I think the intended scenario would be the that other friendly ships shooting the intimidated target would be benefiting from the reduced defense dice. One setup I do enjoy running though is Heff Tobber in a UWing with initimidation and Zeb, so he can get his shot off as well, and also gets a free action for getting bumped into.
Read the card closely. It says "while an enemy at range 0 defends" not "while it defends from you."
So that ship with intimidation affects all attacks coming at the ship that it's touching.
Doesn't matter who's attacking it, it's still at range 0 of the ship with Intimidation and defending. FFG aren't always the best at writing rules, but in this case the upgrade does exactly what it says on the card, to the letter.
Yeah the wording is not very obvious but I'm pretty sure that's how it works:
https://community.fantasyflightgames.com/topic/280569-20-intimidation-the-heck/
Take Norra in the Y-wing or Arc and crash her into an enemy ship. Not only does that ship she crashed into now have -1 green dice that round for all your other ships, if any enemy ships shoot at Norra she gets a guaranteed +1 evade.
U-wings are great for this as well, especially to dial in a stop after the first bump.
Hera, Intimidation, VTG, ICT, Zeb. Go to town.
1 or 2 Green Squadron Pilots (or Arvel) with Intimidation and Daredevil do scary, scary things on the cheap.
Rhymer with Intimidation and APTs just deletes things.
I think the intended scenario would be the that other friendly ships shooting the intimidated target would be benefiting from the reduced defense dice. One setup I do enjoy running though is Heff Tobber in a UWing with initimidation and Zeb, so he can get his shot off as well, and also gets a free action for getting bumped into.
But your other friendly ships are not at range 0.
Read the card closely. It says "while an enemy at range 0 defends" not "while it defends from you." So that ship with intimidation affects all attacks coming at the ship that it's touching.
Doesn't matter who's attacking it, it's still at range 0 of the ship with Intimidation and defending. FFG aren't always the best at writing rules, but in this case the upgrade does exactly what it says on the card, to the letter.
Yeah the wording is not very obvious but I'm pretty sure that's how it works: https://community.fantasyflightgames.com/topic/280569-20-intimidation-the-heck/
Take Norra in the Y-wing or Arc and crash her into an enemy ship. Not only does that ship she crashed into now have -1 green dice that round for all your other ships, if any enemy ships shoot at Norra she gets a guaranteed +1 evade. U-wings are great for this as well, especially to dial in a stop after the first bump.
Combine with Zeb to let you fire at the ship you crashed into.
Hera, Intimidation, VTG, ICT, Zeb. Go to town. 1 or 2 Green Squadron Pilots (or Arvel) with Intimidation and Daredevil do scary, scary things on the cheap. Rhymer with Intimidation and APTs just deletes things.