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Dee Y

X-Wing Tester
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Posts posted by Dee Y

  1. The Rules Reference will receive the following edits:

    Flee

    A ship flees if any part of its base is outside the play area at any time. A ship that flees is removed from the game.
    • While a ship moves, the ship does not flee if only the template is outside the play area.
    • Before a fleeing ship is removed from the game, the only effects it resolves before being removed from the game are effects that trigger when it flees.
    • A ship cannot flee while resolving a boost, barrel roll, decloak, or SLAM.
    • Partially executing a maneuver can cause a ship to flee if this results in any part of its base being outside the play area.

  2. Rules Reference Update: The following changes will be included in an upcoming update.

    Flee

    A ship flees if any part of its base is outside the play area at any time. A ship that flees is removed from the game.
    • While a ship moves, the ship does not flee if only the template is outside the play area.
    • Before a fleeing ship is removed from the game, the only effects it resolves before being removed from the game are effects that trigger when it flees.
    • A ship cannot flee while resolving a boost, barrel roll, decloak, or SLAM.
    • Partially executing a maneuver can cause a ship to flee if this results in any part of its base being outside the play area.

  3. Yes, employ the ability queue to determine the outcome of interactions between Wounded Pilot and linked actions:

    -Wounded Pilot: "After you perform an action, roll 1 attack die.  On a hit or critical result, gain 1 stress token."

    -Linked actions: "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."

    They share the same timing and both enter the queue.  If you want to guarantee successful resolution of the linked action, resolve it first, prior to resolving the potential stress of Wounded Pilot.  Note that not all linked actions are red, but if it is, there exists the potential to complete this interaction triple stressed.

  4. Yes, you may employ Ensnare to tractor a ship into range of a bomb before it detonates, assuming either that you control both effects, or you are first player and thus able to resolve your tractor effect prior to your opponent's bomb detonation.

    Yes, bomb detonations are abilities, and subject to the rules governing the ability queue.

    Yes, Sabine (crew) can tractor a ship suffering the effects of a friendly bomb into range of subsequent bomb detonation.

  5. Yes, Darth Vader (crew) permits you to damage a friendly ship.  If this destroys the ship, and Nash Windrider (TIE Interceptor) uses his pilot ability, the destroyed ship may engage immediately ahead of any other initiative.  Simultaneous Fire would only apply to other ships destroyed "at the start of the Engagement Phase".

  6. No, the opportunity to add Hopeful to the ability queue has passed by the time it becomes active.  The following two rules govern this interaction:

    "The abilities of a ship in reserve are inactive unless the ability explicitly allows it to be used while it is in reserve."

    "If a carrier ship is destroyed, before the carrier is removed from the play area, any docked ships can emergency deploy from their carrier."

    The trigger is the carrier ship being destroyed.  When it is, the docked ship is still in reserve, and Hopeful is inactive.

  7. Treacherous resolves during the Neutralize Results step.

    "• While: This term is often used in combination with multi-stepped game effects such as an attack, an action, or a maneuver. Although less specific than the other timings, this term is used to narrow down when the ability is resolved during the round. Additional verbiage is required to identify when exactly the effect is applied.
    ◊ For example, in the context of an attack, if the ability rolls additional attack dice, the ability triggers during the Roll Attack Dice step. If the ability modifies defense dice, the ability triggers during the Modify Defense Dice step."

    Cancelling Hit or Critical results typically occurs during the Neutralize Results step, so this is also the proper timing for Treacherous.

  8. All "At the start of the Engagement Phase" abilities are resolved in player order.  Initiative is irrelevant.

    "The ability queue is used to resolve the timing of multiple abilities that trigger during the same timing window. Abilities are resolved from the front of the queue to the back of the queue. These abilities are added to the back of the ability queue using the following rules:
    1. If both players have abilities that triggered from the same event, the abilities are added to the ability queue in player order.

    Note that the exception are abilities that resolve in the System Phase:

    "The System Phase is the second phase of a round. During this phase, the sequence of play starts with the ship with the lowest initiative and continues in ascending order."

  9. "If able" simply refers to the availability of higher speed templates.  You are not able to use a 4 Bank template, for example, because it does not exist.

    In your barrel roll example, you are able to use a template of 1 speed higher: the 2 straight template.  Whether or not that action fails is irrelevant; you used that template.

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