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Hyde_N_Seek

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Everything posted by Hyde_N_Seek

  1. Scenario: An enemy unit within LoS and Range 2 of a unit with a standby token performs a move action, thus triggering the standby. The friendly unit spends the standby and decides to take a move action. If the unit with the standby is Rebel Boba Fett, he can replace the move action with Card Action: Jump, as the Jump Keyword says, "A unit that has the Jump X keyword can perform the Jump X card action any time it could perform a move action." Now, here's the question: If the unit with the standby were instead Geonosian Warriors with the free action: Jump, would they be able to do the same -- spend the standby to jump? The reason I ask is because the CRB section on Free Card Actions says, "A unit may only perform free actions during its Perform Actions step" -- we don't have a can/cannot, so which rule takes priority? can the "Jump X replaces any move action" supersede the "Units may only perform free actions during its Perform Actions step?" --- So to ask the question in a clear, unified sentence, "Can a unit with [free card action]: Jump X use the Jump keyword outside of its Perform Actions step, like while spending a Standby token? --In-game, we have examples of free card actions being performed outside the Perform Actions step, like R2-D2's Smoke screen card, but that one specifically calls out a timing window for that free action, whereas triggering a standby doesn't.
  2. The CRB entry for Teamwork: Unit Name reads as follows: "When a unit with the Teamwork keyword is at range 1–2 of a friendly unit that has the unit name specified by the Teamwork keyword, if either unit gains an aim token or a dodge token, the other unit gains a token of the same type” Based on RAW, what stops this from generating an infinite loop of tokens? As it’s written, assuming the conditions are met, when Unit A gains an aim, this triggers Teamwork, allowing unit B to gain an aim, which would then trigger Teamwork on unit A and send an aim back to A, and so on. It seems clear to me that this isn’t Rules as Intended, and isn’t how it worked in the previous rules (iirc, the Teamwork keyword specified it only worked on the first one). Can we get some forum clarification? Thanks!!
  3. In the following forum ruling, is the reason that the dewback can displace because it’s not an enemy effect? Because the original question brought up deployment phase versus round 1. Can the same dewback engage in a melee during deployment since that isn’t round 1? (for example of the two phases being different, I can’t eve end the deployment phase touching an unclaimed objective token. However, during round 1, I can free move (Leia’s 2-pip for example) and touch. So R1 and deployment are distinctly different phases which means if I can get into melee with an enemy hostage carrier during deployment, I won’t be “starting a melee” during round 1 as it would have started before round 1 began.
  4. Hello! I believe this is correct, but I would like confirmation that my thinking is on the right track: A repulsor unit with the Speeder X keyword performs its compulsory move at either the beginning or end of its perform action step. This means that the free action "Drop" from a card like bombing run cannot be done after the compulsory move. Thus, if the vehicle wishes to triple move and drop the bomb at the same time, the compulsory move must be done first. Second, this also means there must be a legal place for the repulsor vehicle to land as they only displace on compulsory moves. The T-47, A-A5 with Reckless Driver, Bikes/Swoops, and Landspeeder, etc. cannot move, move, compulsory+displace and THEN drop the bomb.
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