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digitalbusker

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  1. Treat the sandwich as a sandwich.
  2. Far as I can tell the only thing that's changed for this question in second edition is that the answer might contain the phrase "ability queue".
  3. Yeah, I guess this is really two questions: Does the similar structure of Lock, Jam, and Coordinate indicate a general rule that abilities of the form "Choose a [kind of thing] [with range restrictions] and [do something]." allow you to measure to any and all of that kind of thing before you do anything else? (I think this is probably a yes.) Is there something about Sense specifically that requires you to make a decision before you measure anything? (I think this is probably a no, but I have less basis for this one.)
  4. What @emeraldbeacon said, with the additional caveat that there aren't any 1.0 bombs whose drop timing is "before you move", and even if there were it's not clear that that would have counted the movement repositioning actions anyway. In 2.0 we have a movement keyword that's defined as inclusive of both maneuvers and repositioning actions, but we didn't have a similar definition in 1.0. There are a bunch of 1.0 effects that trigger before (or after) you execute a maneuver, but that definitely doesn't include things like Boost and Barrel Roll.
  5. I wouldn't hate a general clarification about abilities like this, but Coordinate, Jam, and Lock in the Rules Reference all start by saying you can measure range to any and all of the things in the class of stuff you'd target, so I expect Sense lets you start by measuring range to any and all ships, before you have to make any decisions at all.
  6. Ah, that's what I get for posting before I'm caught up.
  7. There is a ruling that Garven can't spend a Focus token to trigger his ability if he doesn't have any [eye] results. It's not much of a stretch to apply the same logic to Ten.
  8. The first clause of the Simultaneous Fire entry "To represent that ships with the same initiative are essentially attacking at the same time" is flavor text, and should not be taken to invalidate the rest of the rule if there's only one ship in the current initiative bucket. Simultaneous Fire used to be a rule that only applied some of the time--only when there were ships at the current Pilot Skill who hadn't had their Combat Phase activation yet. That is no longer the case. Simultaneous Fire is now the name for the general rule that if a ship is destroyed during the Engagement Phase you don't remove it until all the pilots of the current Initiative have engaged. If that's one pilot, it's one pilot, but you still don't remove that one pilot until after they've engaged. See "Destroying Ships" on page 9. The first two bullet points lay out when destroyed ships are removed. ETA: Well, phooey. Apparently there was a problem with my close quote tag, and I can't edit the quote (which I suppose makes sense). Hopefully it's clear that everything from "There are two ways" on is me again, commenting on the rules reference text I quoted.
  9. I agree that the difference between, say, the Heroes of the Resistance square-dish Falcon and the Millenium Falcon classic Falcon is small enough that it doesn't make sense to worry about it when we're allowing much more extreme DIY mods. As a TO I certainly wouldn't mind. But there is now a rule (assuming it stays in the document when it's finally fully released) that unambiguously applies.
  10. Necroing this to mention the early edition of the tournament rules addresses this: We have reason to believe the various YT-1300s all have different ship names (Scum: Customized, Rebel: Modified, Resistance: Scavenged), though the Resistance version is based on preview art. So if I want to run a Rebel falcon in a tournament it looks like I'll need to break down and finally buy one of the original Falcon boxes.
  11. The squadbuilder is a reference for the cards. But the card isn't the thing in conflict.
  12. (emphasis mine) I just want to point out that you're still in the Engagement Phase, even if the ship with Console Fire isn't yet engaging. There's one Engagement Phase, and it contains all the individual ships' engagements. (I'm pretty sure @Zircon understands this, and was talking about the fact that the rules about what happens with ships destroyed during the Engagement Phase assume there's a "currently engaged" ship, but the way it's phrased might lead some poor newbie to think there's a separate Engagement Phase for each ship, so I jumped in with a clarification nobody asked for. Hero, me? No, it's just... what I do.) As to the actual substance of the question: there may not be a ship that's actually engaging yet, but we're in a timing window that belongs to one of the ships, so I suspect what's going to come down is something to the effect that during the "before you engage" timing window you use the ship that's about to engage when checking anything related to the "currently engaged" ship. Makes more sense to me than treating it as a separate "NULL initiative" bracket or turning the ship into a burning zombie forever screaming through space.
  13. I think it comes down to this question: Is the "after action" timing window for the Coordinate action the same timing as the "after action" window for the action performed by the coordinated ship? If yes, then you can add Ciena's ability and the linked action to the queue in any order, and do the linked action first so it doesn't get blocked by the stress from Ciena's rotation. In 1.0 I'd have said it definitely is the same timing, but I'm not sure whether we have a good precedent in 2.0 yet. Absent a reason to expect it to be different, though, I think it's probably still the same. If it's not the same, that would probably mean you have to resolve all the timing triggers related to the coordinated ship's boost/barrel roll before you get to the "after coordinate" timing window, which would mean you'd be stressed by the linked action before Ciena's ability could resolve. (ETA: This doesn't actually change the result, because Ciena's ability doesn't care if you're already stressed.) Like I said, though, that seems less likely. Wouldn't mind an @OfficialRules clarification on this, though, because it would be a relevant precedent.
  14. I would not worry about Y-Wings, but be prepared for a TO to say "'T-65 X-Wing' and 'Z-95 Headhunter' are spelled and pronounced differently; you may not use X-Wing models as Headhunters."
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