Malasombra 422 Posted September 28, 2016 Sure this was asked, and replied, but i didn't seem to find an answer easily, so i'm asking to the kind experts of this forum... I seem to remember there was some ruling about making an ilegal movement (e.g = red maneuver with stress) Something like 1 white move and taking 1 stress and maybe one damage? But i wasn't able to find it in "red core" rulebook. I have found something about rival selecting a white maneuver. Is this the correct answer? I only play casual, but in some cases letting the rival rechoose maneuver it's clearly advantageous. So i would like some more or less official ruling, or at least a fair solution. Thanks in advance, and sorry if the topic was overly discussed, Quote Share this post Link to post Share on other sites
thespaceinvader 17,568 Posted September 28, 2016 If someone sets an illegal manoeuvre (typically a red manoeuvre whilst stressed, occasionally a straight manoeuvre whilst having the Shaken Pilot crit) then their opponent gets to take their dial and change it to any legal manoeuvre they like - this doesn't have to be white, but usually picking a green manoeuvre would help their opponent - but they do have that option. This manoeuvre can land them on an obstacle or run them off the board if possible. You're conflating the rules for ionisation (a white 1 straight is what happens when a ship has enough ion tokens to make it ionised; 1 for a small ship, 2 for a large one) with the rules for setting an illegal move - and I'm not sure where the stress and damage came from at all. 4 ObiWonka, VanorDM, Conandoodle and 1 other reacted to this Quote Share this post Link to post Share on other sites
Malasombra 422 Posted September 28, 2016 Thanks for the quick answer... So the rival picks the movement. Interesting. Obviously i was mistaken, and probably confused with the ionization ruling... But boy, i could swear i read about taking one damage, or the stress... It's sad getting old, isn't it? 1 Stoneface reacted to this Quote Share this post Link to post Share on other sites
VanorDM 11,599 Posted September 28, 2016 So the rival picks the movement. Yes and they can really screw up your plans that way, even if they don't run you off the board, setting you on a 5 straight away from everyone can keep that ship out of the game for a turn or two. It's sad getting old, isn't it? Beats the alternative... Unless eternal youth was the alternative. 2 Malasombra and Stoneface reacted to this Quote Share this post Link to post Share on other sites
Stoneface 3,750 Posted September 28, 2016 Thanks for the quick answer... So the rival picks the movement. Interesting. Obviously i was mistaken, and probably confused with the ionization ruling... But boy, i could swear i read about taking one damage, or the stress... It's sad getting old, isn't it? Getting old isn't the issue. It's all the things that begin to fail, fall out or turn grey that irks me. Memory being my # 1 loss. Last week I looked for my 1300 dial. Last time it was played was in my basement. No where to be found. Checked all dials from the three factions, extra parts and token boxes and so on. Checked pants and shirt pockets. Looked on the work bench. NOTHING! I was geting p****d! Had my friend check his stash just in case I brought there by mistake. NOPE! Finally decided to look in my Epic tote where the big ships are kept. SOB! Sitting in the bottom of the tote was the 1300 dial. I don't keep the ship in there and I don't remember putting the dial in there. My friend said to "blame on the Ewoks". Better them than my failing memory. 4 skotothalamos, Parravon, Malasombra and 1 other reacted to this Quote Share this post Link to post Share on other sites