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Wazat

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  1. I have another question from the wiki: After a huge ship runs over a small ship, if it's placed flush against the side of the huge ship, can the other player not rotate it because the nubs get in the way? Here's their full question: My son and I just had a fun situation come up. I moved a small ship (my own) to the rear arc as described in the rules; specifically I put it parallel and facing the same direction as my huge ship at range 0. Per the rules what happens when my son tries to rotate it using the position marker from the core set as described? Hint, it won't fit at 90* because of the nubs. We elected that since it can't be rotated as described it was put back to its original position. Here are the exact rules: -After the huge ship completes its maneuver, each standard ship that was picked up is placed in the huge ship’s full rear arc [󲈨] at range 0–1. Starting with the first player, players take turns placing any of their standard ships that were picked up. Any standard ship that cannot be placed is destroyed. Aftera player places their ship, they must choose an opponent, who may rotate the ship 90° to the left or right using the position marker from the core set.-
  2. Asked on the Wiki and I'm very curious if it works: "Since the Tracking Torpedoes remote has a front arc, could Fearless trigger against it?" I'd guess yes since Fearless only references the attack range and the defender, never specifying "ship".
  3. The upcoming TIE Whisper can link a Roll or Boost into Rotate on its pilot card. Enhanced Jamming Suite also allows linking a Roll or Boost into Jam. Let's say it equips that, then does a boost. Can it then link that boost into both a Rotate and then a Jam? Or does Link only enter the queue once and then you have to choose which option to link into? Thank you!
  4. Can the TIE/sk Striker pilot "Vagabond" drop all four Thermal Detonators in one round? 2 during the system phase, then he activates and ailerons forward and drops 2 more? Or does Vagabond's ability limit him to a single device token (including for something like Cluster Mines)?
  5. All the core actions specify how they fail. However, action-based abilities like the Quadrijet's Spacetug Tractor Array don't say they fail if, for example, nobody is in range/arc. Here's a specific example I've run into recently. Constable Zuvio has Composure equipped and tries to use his Spacetug action. If the other ship is out of range (no valid target for Spacetug), does Composure activate and grant him a focus action? Or does the Spacetug action not actually fail, and instead completes with no effect? I assume Zuvio can't back out and take a different action. Thank you!
  6. Let's say Nien Nunb is staring someone down at range 1 and gets shot in the face. He draws the crit card Panicked Pilot, giving him 2 stress tokens. Does Nien receive the stress tokens one at a time, thus triggering his ability twice and leaving him unstressed, or all at once, thus triggering his ability only once and leaving him stressed?
  7. Let's say a huge ship equips Han Solo (Rebel Gunner) and Turbolaser Battery. At initiative 7 can it use Han Solo to fire the Turbolaser? Hardpoints don't have an Attack: header, only Bonus Attack:, so I've always been unsure if this works. FFG's FAQ answer still seemed... ambiguous? If it's allowed, this still counts as using up that Bonus Attack header, right? So you couldn't fire that Turbolaser again out the other side of of its turret arc? Thank you!
  8. The rules say you cannot decloak and then drop a device. It's a bit less clear on whether you could drop a device and then decloak, and I wanted to make sure that is indeed allowed. (This is another question that came up on the wiki and I want to make sure I'm telling people the right answer)
  9. Does docking only allow friendly ships? Or can allied ships added to a fleet with In It For The Money be docked, e.g. to a Gozanti? Thank you!
  10. Unlike cards like Selfless and Biggs Darklighter, Veteran Wing Leader and other wing leader cards don't appear to specify the timing, which would presumably default to dice modification. Does it trigger during the Modify Attack Dice steps or is its timing like that of Selfless (before the Neutralize Results step)? The reason I ask is, it matters quite a lot if you know the defense dice roll when making the decision. On the wiki we were discussing it in the context of Stealth Device, but even without that, you really want to know if your defense roll will block out the damage before you have allies suffer damage. (this is also the challenge Ruthless faces; you can hurt a buddy to max out your hits, but then the opponent rolls all natural evades, hah!) BTW thank you for having this forum! It's wonderful having a direct line of communication to ask these questions!
  11. Another wiki question The more explicit wording on the Trident's Drill Beak has us wondering if Major Rhymer is meant to work the same way, or if he cannot pull off range 0 attacks because he lacks the specific language to do so.
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