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Seth

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Posts posted by Seth

  1. Hello,

    Leia Organa's No Time for Sorrows command card allows units to perform a speed-1 move "when a friendly unit is issued an order." It does not specify the source of that order; any game effect that issues an order will trigger its effect.

    1 hour ago, Aceben said:

    Leia's 2 pip 'No Time for Sorrows', can Mark Il's that are given an order from a unit of veterans also make the speed 1 move? & Also would units receiving orders from HQ uplinks also get to make the speed 1 move?

    Yes to both. On the round that No Time for Sorrows is played, when (any) friendly unit is issued an order, it may perform a speed-1 move. This includes orders issued as a result of upgrade cards such as HQ Uplink, and keywords such as Coordinate.

    Hope this helps,
    Seth

  2. Hello,

    From the Bombing Run objective card, with my emphasis: "At the end of the Activation Phase, each player may detonate 1 unclaimed objective token that was flipped to its unclaimed side with the Drop ability by a unit they control."

    --------------------------------------------

    12 hours ago, yossarian said:

    can I use claim to flip it to its claimed side and gain control of it?

    Yes. Either player may use the Claim action to claim unclaimed objective tokens, regardless of how they were flipped to their unclaimed side or by whom.

    12 hours ago, yossarian said:

    If so, if my unit now dies, the token then reverts to its unclaimed side, can my opponent then detonate the bomb token?

    Your opponent may not detonate the unclaimed objective token, as it was not flipped to its unclaimed side with the Drop free action performed by a unit they control.

    Hope this helps,
    Seth

  3. Hi there,

    The Charge keyword may be used (immediately) after performing a move action. That timing is passed if the Jedi opts to instead perform perform a free card action (Force Push) following the move. They will have missed the opportunity to perform a free attack using Charge.

    Hope this helps,
    Seth

  4. Hi there,

    15 hours ago, mgilson said:

    I'm unclear on exactly what the silhouette is for these units. 

    Units with the Hover: Ground keyword draw their silhouette as a Ground Vehicle would - a cylinder rising from the miniature's base all the way to the top of the vehicle's hull. There will be no "break" between the base and the silhouette as there might otherwise be for Repulsor Vehicles.

    15 hours ago, mgilson said:

    is it possible for a unit that is in base contact with the vehicle to draw line of sight underneath the vehicle to another unit on the other side (for the purposes of performing a ranged attack or other LOS actions like Aid?

    It is not possible to draw LOS beneath the hull and above the base; its silhouette extends completely between its base and hull and blocks LOS as a Ground Vehicle would.

    Hope this helps,
    Seth

  5. Hello,

    On 12/21/2023 at 3:13 PM, Ilostmycactus said:

    What happens if I use an AT-RT with expert climber to climb up to the top of the building and displace those infantry, if the roof is small enough that only the base of the AT-RT can fit there and there is nowhere to put all or most of the infantry?

    The AT-RT will displace the troopers it moves over.

    On 12/21/2023 at 3:13 PM, Ilostmycactus said:

    Are they displaced off of the height 2 building?

    Yes. As they cannot be placed at a speed-1 move from their prior position, they will be placed as closed as possible, irrespective of that vertical height.

    Hope this  helps,
    Seth

  6. Hi,

    As specified in the Terrain Height entry, "When determining the height of the terrain for the purposes of performing a movement or a climb, "measure the height of the
    part of the terrain the miniatures are moving or climbing to
     (...)". A vehicle may naturally traverse obstacle terrain up to the height of its silhouette, but may not move over elements of terrain greater than that height, as determined when it begins its move.

    --------------------------------------

    On 12/21/2023 at 3:42 PM, Ilostmycactus said:

    What determines the distance "up" the hill you are allowed to move with a vehicle?  Travelling from the flat ground (not terrain) onto the hill (terrain), I'm assuming you can go up to your silhouette's height.

    Correct.

    On 12/21/2023 at 3:42 PM, Ilostmycactus said:

    What determines the distance "up" the hill you are allowed to move with a vehicle?  Travelling from the flat ground (not terrain) onto the hill (terrain), I'm assuming you can go up to your silhouette's height.

    You make that determination using the highest point of the silhouette when the unit performs its move.

    Neither of your hills are treated differently, unless both players have agreed otherwise using the Golden Rule of Terrain during the Declare Terrain step of Setup. If they are obstacle terrain and the vehicle is at the base of that terrain, the vehicle may ignore that obstacle terrain up to the height of their silhouette, and may not move onto or over elements of terrain higher than that point.

    Hope this helps,
    Seth

  7. Hi,

    10 hours ago, Ilostmycactus said:

    Can I count a vehicle (something that is heavy with a low center of gravity like a saber tank) as balanced if it is the terrain itself that is pushed away by the vehicle, because the terrain is too light and the ground is slick?

