mikemcmann 359 Posted October 19, 2015 Brain not working well... Do engine techs REQUIRE you have a dial or token spent to activate them? in other words, ship reveals a confire dial...has no navigate token.... can or can it not execute the engine techs? As an aside to this, what is the purpose of "exhausting" the engine tech card? You can only maneuver the one time per ship and a ship cannot "act" again.... unless, is this stopping an infinite regression where you maneuver...engage engine techs....completed a maneuver...engage engine techs...repeat...etc..... Thanks for the help Mike Quote Share this post Link to post Share on other sites
clontroper5 4,233 Posted October 19, 2015 Yes you need a nav command to trigger engine techs And you have it right for why engine techs is exhausted Quote Share this post Link to post Share on other sites
mikemcmann 359 Posted October 19, 2015 Roger. Thanks for the fast reply. I thought that because the symbol....but my brain was stuck..hehe... 1 clontroper5 reacted to this Quote Share this post Link to post Share on other sites
rapatpamp 46 Posted October 20, 2015 As long as you have a navigate command or a token then you can use it. A navigate token is for all intents and purposes considered a navigate command for card effects. Quote Share this post Link to post Share on other sites
DiabloAzul 2,636 Posted October 20, 2015 As long as you have a navigate command or a token then you can use it. A navigate token is for all intents and purposes considered a navigate command for card effects. Careful, don't mix up "dial" and "command". Both dials and tokens can be spent to resolve commands. A Navigate token lets you resolve the Navigate command. So does a Navigate dial. It's just that the effect of the Navigate command differs somewhat depending on whether a token or a dial (or both!) was spent. Engine Techs only requires that a Navigate command was resolved - it doesn't care what triggered that command (a dial, a token, or some other game effect). 1 Otacon reacted to this Quote Share this post Link to post Share on other sites
Englishpete 1,379 Posted October 22, 2015 I'd also add that you can spend the dial or the token to activate Engine Techs without resolving the effect of either the dial or the token, just spending it to activate the Engine Tech card. Quote Share this post Link to post Share on other sites
daveddo 160 Posted October 22, 2015 I'd also add that you can spend the dial or the token to activate Engine Techs without resolving the effect of either the dial or the token, just spending it to activate the Engine Tech card. This is inaccurate - you cannot spend the dial or token to trigger Engine Techs. If you miss the window of opportunity to spend your Navigate dial or command and you have already performed your maneuver, you cannot then trigger Engine Techs because you have not resolved the command. You CAN, however, spend your navigate token or dial for zero speed change and zero extra yaw, immediately before performing your maneuver. This then allows you to trigger Engine Techs. Quote Share this post Link to post Share on other sites
Drasnighta 26,832 Posted October 22, 2015 I'd also add that you can spend the dial or the token to activate Engine Techs without resolving the effect of either the dial or the token, just spending it to activate the Engine Tech card. This is inaccurate - you cannot spend the dial or token to trigger Engine Techs. If you miss the window of opportunity to spend your Navigate dial or command and you have already performed your maneuver, you cannot then trigger Engine Techs because you have not resolved the command. You CAN, however, spend your navigate token or dial for zero speed change and zero extra yaw, immediately before performing your maneuver. This then allows you to trigger Engine Techs. The only difference between those two statements are the timing involved, and you didn't mention it either. You can certain spend the dial or token during the appropriate time, and then do not use the dial or token purely to activate Engine Techs at the appropriate time. I can see where you were going, but you still missed that appropriate timing issue too. Quote Share this post Link to post Share on other sites
daveddo 160 Posted October 22, 2015 (edited) I'd also add that you can spend the dial or the token to activate Engine Techs without resolving the effect of either the dial or the token, just spending it to activate the Engine Tech card. This is inaccurate - you cannot spend the dial or token to trigger Engine Techs. If you miss the window of opportunity to spend your Navigate dial or command and you have already performed your maneuver, you cannot then trigger Engine Techs because you have not resolved the command. You CAN, however, spend your navigate token or dial for zero speed change and zero extra yaw, immediately before performing your maneuver. This then allows you to trigger Engine Techs. The only difference between those two statements are the timing involved, and you didn't mention it either. You can certain spend the dial or token during the appropriate time, and then do not use the dial or token purely to activate Engine Techs at the appropriate time. I can see where you were going, but you still missed that appropriate timing issue too. Lol I guess I have to level up my rules lawyering and be more explicit. What I was getting at, was that you have to spend your navigate token or dial with the appropriate timing in order to trigger Engine Techs. If you have a nav token or dial floating and you have already performed your maneuver, then you have missed the timing window in which you could spend the nav token or dial in order to resolve a navigate command - even for zero effect. You need to resolve your commands in the correct timing window. Edited October 22, 2015 by daveddo Quote Share this post Link to post Share on other sites
