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Kris M

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Posts posted by Kris M

  1. No, Precognitive Reflexes (Force) is instructing the ship to perform either a barrel roll or boost action and then to check if that action exists on it's action bar, not to check the difficulty of the maneuver.

    If a ship is instructed to perform an action, the action is white unless stated otherwise.

    In this example, Anakin Skywalker (BTL-B Y-wing) could trigger Precognitive Reflexes to perform a white barrel roll, and as he has the barrel roll action on his action bar, would not gain 1 strain token.

  2. 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

  3. 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).

  4. 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. 
     

  5. 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.

     

     

  6. 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.
  7. 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.

  8. 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.

    1. Take the 1 straight template.
    2. 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.
    3. 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.
    4. Return the template to the supply.
  9. 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. 

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