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Kris M

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Everything posted by Kris M

  1. No, while both Hawk's (Republic, LAAT/i Gunship / Clone Z-95 Headhunter) pilot ability and the scoring of scenario points happen "At the start of the End Phase", as scoring the scenario points is a game effect, it would happen before Hawk can trigger his ability
  2. No. From the Rules Reference, under ARCS: (v1.4.4 at the time of posting) Arcs are measured beyond the base of ships. The portion of any object that lies beneath a ship is not in any of those ship’s arcs.
  3. Yes, as changing a die result is a form of dice modification, Dark Curse's (TIE/ln, Galactic Empire) pilot ability would prevent any critical hit results from being changed to normal hit results.
  4. No, Clan Training (Talent) does not allow you to ignore the restriction that stress has on performing an action.
  5. In a standard game, at the end of the twelfth round, If neither player has met any of the victory conditions set out in the scenario, the game ends in a draw. In cases where a winner needs to be determined, such as a single-elimination tournament, that outcome is determined randomly.
  6. Q7 Astromech does not allow you to ignore the effects of obstacles, so you would still suffer them
  7. No, while attacking at range 0, if Midnight (TIE/fo) has a lock on the defending ship, that ship's dice cannot be modified.
  8. The agility value of the Buzz Droid Swarm was changed from 3 to 1 in a recent revision. You can find these updates in the errata section of the Rules Reference Guide, and the Errata document on the Atomic Mass Games website
  9. In the Salvage Mission scenario, while a ship is towing a supply cache, it cannot perform Barrel Roll or Boost actions. If an ability instructs a ship to boost, this is different than performing a Boost action. For example, the Tie Reaper's ship ability reads: Controlled Ailerons: Before you reveal your dial, if you are not stressed, you may boost. While the Delta 7/7b Aethersprite ship ability reads: Fine-Tuned Controls: After you fully execute a maneuver, you may spend 1 Force to perform a Barrel Roll or Boost action. Because the Tie Reaper's ship ability is allowing it to perform a Boost and not a Boost action, it is allowed, where the Aethersprite would not be able to perform the boost action at all. *edit: updated to fall in line with other rulings*
  10. No, when a ship becomes jammed, the player whose effect caused the ship to gain the jam token chooses for the ship to either remove one of its green tokens or break one of its locks. The lock from the friendly Klick is not Mace Windu's lock, but Klick's lock.
  11. While defending at range 0, enemy ships cannot reduce the number of defense dice you roll, cancel your results, or modify your results. (Rules Reference: v1.4.4 - under the "Attack" entry)
  12. As damage is dealt one at a time, each instance of damage being dealt triggers Chewbacca's ability. In this example you would recover 2 charges.
  13. No, The "if you do and you roll exactly that many evade results..." portion of C-3PO's ability trigger occurs after the dice are rolled, before the Modify Dice step.
  14. No. Upgrade, damage, and condition cards that use the word “you” refer to the ship to which the card has been dealt or equipped. If a ship has both Ursa Wren (Crew, Rebel Alliance) and R3 Astromech equipped that ship is able to maintain up to 2 locks, they do not 'stack'
  15. Yes, being cloaked does not prevent a ship from performing an action, with the exception of the cloak action.
  16. The action bar, linked action bar and upgrade slots for the Kelrodo-Ai Holdout are correct.
  17. While Munitions Failsafe allows you to recover a spent charge in exchange for cancelling your attack dice results, you still resolve the remaining steps of the attack, including rolling defense dice. The attack would miss, and you would place 1 calculate token on the Automated Target Priority card.
  18. Seventh Sister's ability would cause a ship to gain either a jam or tractor token instead of a stress token. As Nien Nunb's ability happens after you gain a stress token, his ability never has a chance to trigger.
  19. No, as a ship that has the "I'll Show You the Darkside" condition assigned to it would be dealt the associated damage card instead of suffering a critical damage it would not have to drop the cargo.
  20. No, ships cannot use abilities that trigger from an ionized ship revealing its dial. An ionized Sicko (LAAT/i Gunship) would reveal it's dial, perform the ion maneuver and then remove the Sickening Maneuver condition.
  21. No, when you "ignore obstacles," you "ignore the effects of obstacles." The obstacles are still treated as being present for effects that check for their presence or absence such as the Stunned Pilot damage card or Debris Gambit. As these are card effects, they are not ignored.
  22. If a ship that was ionized during the Planning Phase is no longer ionized at the beginning of its activation, it activates as normal.
  23. No, the requirements for Anakin Skywalker's (Galactic Republic, Y-Wing/Aethersprite) pilot ability are fully completing a maneuver AND having an enemy ship at range 0-1 in his front arc. While a barrell roll is a move it is NOT a maneuver.
  24. Upgrade, damage, and condition cards that use the word “you” refer to the ship to which the card has been dealt or equipped.
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