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Kris M

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Everything posted by Kris M

  1. The Blinded Pilot damage card reads: While you perform an attack, you can modify your dice only by spending force for their default effect. As Han Solo's (Modified YT-1300 Light Freighter) pilot ability is a dice modification effect, Blinded Pilot prevents it from being used to modify his dice during an attack.
  2. Tel Trevura's (JumpMaster 5000) pilot ability is a replacement effect. When a replacement effect resolves, the replaced effect is treated as having not occurred. In this instance, neither Cutthroat (Talent) nor Deadman's Switch (Illicit) would trigger if Tel Trevura would trigger their pilot ability.
  3. If the ship is in reserve at the start of the game, they haven't yet had a chance to follow the "place forces" step. The first opportunity the ship is placed is the opportunity to choose the direction of the turret.
  4. No, Cad Bane cannot cause a huge ship to boost. From the Rules Reference Guide: Appendix: Huge Ships under "Move" and "Rotate" effects If another card’s effect instructs a huge ship to move or rotate its base a number of degrees, it does not move or rotate its base. Such effects include: • Barrel Roll • Boost • Cloak/Decloak • SLAM • Any effect that calls for a base rotation (e.g. “rotate your base 90˚” or “rotate your base 180˚”) to occur
  5. And where is Qi'ra? Is she or on the defending ship, or on the the same ship as that has Trick Shot equipped?
  6. Hi - Can you clarify who has trickshot in this example?
  7. Question: In the Trident-Class Assault Ship reference it says each Tracking Torpedo has 3 hull points, but on the remote cards it says each Tracking Torpedo has 4 hull points, which one shall I follow? Answer: The hull value on the remote card is correct. Tracking Torpedoes have 4 hull points each.
  8. Card restrictions are taken into consideration when equipping them or moving them from one ship to another ship. Increasing a ships initiative value mid-game would not have any effect on Automated Target Priority.
  9. Yes, the Onderon Oppressor (HMP Droid Gunship) needs to complete the barrel roll in order to trigger its pilot ability. An effect that fails does not trigger any effects that would occur after a ship resolves that effect.
  10. Rules Reference Correction: Official errata have been made to the following card: •Asajj Ventress (Command/Crew) Asajj Ventress should have 1 recurring charge symbol next to her Force modifier.
  11. No, as a cost to attempt to perform a red action, a ship must gain 1 stress token. If you use Daredevil (Talent) to treat a white boost as red, you would be unable to perform the linked action as you would be stressed before adding it to the ability queue.
  12. The Modified TIE/ln Fighter's ship ability reads: NOTCHED STABILIZERS: While you move, you ignore asteroids. So long as the ship is moving, it ignores asteroids. A ship moves when it executes a maneuver or otherwise changes position using a template (such as barrel rolling or boosting). If you were to finish your maneuver on an asteroid and were unable to move off of it, you would no longer be moving and would then suffer the effects of being at range 0 of an asteroid (the ship would be unable to perform attacks).
  13. If "Rush" (TIE/vn Silencer) is damaged & destroyed before initiative 2, but after initiative 6: "Rush" engages at the current initiative step after all other ships at the step have engaged, simultaneous fire would occur and "Rush" would be able to perform their attack before being removed. If "Rush" is damaged & destroyed at initiative 7: As "Rush" would now be initiative 6, they would be removed after all ships at initiative 7 had engaged.
  14. No, Thermal Detonators are dropped one at a time, and each Thermal Detonator dropped counts as a single instance of dropping a device. "Genius" specifies that after you fully execute a maneuver, if you have not dropped or launched a device this round, you may drop 1 bomb, not 2.
  15. An attack consists of the following steps: 1) Declare Target: During this step, the attacking player identifies and names the defender of the attack. a) Measure Range b) Choose Weapon c) Declare Defender d) Pay Costs 2) Attack Dice: During this step, the attacking player rolls attack dice and the players can modify the dice. a) Roll Attack Dice: b) Modify Attack Dice: 3) Defense Dice: During this step, the defending player rolls a number of defense dice equal to the ship’s agility value and the players can modify the dice. a) Roll Defense Dice: b) Modify Defense Dice: 4) Neutralize Results 5) Deal Damage 6) Aftermath Players need to complete all parts of the game in the order they should be completed and each player has to confirm a step is over before moving on to the next step. In this example, the defense dice were rolled too early and the result should be removed from play. Once both players have completed step 2 of the attack they would proceed to step 3 and the defending player may then roll their defense dice.
