovers one charge.

ENERGY SHELL CHARGES


The action granted by Energy Shell Charges follows all of the rules for Reload except Step 1 - the
Card specifies that it must be chosen as the target of the Reload. All other Reload steps should be
followed (step two: That card recovers one [charge], and step three: The ship gains one disarm
token). If a ship is able to perform a [Reload] action from another source this action may be taken in
the same round as covered in the RRG Entry for Reload (pg. 15).

NULL

“While you are not damaged, treat your initiative value as 7.”

If both players have ships attacking at Initiative 7, player two is flying Null, and Null is damaged by an
Init. 7 attack prior to engaging, Null engages at Initiative 0 that round.

HYPERSPACE TRACKING DATA

“Setup: Before placing forces, you may choose a number between 0 and 6. Treat your initiative as the
chosen value during Setup. After Setup, assign 1 focus or evade token to each friendly ship at range
0-2.”

Before placing forces, you may choose a number from the following set: 0, 1, 2, 3, 4, 5, or 6. Treat
your initiative as the chosen value during Setup.

EFFECTS “AT INITIATIVE X”


Non-engagement effects triggering in the engagement phase 'at initiative X' occur prior to any ships
engaging 'at initiative X', in player order.

FREELANCE SLICER & ROSE TICO

Freelance Slicer takes place before step 2 of an attack. Rose Tico (crew) takes place during either
step 2b or step 3b of an attack. Rose Tico’s ability never has access to spend the Freelance Slicer’s
die result due to their distinct timing windows.

RIGGED CARGO CHUTE

If the Loose Cargo from Rigged Cargo Chute [Illicit] overlaps another ship, and is thus placed under
the ship (the ship overlaps it), the ship overlapping the Loose Cargo gains a stress token and rolls
one attack die, suffering a critical damage on a critical hit result.

QI’RA CREW

If a ship equipped with Qi'ra crew is overlapping an obstacle that it is locking, and that ship removes
that lock (by locking another object, as a result of being jammed, etc.), the ship only suffers the
effects of being at range 0 of the obstacle (example: it cannot perform attacks if the obstacle is an
asteroid).

OBSTACLE EFFECTS DURING PLACE FORCES STEP


You do not suffer the effects of obstacles if you are placed on one during the place forces step.

COUNT DOOKU (crew)

The 'If the roll does not contain the named result, the ship must change 1 die to that result' portion of
Count Dooku's ability triggers occurs after the dice are rolled, but before the Modify Dice step. As a
result the ship must change the result before any other die modification can occur.

PATTERN ANALYZER

“While you fully execute a red maneuver, before the Check Difficulty step, you may perform 1 action.”

After performing one action (per the Pattern Analyzer text), before the Check Difficulty step, you may
perform a linked action or use other abilities with the phrasing “after you perform an action” such as:

● Poe Dameron’s pilot ability


● Black One title (“after you perform a [SLAM] action”)
● Refined Gyrostabilizers (RZ-2 A-Wing ship ability)
● Autothrusters (TIE Silencer ship ability)

You cannot use Pattern Analyzer after ending a maneuver off the board edge.

Example: ​Poe Dameron executes a speed three forward maneuver, then performs a SLAM action via
the Black One title and Executes a speed 3 Tallon Roll, which is a red maneuver. Poe has Pattern
Analyzer equipped. Per Pattern Analyzer, Poe performs a Lock action. Then, Poe's ability ("After you
perform an action, you may spend 1 [charge] to perform a white action, treating it as red.") allows him
to perform a white focus, treating it as red. He gains a stress token from this, and then when moving
to the Check Difficulty step he gains another stress token.

RULING NOTES:

The wording on Pattern Analyzer is ​perform 1 action​. This is *exactly* the same wording used
in the RRG for the "Perform Action" step and for the Coordinate action.

​ fter performing another action.​ After a


“Linked actions allow a ship to perform an action a
ship performs an action with an attached linked action, if the player wants to resolve the linked
​ bility queue​.”
action, it is added to the a

"The ​ability queue​ is used to resolve the timing of multiple abilities that trigger during the
same timing window."

