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sunny ravencourt

2 Q's: scatter v glad. ship v squad range

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2 Questions from a game I had last night. 

 

1: I had a demolisher. I maneuvered him into great position versus the enemy flotilla (rebel) and prepared to unload 4 black dice with assault torpedoes to boot.  hit crit hit crit. He says, "this is gonna be a painful lesson."  Scatter.  No damage. But my assault torpedo Crit doesn't even go through?  I apply my crit effect AFTER he gets a chance to use his defensive tokens, which means scatter removes the entire roll. Nothing?  Black die don't even HAVE an accuracy. 

 

2: Ship with a black die for anti-squadron.  Squadron is at medium range (outside black die range, just blue and red).  Do anti squadron attacks operate under the same range restrictions as regular attacks?  Meaning; if my squadron is in medium or long range, and your ship only has a black die for anti-squadron, then you cannot roll that black die as an anti-squadron attack against me?  That's the way we've always played it, but I couldn't find a rule that specified it. 

Edited by sunny ravencourt

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1.Yes no black dice accuracies so the scatter is 100% effective against a GSD-I broadside. But now the scatter token is red so you could try and hit it with something else that turn. Some people are considering GSD-II with Sensor teams to assassinate Flotillas but the cost is high on top of an already expensive small ship.

 

2. Yes black anti squadron dice are restricted to close range. There are a few sort of exceptions such as Agent Kallus who can add a black dice to the attack pool but this is different to adding a black dice to your armament as the range of the black die is not important only that you have some existing dice in your attack pool.

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1. Yep, you get nothing.

 

2. Anti-squadron follows all of the same restrictions as normal fire.

 

I'm sure someone will quote the exact rules to support this.

 

EDIT: Ninja'd

Edited by MikeNYHC

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1. Yep, you get nothing.

...

I'm sure someone will quote the exact rules to support this.

4. Spend Defense Tokens: The defender can spend one or

more of its defense tokens.

5. Resolve Damage: The attacker can resolve one of its

critical effects.

:) Edited by Ardaedhel

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