  16. Yes, a ship’s firing arcs include all shaded arcs on the ship’s ship token plus all turret arcs, if any. A ship is in an arc if any part of its base is inside that area, even if at range zero.
  17. The card is correct, Tracking Torpedoes have 4 hull points each.
  18. Hi! Thanks for your patience while we worked our way through these questions. We've addressed huge ships and advanced maneuvers in the Rules Reference Update post
  19. Rules Reference Update - Appendix:Huge Ships: The following changes will be included in an upcoming update. Movement Executing a Koiogran Turn maneuver with a huge ship Align Tool: The player places the straight edge of the maneuver tool against one of the long edges of the huge ship’s base. Then the player aligns the speed 0 line of the tool to the huge ship’s center line. Move Ship: The player moves the huge ship along the tool until the ship’s center line is aligned with the speed that corresponds to the maneuver’s speed, changing the ships facing by 180º. Then the player returns the tool to the supply and the maneuver is complete. Executing a 1 or 2 Reverse Straight maneuver with a huge ship Align Tool: The player places the straight edge of the maneuver tool against one of the long edges of the huge ship’s base. Then the player aligns the huge ship’s center line to the speed line that corresponds to the maneuver’s speed. Move Ship: The player moves the huge ship backwards along the tool until the ship’s center line is aligned with the speed 0 line. Then the player returns the tool to the supply and the maneuver is complete. Overlapping while performing advanced maneuvers Overlapping another huge ship If a huge ship overlaps another huge ship while performing a Koiogran Turn maneuver, it follows the normal rules for overlapping huge ships and does not change the ships facing. Overlapping standard ships If a huge ship overlaps a standard ship, it completes the maneuver and then follows the normal rules for overlapping a standard ship.
  20. Equipping Vectored Cannons (Configuration) replaces the front arc requirement of your primary attack with a turret arc requirement. As a result, any primary attack Wedge performs would be with a turret arc and would no longer meet the conditions for Outmaneuver (talent) to trigger.
  21. During the System Phase, the sequence of play starts with the ship with the lowest initiative and continues in ascending order. Any ship that wishes to deploy that round would have a chance to do so at their initiative value, choosing a maneuver on their dial and following the steps for deploying in the Rules Reference Guide.
  22. While you perform a focus action, Baze Malbus (crew) allows you to gain up to 2 additional focus tokens. In your example, you would finish with 3 focus tokens and 1 stress token.
  23. When a medium or large ship decloaks to the left or right, you follow the same rules for performing a barrel roll with a medium or large base ship. Take the 1 straight template. Place the long edge of the template flush against the left or right side of the ship’s base. The template must be placed with the middle line of the template aligned with the hashmark on the side of the base. Lift the ship off the play surface, then place the ship with the hashmark on the side of the base aligned to the front, middle, or back of the other narrow end of the template. Return the template to the supply.
  24. Step 4 of an Attack - Neutralize Results. During this step, pairs of attack and defense dice neutralize each other with hit results being canceled before critical hit results unless specified by certain cards. An attack hits if at least one hit or critical hit result remains uncancelled. In this instance, 2 hit results would have been neutralized by 2 evade results leaving 1 hit to determine if the attack hit. The ion cannon requires you to spend 1 hit or critical hit result to cause the defender to suffer 1 damage with all remaining hit or critical hit results inflicting ion tokens instead of damage. As you have spent the 1 remaining hit result to deal 1 damage to your opponent, and the other 2 hit results were neutralized, there would be no remaining results to convert into ion tokens.
  25. No, while a huge ship may be able to equip Hardpoint upgrades that enable it to perform attacks up to range 5, acquiring a lock is still restricted to range 0-3 unless a card ability specifically allows it, such as Sensor Experts (Team). From the Rules Reference: Q: After performing an attack with Targeting Battery [Hardpoint] against a defender at range 4–5, can the attacker acquire a lock on that defender? A: If Targeting Battery is the only card at play, no. Targeting Battery does not read "ignoring range restrictions," therefore the ship must obey the normal range restrictions for acquiring locks. However, there are a number of ways huge ships can circumvent this limitation. The CR-90's Broadside Battery ship ability allows it to acquire locks at range 4, and the Boosted Scanners [Cargo] upgrade allows a ship to spend energy increase the range at which it can lock, letting it acquire the lock from Targeting Battery at range 4 or 5.
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