We have established that "perform one action" is not language unique to Pattern Analyzer, but
in fact is consistent with the language of the perform action step and coordinate action. We
have established that linked actions build an ability queue in the timing window of "after you
perform an action" which all takes place prior to "Check Difficulty" (otherwise you've separated
the timing window of "after you perform an action" from the action you are building the ability
queue from). And, we have established that the same ability queue timing would be used for
other effects that use the wording of "after you perform an action".
LIEUTENANT TAVSON

“After you suffer damage, you may spend 1 [standard charge] to perform an action.”

Damage is suffered one at a time. When suffering more than one damage from a single attack,
Lieutenant Tavson may use his pilot ability on each damage suffered (so long as charges remain).

GAINING MULTIPLE TOKENS

When a ship gains more than 1 type of token (from effects such as Panicked Pilot critical damage
card, Chopper’s pilot ability , or Admiral Sloane’s pilot ability), it gains the tokens within the same
timing window. An ability that references a singular token of that type may be resolved, but only for
one of the tokens gained (i.e. Static Discharge Vanes, Nien Nunb) when more than one is gained
simultaneously.

EFFECTS WITHOUT SPECIFIC TIMING


(added to address effects which alter maneuver difficulty)

Unless timing is specified within the text of a card (using terms such as 'Before', 'At the start of',
'While', 'At the end of', or 'After' (pg. 18 RRG)), effects from a card have no specific timing window
and are instead applied when equipped (during the gather forces step of setup) or when gained (via a
damage card or condition).

Example 1:​ "Zeb" Orrelios is equipped with R4 Astromech, decreasing the difficulty of his speed 1-2
basic maneuvers - including decreasing his white speed 2 turns to blue. Zeb then suffers a "Damaged
Engine" critical damage card, increasing the difficulty of his turns so that his speed 2 turn becomes
white.

Example 2:​ Hera Syndulla (pilot) is equipped with Leia Organa (crew). Hera suffers a "Damaged
Engine" critical damage card, increasing the difficulty of her turns so that her speed 2 turn becomes
red (there is no additional effect on increasing a maneuver which is already red (pg. 10 RRG)). At the
start of the activation phase, Leia Organa's charges are spent to decrease the difficulty of red
maneuvers during that phase. There is no red maneuver on Hera's dial during this phase due to Leia
Organa's ability, so when Hera reveals her dial her pilot ability would only be in effect if the maneuver
she selected was blue.

GAS CLOUDS

Gas clouds may be included among the three unique obstacles a player selects for use when
squad-building for a tournament.

If at least one asteroid, debris cloud, or gas cloud obstructs an attack, the defender rolls one
additional defense die during the Roll Defense Dice step. Additionally, if at least one of those
obstacles is a gas cloud, the defender may also change up to 1 blank result to an [evade] result.
REGULATIONS
DICE ETIQUETTE

Use of dice rolling aids such as dice trays, dice cups, or dice towers must be mutually agreed to.

Dice are considered 'dead' and should be rolled again if they are cocked (not level - see below for
details), ​land completely outside of the play area​ (typically a 3’ x 3’ game mat), accidentally fall out of
your hand or dice cup while shaking them, or roll outside of a dice tray/tower.

A die is considered “cocked” if a visible angle is created in relation to the points at which a die rests.

Before rerolling a cocked die, ensure that both players agree it is cocked. If there is disagreement,
call a judge.

Stacking/balancing dice should not be used as a method of determining if a die is cocked.

Players are encouraged to maintain a play area clear of components not currently in use, and make
an effort to roll dice in a way that will not interfere with the game state.

Players should make an effort to ensure that the results of a roll will be clearly visible to both players.

Purposeful manipulation of the dice in an attempt to roll them in a way that creates a specific desired
outcome is considered unsporting conduct.

If a player rolls too many dice, the player must pick up all of those dice and then roll the correct
number. If the player rolls too few dice, the player must leave the roll intact and roll the required
number of additional dice, adding the new results to the original roll.
When a player is instructed to reroll a number of dice, the player must choose all of the dice that will
be rerolled before rerolling any.

USE OF COMPONENTS DURING PLACE FORCES STEP

No components may extend past range 1 during the Place Forces portion of setup. If a component is
longer than range 1, it should be used in a way that excess extends off of the game mat’s edge.
Exceptions are permitted when placing large base ships beyond range one per setup rules, and for
card abilities which require extending components past range 1 (i.e. Lieutenant Dormitz).

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