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emeraldbeacon

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About emeraldbeacon

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  1. In standard tournament situations, a squad must be comprised of 2-8 ships, equalling no more than 200 points. For unofficial, casual play, of course, you and your opponent can increase those numbers however you see fit.
  2. Oh, I love that troll... "An ion move is a one straight green." "No it's not." "Yeah, it is, it clears stress now." "No, it's not green." "Yes it is, they changed it." "Of course they changed it, but it's BLUE." "...can we continue?" "Of course."
  3. Part of it is due to what I call First Edition Inertia: the tendency to do things the same way in Second Edition, simply because that's how you always used to do it in First Edition. Frequent culprits are range bonuses on non-ordnance weapons, measuring for Target Locks, and the entire System Phase.
  4. Not to mention, if that single token causes a Nantex to become "tractored", does it drop the Tractor barrel roll or boost into the ability queue? After everyone has moved, can you then dump one tractor token onto an un-tractored ally, boost or roll them closer to another target, then pass that one off, possibly chaining it further?
  5. While the ship definitely overlaps the token, it is not clear whether or not the ship suffers the effects of overlapping.
  6. To expand upon @JBFancourt's answer, placing a ship during setup does not cause overlap. Executing a maneuver, or otherwise moving, is what creates overlap... and overlapping* is what causes you to suffer obstacle effects. (* It's still not 100% clear whether an obstacle placed UNDER another ship - like Loose Cargo or Spare Parts Tokens - also causes the effects of overlapping to occur).
  7. I think it's pretty safe to state, with confidence, that Major Rhymer is intended to be able to fire Range 1 ordnance at Range 0; otherwise, the Range 0 stipulation would not exist on his card. However, I tend to fall into the "Rules as Written" crowd, that Rhymer cannot use his ability at Range 0. Given that the "Ships cannot perform attacks at Range 0" statement is now solidly in the Rules Reference, and following the Golden Rule that game rules are only overridden by card rules when the card STATES that the rule is overridden... Rhymer is not exempt from the Range 0 issue. Other ships CAN override the game rule, because they have card text which clearly overrides the game rules (see Zeb (Crew), Captain Oicunn, Arvel Crynyd).
  8. Q: What kinds of Dice Modifications are there? Rerolling dice Adding results Changing results Spending results I dunno, Han Solo is kind of his own thing now I guess, too...
  9. So, when you relocate your buzz droids, they can overlap an OBSTACLE, because relocating doesn't count as overlapping. But, they can't overlap another device or ship this way, because they would overlap an OBJECT.
  10. Nien Nunb (55) Integrated S-Foils (0) Pattern Analyzer (5) Black One (2) Total: 62 View in Yet Another Squad Builder 2.0 Dial in a Tallon Roll, then boost or (if S-foils are aligned correctly) barrel roll towards an enemy. Use Nien's ability to burn your stress, then SLAM towards somebody else (optimally with another Tallon Roll) and Pattern Analyze again.
  11. Short answer: No, Seismic Torpedoes can only target Asteroids and Debris. In first edition, obstacles were clearly defined as asteroids and debris fields (which include Loose Cargo Tokens). In addition, certain items could become obstacles, in various game modes (certain mission-specific tokens, or huge ship bases). Proximity Mines, however, are always Bombs (now called Devices in Second Edition). Certain effects (notably Captain Nym) can cause an obstruction-like effect when a line of fire is drawn over a bomb... but the bomb/mine itself is never considered to be an obstacle.
  12. ...oops. Editing the above reply to correct it.
  13. ........... ok, that's funny and very wrong.
  14. Short answer: After performing an Ion maneuver, a ship removes ALL ion tokens. 2.0 rules: When a ship executes an ion maneuver, it performs a blue 1-straight. That means it clears one stress for the move, regardless of whether or not it bumps. It also then removes ALL ION TOKENS it had, no matter how many, and completely regardless of any overlapping of ships or obstacles. For that reason, there's (currently) no reason to pile ion tokens onto a single ship, above that ship's ion threshold (1 for small, 2 for medium, 3 for large). 1.0 rules: When a ship executes an ion maneuver, it performs a white 1-straight. That means it it cannot clear stress for the move, regardless of whether or not it bumps (outside of unusual abilities like Kanan-Crew). It also then removes ALL ION TOKENS it had, no matter how many, and completely regardless of any overlapping of ships or obstacles. For that reason, there's really no reason to pile ion tokens onto a single ship, above that ship's ion threshold (1 for small, 2 for large). It's also good to note that an Ionized Ship neither sets a maneuver dial during the planning phase, nor reveals one when it activates; for any effect that triggers "when you reveal a maneuver" (such as Advanced Sensors), Ion Tokens can effectively shut them down.
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