    The miniature is not stable in that position if it is knocking over/aside terrain upon which you are attempting to place it. Terrain should not be moved to make way for miniatures.

    10 hours ago, Ilostmycactus said:

    As far as I can tell, there is no 45 degree balancing rule for infantry.  They simply cannot be partially overlapping terrain.

    Correct; trooper miniatures cannot partially overlap obstacle terrain.

    10 hours ago, Ilostmycactus said:

    What do you do if a piece of terrain is, for example, a somewhat steep plastic hill that causes miniatures to fall over when placed? 

    The miniature is not stable at that position if it is if it cannot rest there unassisted. In this scenario, the unit cannot end a move there. 

    Hope this helps,
    Seth

  8. Hello,

    The War Weary condition battle card affects affects the range at which your units can use a friendly commander's courage when checked whether they are panicked. It has no interaction with command range or the Command Phase in general. Units can (typically) use the courage of any friendly commander when checking whether they are panicked; it is not limited to only the nominated commander.

    Note that the War Weary battle card has been updated in the Star Wars: Legion Errata Reference.

    -------------------------------------------

    11 minutes ago, JokerAlpha said:

    my first question, in the War weary condition, if I had 2 commanders in my build, would the range to use the commander's courage be limited to range one from both commanders or from only the nominated commander?

    Yes. The range at which units may use their courage when checking for panic is reduced for both commanders.

    11 minutes ago, JokerAlpha said:

    My second question, if I use an operative command card does that mean the operative is the nominated commander?

    Yes, the operative is "the nominated commander" that phase for the purposes of relevant game effects. This does not make the operative a commander-type unit and does not allow other unit's to use the operative's courage when checking whether they are panicked.

    Hope this helps,
    Seth

  9. Hello,

    Yes, the unit with Jump X may perform the pictured move between those roughly equal levels. While using Jump X, the unit ignores terrain of height X as determined from its current position. As the other platform is not greater than height X from the moving unit's perspective, it may indeed ignore that terrain and move to it with Jump X.

    Hope this helps,
    Seth

  10. Hello,

    Thanks for quoting the relevant sections of the rulebook for me! I will be using them to answer the below:

    --------------------------------

    On 6/20/2023 at 12:33 PM, NeonKnight said:

    1. Would the 74-Z be able to 'fly' across a gap with a single move action from a Height 1 piece of terrain onto a height 2 piece of terrain that is not part of the same piece of terrain (i.e. from one building across an alley to another building)?

    Yes. You will "measure the height of the part of the terrain the miniatures are moving or climbing to..." The 74-Z Speeder Bikes unit may ignore terrain up to Height 1 from their current position, and so can indeed move to another building that is taller than the one they are overlapping at the start of the move that is within that Height.

    On 6/20/2023 at 12:33 PM, NeonKnight said:

    2. If a 74-Z starts on a Height 2 piece of terrain can it fly across a gap with a single move action to another Height 2 piece of terrain?

    Yes, for the same reasons as above. The Speeder X keyword allows this movement to "move over or end its movement on terrain equal to or less than height X," and the height is determined from their current position. As the other building is not greater than Height 1 above their current position, they move perform a move over or onto that terrain.

    On 6/20/2023 at 12:33 PM, NeonKnight said:

    3. Must the 74-Z if starting on a Height 2 (or Higher) piece of terrain end it's move action on a Height 1 or is it like JUMP and constrained to making multiple hops to get to table level so to speak.

    Neither the Speeder X nor Jump X keyword necessarily require "multiple hops to get to table level." They may ignore terrain up to Height X as measured from their current position, and so may ignore the terrain they are upon currently and move to the table surface level regardless of that true vertical distance changed.

    Hope this helps,
    Seth

  11. Hello,

    "When determining the height of the terrain for the purposes of performing a movement or a climb, measure the height of the part of the terrain the miniatures are moving or climbing to, subtracting the height of any terrain the miniatures may be on."

    The Jump X entry reads that a unit "performs a move action as normal and can ignore or end its movement on top of terrain that is height X or lower. (...) When a unit performs the Jump X action, measure height from that unit’s starting position."

    As a unit with Jump X ignores terrain Height X or lower, as determined from its current position, it may ignore the terrain it is presently overlapping and fall to the battlefield level, even if that total vertical distance would have been greater than X if measured from the battlefield surface level.

    ---------------------------------------------

    On 1/18/2023 at 5:33 PM, zeusjus said:

    Can a unit with jump X jump down a height grater than X? For example, can a jedi with jump 1 jump from a piece of height 2 terrain down to the table surface?

    Yes.

    Hope this helps,
    Seth

    Note this ruling has been updated to better reflect the language of the Star Wars: Legion Core Rulebook and better align with related questions and their answers.

    Edited just now by Seth

  12. Hello,

    Refer to the latest text for the Darkness Descends in the Star Wars: Legion Errata Reference. Of note, "If this card is divulged, it must be selected during round 1." If you did not divulge the card, you are not required to play it round 1, and may play it later in the game.

