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Tim H

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Everything posted by Tim H

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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)
  6. 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.
  7. 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.
  8. 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".
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. DFS-081's ability will trigger during step 2B "Modify Attack Dice" of the Attack sequence.
  14. Yes, The critical damage has still been suffered. Being dealt a card faceup is a consequence of suffering a critical damage and not having any active shields charges remaining. Chewbacca/Beskar/Impervium all trigger from being dealt a face up damage card and only modify how that card is dealt (or not dealt in some cases) and do not change the fact that a critical damage was suffered initially. As a result they still must resolve the effect of the fuel leak even if a ability is used to change how the face up card was dealt, just like fuel leak must be resolved even if you suffer a critical damage to shields and no card was dealt (while this is rare it can occur due to abilities that allow shields to be recovered).
  15. Many movements in X-Wing might share a common template to execute but are distinct separate movement types. EG A Koiogran Turn and Straight Maneuver both use the same template but they are independent movement types with separate movement icon’s and thus when one icon is used in an ability it will not affect the other maneuver type. It is the same for a Tallon Roll and a Turn maneuver and again for a Segnor’s Loop and a Bank maneuver. As a result this means that 1) If you attempt to do a Koiogran Turn while you have Loose Stabilizer face up you will take a damage as it is a non-straight maneuver. 2) The Damaged Engine face up damage card will have no effect on Ello Asty’s ability as it references Turn maneuvers and Ello’s ability affects Tallon Rolls. 3) Nien Numb does not reduce the difficulty of a Segnor’s Loop as his ability only affects Bank maneuvers.
  16. The Golden Rules state (RRG V1.4.5) state that dice cannot be rerolled more than once. But Han’s ability doesn’t count as rerolling for the purpose of other effects so this makes it a little more tricky. The sequence would be as follows 1) Han rolls attack dice 2) Defender then uses M9G8 to have Han reroll one of his dice. We will call that Die A. 3) Han then decides to use his ability to reroll all dice, including Die A. 4) Han still isn’t happy with it so decides to reroll some of his attack dice using a lock. In this situation he is able to reroll all of his dice EXCEPT Die A, as it had already been rerolled due to M9G8. So in the situation where M9G8 is being used on a ship which has a lock on the defender it would be best practice to re-roll this die separately and keep it seperate so that players won’t try and reroll it for a second time.
  17. Yes, Because a Scenario feature is defined as an object it would prevent the Buzz Droid Swarm from being aligned to a set of guides that would cause it to overlap a scenario feature.
  18. No, The current Scenario Document (Effective 08/01/2022) states that ships can only use the Scenario Action (Tow) to interact with the Supply Cache scenario features starting in the second round. The same is true for the Scenario Action (Scramble) can only be used starting the second round.
  19. The timing window for Saturation Salvo is in step 3B (Modify Defense Dice). The Defense Dice are rolled in step 3A and then during step 3B the attacker first has the opportunity to modify the defence dice and it is at this point you would spend the charge and choose the defence dice to be rerolled by the defender.
  20. If a player spends one of the Collision Detector's charge it means that ship ignores all the effects of the obstacle until the end of the round. For Gas Clouds this means that both the "Cannot quire locks and cannot be locked" effects are ignore and as a result their opponents ships are able to lock the ship with the active collision detector.
  21. When a ship equipped with the Jango Fett Crew is attacking Jango's ability triggers during the "Modify Defense Dice" step (step 3b). This is during the attack so would occur before DGS-047's ship ability would trigger in the aftermath step of the attack (specifically 6b). So yes DGS-047 equipped with Jango would be able to spend the lock on the defender during step 3b to change a focus result to a blank and then during step 6b, DSG-047 is now able to acquire a lock on the defender assuming that all the required conditions are met (eg the defender is in DGS-047's front arc). DGS-047's ship ability Networked Aim would occur during the "Modify Attack Dice" step (step 2b) and could also be used before Jango spends the lock in step 3b and then DGS-047 pilot ability triggers in step 6b.
  22. When attacking at range 0 attack dice cannot be added but they can be removed. A T-65 with closed Servomotor S-Foils performing a primary attack at range zero will roll 2 dice because it rolls 1 fewer than its native 3 dice attack. A T-70 with closed Integrated S-Foils performing a primary attack at range zero depends on whether the defender is in the bullseye arc. If the defender is in the bullseye arc it will attack with 3 dice but if the defender is not in the bullseye arc then it will attack with 2 dice (1 fewer than its native 3 dice attack).
  23. Yes, A ship is able to perform a linked action based on actions granted by an upgrade card (such as afterburners). So assuming that the ship does not have anything preventing it from performing a linked action (such as stress in most cases) it would be able to link the boost action from afterburners into a jam action. It could then follow up during the perform action step by performing a focus action and linking that into a rotate action.
  24. No, Choppers ability is limited to the Perform Action step so it would not affect any action taken outside of the perform action step.
  25. The ship or remote will still suffer one damage from the obstacle being detonated, to be resolved in the standard manner. The obstacle is not specifically dealing a damage card to the ship/remote.
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