Jump to content
Welcome! ×
Atomic Mass Games Forum

DSchultz

Armada Playtesters
  • Posts

    972
  • Joined

  • Last visited

Everything posted by DSchultz

  1. Question: For Mercy Mission, If my fleet doesn't have any small ships, what happens? Answer: Then Mercy Mission remains equipped to the current ship instead.
  2. Question: What does it mean by "spending a dial" with the Resolute card effect. Does it mean when I only spend a dial, or can I spend a dial & token?Answer: This means that you can resolve the effect of Resolute as long as a dial was spent when resolving the command. This includes the spending of a dial and a token together.
  3. Question: I'm confused by Linked Turbolaser Towers, what does it mean "while attacking the first squadron" and the FAQ explanation, can you please explain?Answer: This means that, once during its activation, the ship may add 2 dice to an attack against the first squadron it attacks with an attack. If you do, you cannot attack additional squadrons with that attack. This does not have to be resolved with the first attack your ship makes, only against the first squadron attacked with that attack if you wish.
  4. Question: For Linked Turbolaser Towers, Is it add 2 dice of the same color or is it 2, each being, any color I want?Answer: You add 2 dice of the same color.
  5. Question: Can I use the add die effect from Linked Turbolaser Towers on a Proximity Mine Token?Answer: Yes.
  6. Question: If I am attacking a squadron at long range with a red die, can I use Flak Guns to replace that red die with black and then attack? Answer: No. When Flak Guns are equipped your ship's anti-squadron armament is now only black dice, limiting you to close range attacks unless otherwise specified.
  7. Question: When I equip Flak Guns, are my anti-squadron dice always black? or can I decide what colors to use? Answer: Yes. When you gather dice, you will always gather black dice. The only exception to this is Salvo, as Salvo uses the ships "printed anti squadron armament".
  8. Rules Reference Correction: In the "Defense Tokens" topic, subtopic "Salvo": the following bullet point should be considered removed: ◊ During a salvo attack, the attack range and line-of-sight are treated as the same as those of the original attack, and firing arcs are ignored. In its place the following bullet point should be considered added: ◊ During a salvo attack, the previously defending hull zone is now the attacking hull zone for this attack. Treat this attack as a new attack for the purpose of resolving card effects. This attack is a legal attack using the same measurements for attack range and line-of-sight as the originating attack. This gives players clear direction on where a Salvo attack originates from and how to resolve that attack.
  9. Question: If a Providence class ship is equipped with both Invisible Hand and Rapid Launch Bays, how many "set aside" squadrons can I place when I resolve a squadron command? Is the ships squadron value resolved in full for each card? Answer: The ships squadron value is resolved once across both effects. For example, If a ships squadron value is "4", you could place 4 squadrons with Invisible Hand, or 4 squadrons with Rapid Launch Bays, or a total of 4 squadrons across those two effects.
  10. Question: If I place squadrons aside with another effect such as Rapid Launch Bays, can I deploy those squadrons and gain the "AI" increase from Invisible Hands effect?Answer: No. Each effect resolves separately per the section "Set Aside Ships and Squadrons", "A ship or squadron that is set aside can only be deployed or affected by the effect that set them aside."
  11. Question: Does Invisible Hand permanently increase the "AI" value of a squadron that is deployed by its effect?Answer: No. The bonus is lost when the ship finishes its activation.
  12. Question: When equipping upgrades to a ship, can I circumvent any restrictions by equipping upgrades in a certain order? Answer: No. When equipping upgrade cards, check to ensure that the restrictions and requirements of all upgrades equipped to that ship are met simultaneously.
  13. Question: How many Hyperwave Signal Boost you use at once? Answer: Multiple copies of Hyperwave Signal Boost can each resolve their effect during the same turn. The only limitation is the number of copies of the card that you have equipped across your fleet. Each Hyperwave Signal Boost effect must be resolved separately. Follow up Question: Does that mean I can do all of my Hyperwave Signal Boost's at once during one part of "your fleets turn to activate"? or can I spilt up how many Hyperwave Signal Boost's I use each time it is "your fleets turn to activate"? Answer: Yes. Yes.
  14. Question: Do Squadrons get to move and shoot with Hyperwave Signal Boost effect? Answer: No.
  15. Question: Hyperwave Signal Boost says "exhaust this card to choose a number". Can I choose 0 squadrons to activate? Answer: Yes.
  16. Question: For Hyperwave Signal Boost, do you activate the usual 2 squadrons + ships squadron amount, or only the ships squadron amount? Answer: You activate a number of squadrons up to the squadron value of the ship that has this upgrade equipped. The activations from Hyperwave Signal Boost replace your normal activations this turn.
  17. Question: Does Hyperwave Signal Boost work with "Relay"? Answer: No. "Relay" can only be used when a ship resolves a Squadron Command. Hyperwave Signal Boost is not a Squadron Command
  18. Question: If the Anakin Skywalker Y-Wing squadron spends a defense token to "ignore engagement", does this also ignore the Escort and Screen keywords? Answer: Yes!
  19. Question: When does the "add" and "remove" die effects of Swivel Mount Batteries take place? Answer: Dice can only be added during the "Resolve Attack Effects" step of an attack. Which is after dice are rolled. The die is removed after gathering dice into your attack pool, but before rolling dice.
  20. Question: Does a Salvo attack lose a die when attacking from a hull zone adjacent to a hull zone marked with a focus token from Swivel Mount Batteries? What about Counter? Answer: Yes. All attacks that originate from an adjacent hull zone are affected.
  21. Question: Does Swivel Mount Batteries remove a die when making anti squadron attacks in “adjacent hull zones”? Answer: Yes.
  22. Question: If my attack pool contains no blue dice, can use I use my Concentrate Fire dial to add a blue to the attack pool after Clone Gunners effect adds one to it, or must I resolve the Concentrate Fire effects before being able to use Clone Gunners? Answer: Yes, once you have spent either a Concentrate Fire Command dial, token, or dial+token you are resolving that command, but you do not need to use its effect immediately. You may choose to resolve Clone Gunners effect to add a blue die set to an Accuracy icon into the attack pool before choosing whether to use any Concentrate Fire effects.
  23. Question: Can I intentionally move a squadron out of the play area? Answer: Yes, you may "move" a squadron out of the play area. Note that they are destroyed if any part of that squadrons base, in its final position, is out of the play area. Further clarification: You cannot "place" or "deploy" squadrons out of the play area.
  24. Question: If DFS-311 is defending and the attack is obstructed, when does it force the attacker to reroll a die? Answer: DFS-311's effect resolves during the "Spend Defense Tokens" step of an attack.
  25. Question: If I exhaust Intel Officer and resolve its effect, am I able to then discard Intel Officer by Darth Vader (Officer) effect to reroll dice in my attack pool and still have Intel Officer resolve its effect if the Defender spends the chosen defense token?"Answer: Yes. The Intel Officer declared effect would still resolve.
×
×
  • Create New...