DiabloAzul 2,636 Posted October 22, 2015 Englishpete's statement... I'd also add that you can spend the dial or the token to activate Engine Techs without resolving the effect of either the dial or the token, just spending it to activate the Engine Tech card. ...is completely true, but could use the following addition: ", provided that you do so at the appropriate time." So you might call it incomplete, or even potentially misleading, but I contest your statement that it is inaccurate Quote Share this post Link to post Share on other sites
Artifixprime 197 Posted October 28, 2015 So, if I have a Navigate Token, can I spend this to change my speed, and then also have be able to use Engine Techs as I have use a Navigate command? The situation I'm thinking of is if I hit (say) an incoming Demolisher (with Engine Techs and a Nav token) with a tractor beam to slow it down, the card indicates that you need to spend a Navigate token immediately to avoid the effect - fair enough, but leaves them nothing for engine techs in the future. But, is the player who controls Demolisher better off taking the speed drop at the time and then waiting for their own next activation to get a "double benefit" from the Navigate Token - i.e. increase their speed and trigger engine techs? Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted October 28, 2015 Yes. Quote Share this post Link to post Share on other sites
thecactusman17 3,192 Posted November 1, 2015 From a rules perspective, you need a navigate token/dial so that in the event your so is somehow moved outside the normal maneuver step you can't trigger Etechs. Quote Share this post Link to post Share on other sites
TheRealStarkiller 3,446 Posted November 1, 2015 Question on Nav Team: Does a Navigation token trigger the card effect as well? I'm somewhat puzzled to see two of the symbols in the card text ... this somehow suggested to me that you need a dial navigation command to trigger the card effect to make the navigation tokens better ... but now I don't think you need the dial ... ? Can this be confirmed? Quote Share this post Link to post Share on other sites
Snipafist 7,541 Posted November 1, 2015 (edited) Both dials and tokens are X commands (Navigation, Engineering, whatever) and so "symbol: do stuff" triggers work of off of both dials and tokens unless specified otherwise. Edited November 1, 2015 by Snipafist Quote Share this post Link to post Share on other sites
Lyraeus 4,759 Posted November 1, 2015 Question on Nav Team: Does a Navigation token trigger the card effect as well? I'm somewhat puzzled to see two of the symbols in the card text ... this somehow suggested to me that you need a dial navigation command to trigger the card effect to make the navigation tokens better ... but now I don't think you need the dial ... ? Can this be confirmed? Tokens and Dials are commands of that type. You can spend a token or dial and not use their basic effect Quote Share this post Link to post Share on other sites
TheRealStarkiller 3,446 Posted November 1, 2015 Cool, thx Quote Share this post Link to post Share on other sites
TheRealStarkiller 3,446 Posted November 10, 2015 Quick question on Engine Techs: Is it possible to ram twice while using them? Quote Share this post Link to post Share on other sites
Drasnighta 26,832 Posted November 10, 2015 Yes it is. You first completely resolve your "normal" maneuver, which includes overlapping rules. Then, you activate engine techs, and have a speed 1 Maneuver, which comes with all of the normal rules, including potentially overlapping. Its the Bump, and the Grind... 4 DiabloAzul, Snipafist, Lyraeus and 1 other reacted to this Quote Share this post Link to post Share on other sites
Snipafist 7,541 Posted November 11, 2015 Yes it is. You first completely resolve your "normal" maneuver, which includes overlapping rules. Then, you activate engine techs, and have a speed 1 Maneuver, which comes with all of the normal rules, including potentially overlapping. Its the Bump, and the Grind... There's nothing quite as fun as the Demolisher "blast it to pieces and then headbutt it to death" desperation kill. Quote Share this post Link to post Share on other sites
TheRealStarkiller 3,446 Posted November 11, 2015 And why Engine Techs isn't a thing on Nebs then? Quote Share this post Link to post Share on other sites
Lyraeus 4,759 Posted November 11, 2015 And why Engine Techs isn't a thing on Nebs then?The reason is the Speed 1 part of the chart. A Gladiator has 2 clicks and a Nebulon-B has 1 1 Snipafist reacted to this Quote Share this post Link to post Share on other sites
Drasnighta 26,832 Posted November 11, 2015 And why Engine Techs isn't a thing on Nebs then? It can be as well, but honestly, its the difference in how you use them, when and if you do use them... Gladiators like it, because it lets them close, and if they need to do the Lover's Grind, they can... Nebulon Bs, with their Plethora of Red Dice, and poor arcs for survivability, generally want to snipe at range, which means engine Techs are an escape measure rather than an aggression factor - and generally speaking, offense is given greater weight to choices than defense, especially when the defense in this case is passive - it doesn't help keep you alive, it helps you get out of dodge. For a while, I played with Engine Techs on my Salvation to be able to Shoot'n'Scoot, or at the very least, get more clicks for movement to be moving and circling - but rather than let me feel like I was piloting a Corvette around the board, it was a bit of a paddleboard... Quote Share this post Link to post Share on other sites
Artifixprime 197 Posted November 11, 2015 And why Engine Techs isn't a thing on Nebs then? It could be if you had a plan to send Salvation on a turn 1 run down a flank and then to swing around on turn 2 to line up for Turn 3 rear shots? Quote Share this post Link to post Share on other sites
FellowPT 41 Posted November 11, 2015 (edited) I'm assuming these principles apply to all command upgrade cards. As long as you spend the command token or dial at the appropriate time you can resolve their effect or not but still trigger the upgrade card. Am I correct on this? Edited November 11, 2015 by FellowPT Quote Share this post Link to post Share on other sites