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emeraldbeacon

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About emeraldbeacon

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  1. As @JBFancourt said, adding a dice result is a dice modification. It would therefore happen during the "modify results" step of your die roll (whether on attack or defense). It is at that time that you choose which modifications you want to use, in what order... not before you roll. So, you roll the dice, your opponent has an opportunity to modify results, then you make your choices. In your example, you would probably want to add your blank result BEFORE rolling for Heroic. Another point of order for Finn that you might not realize is, as currently written, when Finn defends, he can add a focus result at the cost of a Strain token... but given the wording of how Strain works, it immediately gets removed "after defending". The only way that Strain (currently) stays on Finn is when he adds a focus result during his attack.
  2. As an example of @Hiemfire's explanation, look at the different wording of Swarm Tactics and Roark Garnet and Torkil Mux.
  3. As a rule of thumb, whether attacking or defending, the player who isn't rolling dice does all their modifications first, then the player who is rolling dice gets to do all of theirs.
  4. Seventh Fleet Gunner only caps the number of dice rolled. Since Calibrated Laser Targeting adds a result after the fact, it is not limited by the restrictions imposed by 7FG. In a similar vein, though, Ric Olié DOES interact with Seventh Fleet Gunner. When performing a Range 1 attack with the Naboo pilot, when he's moved faster than the enemy, Seventh Fleet Gunner would not appear to work, as the total number of dice rolled would exceed four (2 base + 1 range + 1 Ric + 1 7FG).
  5. Would you say the same ambiguity exists with Genius? It could make turn-after-turn deployment of Electro-Proton Bombs very potent. Someone like Kavil can burn in, poop out a fused electro proton WITHOUT burning the charge, then burn out to avoid damage... and do it all over again the next turn.
  6. Useful to note that, on the BACK END of Corran's doubletap, he does still engage while Disarmed, so Passive Sensors could still operate... though the e-wing chassis doesn't provide the best opportunities to abuse that late lock action.
  7. I think that what @thespaceinvader is saying is that, if the rock effects are put into the queue (and resolve) before the struts, then droids will always crash into obstacles before opening struts and landing. Since that doesn't appear to be the case (notwithstanding the separate argument that Struts are non-functional as written), my interpretation of @thespaceinvader's evaluation is, since the maneuver is completed in one step, the struts effect would trigger WHILE executing the maneuver, then the actual check for obstacle effects would occur AFTER the maneuver was executed, making the open struts work for both rocks. At least, that's what I think they're saying.
  8. Do you have any advice, tips, or tricks on methods or paints to use, when painting dial covers? Are there any extra steps I'd need to undertake when dealing with this slightly rubbery plastic, over some other kind of material?
  9. Sort of an edge-case thought I had... I was just wondering what your collected thoughts were, on how it would play out. We'll start off with a droid that ends up on an asteroid with CLOSED struts, for some reason (say it clipped the rock when two other friendlies were holding on, or it got tractor beamed there... something like that). With struts closed, it can't shoot, of course. Next turn, the droid sees that it's in line with another asteroid, a short distance away. Feeling it can make it, it performs a long straight maneuver, flying over the asteroid it's CURRENTLY on, then landing on the NEXT rock as well, struts now open. The question... does the droid suffer any effects from the FIRST asteroid it flew over?
  10. ...unless you also have Primed Thrusters equipped, but now we're just nitpicking.
  11. Apologies, I should have been a bit clearer. Like you said above, conversions are fine, as long as the model is fairly reasonable as what your ship SHOULD be... or at least, be unmistakable once looking at your list. If you're flying a swarm of six TIE/ln Fighters, then it's reasonable to have a few wonky wings or added engines/greebles, etc. But if you're flying a TIE Salad (4-5 different TIE varaints), then the visual silhouette of your ships on the table should be FAR more precise to what's actually there. Similarly, you need to make sure that visually similar units are distinct from each other on the table. I know I'm always confusing TIE/fo Fighters and TIE/sf Fighters, since they have very similar silhouettes and paint schemes. Same with X-Wings and Z-95s... at a brief glance, they look quite similar, especially if the player has painted them in matching schemes.
  12. Or at least consistent. You wanna fly a TIE swarm, but use your collection of ridiculous TIE-uglies? Yeah, sure, whatever, as long as the models don't interfere with game play.
  13. You're good to use it! The Tournament Regulations specifically call out that ship models (and even dials!) can be used across factions, as long as the name of the ship is the same. This means that ARC-170s can be swapped between Rebels and Republic... Z-95s, HWK-290s, and Y-Wings can be either Rebel or Scum... even a standard TIE/ln Fighter model & dial can be used for Sabine's TIE, as long as you have the other cardboard (pilot card & ship bases) available.
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