Jump to content
Welcome! ×
Atomic Mass Games Forum

Tim H

Moderators
  • Posts

    453
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Tim H's Achievements

  1. It it dependent on whether Quickdraw loses the shield during an attack (the exact timing depends on whether QD is attacking or defending) or whether Quickdraw loses a shield outside of an attack. The delaying of a bonus attack to the aftermath step only applies while the ship is either attacking or defending during an attack. If Quickdraw loses a shield while defending during an attack the bonus attack will occur in step 6c (Resolve any of the defending player’s abilities that trigger after a ship defends or is destroyed that grant a bonus attack.) If Quickdraw loses a shield while attacking the bonus attack will occur in step 6d (Resolve any of the attacking players abilities that trigger after a ship performs an attack or is destroyed that grant a bonus attack). If Quickdraw loses a shield outside of an attack, their ability resolves immediately (eg if Quickdraw loses a shield after moving through an asteroid, QD will perform the attack after resolving the effects of moving through the obstacle but before the next step such as perform action step).
  2. In the FAQ of the RRG (Version 1.4.6-1) on page 37 there is an entry that deals with "How are abilities that "may choose a ship" resolved ..." - The answer is that you may measure range to any number of ships and then choose a ship from among the valid options or chose no ship. So in this scenario the player would be able to measure range to both the friendly and enemy ships and then either choose a valid friendly and valid enemy ship to satisfy the requirements or choose to not select any ship.
  3. When measuring for attack range within the front and rear arcs it is important that the attackers "closest point" for measuring an attack is within the arc indicators. So when measuring arc you need to make sure you are measuring from a point that is within the desired arc and not just from a point along a similar edge. In practice this means that you will be measuring attack range for the front and rear arcs from within the boundaries of the cardboard and not the very corner of the plastic as the corners of the plastic are outside the lines that indicate arc.
  4. Nothing occurs when a ship regenerates to above half health in chance encounter or gets reduced back down below half for a second time. The "half points" are scored the first time that a ship is taken below half health with the remaining points being scored upon destruction.
  5. Yes, You are able to perform a non-boost action during your "perform action" step after afterburners are used to perform a boost. The trigger for after burners is "After you fully execute a speed 3-5 maneuver" which occurs before the "perform action" step and also does not replace the perform action step. So assuming you are able to perform an action during your "perform action" step you can definitely do that after using afterburners.
  6. Yes, A player may measure range to any number of ships. Then a player may choose a ship from among the valid options or choose no ship at all. If no ship is chosen then the costs are not paid and the ability is removed from the queue without resolving. Slightly more detail can be found in the "How are abilities that "may choose a ship" (e.g. K-2SO or Darth Vader) resolved when they are reached in the ability queue?" entry of the RRG on page 37.
  7. Yes, While Null (Tie/FO) equipped with Swarm Tactics is undamaged they will be able to have the target of Swarm Tactics bring their initiative to be the same as Null. This means while null is undamaged the target of Swarm Tactics will also treat their initiative value as 7 however as soon as Null becomes damaged and their initiative value drops back down to 0 the target of Swarm Tactics will also treat their initiative value as 0.
  8. Bombs will detonate at the next specified trigger regardless of when they are dropped/launched. In this case a bomb dropped/launched by death fire during the activation phase will detonate at the end of that activation phase (unless there is some other ability that prevents it) - (Current RRG 1.4.6 at time of response)
  9. Damaged is suffered one at a time and the trigger for Ablative is before you would suffer one damage with an additional check to verify the source of the damage. As a result if you have rolled a hit or crit causing your ship to take 2 damage total then Ablative would trigger before each damage is suffered allowing you to spend the charge to prevent a damage.
  10. No, Even though the ship is still on the board due to Simultaneous fire, that ship has already been destroyed and thus cannot be destroyed again. The ship needs to be destroyed during Tor's attack and not prior to his attack.
  11. No, the Linked Action Calculate that is provided by L4E-R5 cannot be used to satisfy Resistance C-3PO's requirements to choose a ship beyond range 2 while co-ordinating. This is because the "Action Bar" and "Linked Action Bar" are two separate enties (as defined in the Action subsection, Linked Action subsection and Card Anatomy subsections). Thus if an action only appears on the "Linked Action Bar" it will not satisfy the requirement of it being on "their action bar".
  12. No, Lando would not be able to spend a charge to give himself more actions because if a ship chooses to perform the red focus or calculate action after exclusively overlapping enemy ships that are unable to perform any addition actions during their activation. The full definition for the "overlap rule" is (As of RRG 1.4.6) Lando would be free to spend his charges to allow other friendly ships at range 0-2 to perform an action, but he would be unable to due to the "sub-rule" preventing any additional actions during that activation.
  13. Yes, Deathfire (Obstinate Bombardier or SL) is able to use their ability to Launch a proton bomb using a 3 straight template after executing a 3-5 maneuver. The ability explicitly defines how to launch the bomb (including timing window and which template to use). This differs from the original Deathfire (Unflinching Diehard) who's ability does not specify how to launch a device but just that a device could be if that was already a valid option. For example, Ion Bomb defines how it can be dropped (eg Using a 1 straight template) but does not define how it can be launched. It requires another overriding ability that explicitly allows a device being dropped to be launched with specified templates (such as Bombardment Drone or Constable Zuvio) for an Ion Bomb (or any other device with details on how to be dropped but not launched) to be launched.
  14. Leia Organa (Rebel)'s ability will only reduce the difficulty of a red maneuver not a red action such as boost. While a boost uses a 1 bank template to "move" it does not count as a "maneuver" and thus is unaffected by Leia Organa. So even if Leia's charges have been spent to trigger her ability the use of "daredevil" while performing a boost action will still result in it being a red action.
  15. If an ability such as decloak or dropping a bomb specify that a straight template must be used then you must use a straight template. The only time you can use a different template is if you have an ability that allows a different template to be used such as "Nimble Bomber" on the Tie/sa Bomber or Lieutenant Lorrir's pilot ability.
×
×
  • Create New...