Unofficial X-Wing 2.0 Supplemental Rules & Regulations
Updated 26th July 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:
Summary of changes since last update:
Have a question for the committee that develops this document?
GOLDEN X-WING TOURNAMENT RULE:
When in doubt, call a judge.
A ship's 'revealed maneuver' is the current state of the dial with any persistent card effects applied. If the physical dial is changed by a card effect, the state has changed and therefore the 'revealed maneuver' is changed. If a persistent effect like R4 Astromech or Damaged Engine is in play, that would also affect the 'revealed maneuver'. Cards like Rebel Leia Organa are temporary effects and do not persist past their timing window. Cards like Inertial Dampeners may change the maneuver executed, but have no effect on the 'revealed maneuver'
Example: Cova Nell equipped with R4 Astromech and Kaydel Connix
Player reveals a red stationary maneuver on the dial. Kaydel allows the dial to be set to a red 1 turn. R4 Astromech makes that maneuver white, but Kaydel's effect increases the difficulty back to red. When Cova performs a primary attack his ability does not activate.
CHECKING ABILITY REQUIREMENTS (TIMING)
The only requirement that needs to be satisfied for an ability to be added to the timing queue is the timing trigger. All other requirements are checked when the ability is removed from the queue and resolved.
Example: If Anakin adds afterburners then his pilot ability to the ability queue, the conditions for his pilot ability are not checked until after the afterburners ability has been resolved.
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.
“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).
If a 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.
“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
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).
“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.
Q.: If Null (while at I7) takes damage during activation before activating and drops to I0, does Null activate at I7 as expected or not activate at all.
A.: Neither. Because Null is now at initiative 0 and all ships must activate during the activation phase, Null should activate at the earliest opportunity.
HYPERSPACE TRACKING DATA
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.
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.
“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:
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.
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.
“Linked actions allow a ship to perform an action after performing another action. After a ship performs an action with an attached linked action, if the player wants to resolve the linked action, it is added to the ability queue.”
"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".
“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 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.
As of March 21, 2019, Hate can be taken by any ship that can equip the Maul Crew Card that has access to Force Upgrades and the following pilots; Darth Vader, Grand Inquisitor, Seventh Sister, Inquisitor, Kylo Ren, Asajj Ventress, Darth Maul & Count Dooku.
This list is compiled using data from the FFG squad-builder app, and will be updated as soon as possible following changes within the app.
When attacking with Proton Torpedoes, if at any point during the Modify Attack Dice step at least one [hit result] exists, you must change one [hit result] to a [crit result]. A [hit result] must first be present to resolve this ability.
GENERAL GRIEVOUS (CREW)
General Grievous crew ability happens after the Neutralize Results step, so there is no restriction as to whether [hit results] or [crit results] must be canceled first.
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).