    35 minutes ago, Pogi_Panda said:

    While playing a casual game, I played Darkness Descends (didn't divulge to take advantage of Reliable 2) Round 2 and my opponent said that wasn't allowed.

    Your opponent was incorrect. You may play it during round 2 (or round 1!) to gain Reliable 2 if it was not divulged.

    Hope this helps,
    Seth

  13. Hello,

    When a unit uses the Comms Relay upgrade card (when they would be issued an order), they "... issue an order to the chosen unit instead." The unit with Comms Relay is not considered to have been issued an order, and will not qualify for game effects that occur when issued an order, such as the tokens from the Roger, Roger! command card.

    -----------------------------------------------------------

    1 hour ago, Maio said:

    If Roger, Roger! is used to issue orders to say 3 units of B2s and they all have comms relays to transfer off those orders to vehicles. Do the B2s still get there dodge/surge?

    No, the B2 Battle Droids were not issued orders; orders were issued to the mentioned vehicles instead.

    Hope this helps,
    Seth

  14. Hello,

    The quoted attack sequence describes how a unit performs one or more attacks. A unit may perform more than one attack during the attack sequence if enabled to do so by multiple available weapons with which to attack multiple targets or the appropriate keywords (such as Beam or Gunslinger)  - each is its own attack pool and these are declared and created in steps 1-3 of the Attack Timing sequence. Each of these attacks are then resolved by following steps 4-11 of the Attack Timing sequence.

    Hope this helps,
    Seth

  15. Hello,

    The Call to Arms upgrade card provides is a free card action, as specified in the Star Wars: Legion Errata Reference. The You Serve Your Master Well command card allows Luke to perform one free move or free attack action with a friendly or suppressed enemy unit. As the free card action on Call to Arms is neither of these, it cannot be exhausted by using the You Serve Your Master Well free card action.

    Note that if Call to Arms were exhausted prior in the round, the unit does gain Charge until the end of the round, and so will still have Charge if moved by Luke Skywalker's controlling player later in the round.

    --------------------------------------

    2 hours ago, ElGrandePicante said:

    On a Serve your Master turn, can Luke force an enemy ewok unit with an untapped Call to Arms to make a move and exhaust the card to make a charge attack against a nearby unit? 

    No, as the Call to Arms free action is neither a move nor attack action and so cannot be performed using the You Serve Your Master Well command card free action.

    Hope this helps,
    Seth

  16. Hello,

    If a unit with the AI: Attack keyword is eligible to make an attack as its first action, it must do so. If only a weapon added by an upgrade card is in range, the unit still must declare the attack, and will exhaust the upgrade card after the miniature adds the weapon to the attack pool as normal.

    ----------------------------------

    On 12/12/2023 at 7:56 AM, Sadmiral said:

    If a b2 unit with the exhaustable heavy activates without an order and has to perform an attack action, but the nearest enemy unit is range 3, is the use of the HA a must, or can it choose to not use the heavy weapon. 

    The B2 Super Battle Droids will exhaust the B2-HA Trooper upgrade card. 

    Hope this helps,
    Seth

  17. Hi there,

    The effects of A Machine Made for Killing command card apply to the nominated IG-11 or IG-88. This is referring to the unit chosen as the nominated commander to issue orders. The effects are not contingent upon IG-11 or IG-88 being issued an order or having a face-up order token.

    ---------------------------------------------

    6 hours ago, Zarusas said:

    If I play IG88s 2 pip that gives him demoralize and steady if he is nominated can I Comms relay his order onto another unit and keep the demoralize and steady?

    Yes. IG-88 will gain 1 aim token, Demoralize 3, and Steady if he was the nominated commander.

    Hope this helps,
    Seth

  18. Hi there,

    As quoted, when a unit is forming more than one attack pool, a unit can only use the Fire Support keyword to add weapons to one attack pool.

    Clone Captain Rex's Call Me Captain command card allows him to keep his order token face-up when using Fire Support, and so he may use it multiple times in a round. Call Me Captain does not allow Clone Captain Rex to add weapons to more than one attack pool as they are being formed.

    Hope this helps,
    Seth

  19. Hi there,

    The Contingencies keyword to set aside additional Command Cards as Contingency Cards; "These set-aside cards may have any number of pips but must follow all other rules for constructing a command hand."

    Certain command cards require the player be fielding certain units, factions, or Battle Forces. If a player does not meet the criteria to include a Command Card in their Command Hand, it is also ineligible to be placed in their set aside Contingency Cards.

    -------------------------------------------

    3 hours ago, Do0m said:

    Can Rebel (No Battle Force) with Lando add for contingency deck and use Hold at Any Cost?

    No, as this player is not playing the Echo Base Defenders battle force.

    Hope this helps,
    Seth

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