kempokid 868 Posted August 9, 2018 The way the cards read, as long as there are more hit/crit results than evade results, all hits have an effect? Example, I land three hits. The defender rolls two evades. Do I assign the one damage, in addition to two ion tokens? Or do the green dice cancel out the other two hits? Quote Share this post Link to post Share on other sites
thespaceinvader 17,538 Posted August 9, 2018 The other hits are cancelled. If only one result is left after Neutralise Results you only do the damage. 2 kempokid and Quarrel reacted to this Quote Share this post Link to post Share on other sites
digitalbusker 2,248 Posted August 9, 2018 (edited) @jwilliamson12, I see how you got to this question, but the key piece you're missing is what it means for the attack to hit. Rules Reference v1.0.0 p11, "Hit": During the Neutralize Results step of an attack, the attack hits if at least one [boom] or [kaboom] result remains uncanceled. If no [boom] or [kaboom] results remain, the attack misses. By the time the ion weapons start to use their special rules, the attack has already hit, which means that, in your example, the two evades will have already canceled two of your three hits, leaving you only one to spend to cause a damage. Edited August 9, 2018 by digitalbusker phrasing Quote Share this post Link to post Share on other sites
kempokid 868 Posted August 9, 2018 2 hours ago, digitalbusker said: @jwilliamson12, I see how you got to this question, but the key piece you're missing is what it means for the attack to hit. Rules Reference v1.0.0 p11, "Hit": During the Neutralize Results step of an attack, the attack hits if at least one [boom] or [kaboom] result remains uncanceled. If no [boom] or [kaboom] results remain, the attack misses. By the time the ion weapons start to use their special rules, the attack has already hit, which means that, in your example, the two evades will have already canceled two of your three hits, leaving you only one to spend to cause a damage. Makes sense. I guess I needed to pair the card with the rules timing chart to get the proper conclusion. If you look at just what the upgrade card says on its own, you get the conclusion I initially jumped to (which felt wrong, and why I posted the topic). Thanks for the clarification! Quote Share this post Link to post Share on other sites
emeraldbeacon 1,594 Posted August 9, 2018 36 minutes ago, jwilliamson12 said: Makes sense. I guess I needed to pair the card with the rules timing chart to get the proper conclusion. If you look at just what the upgrade card says on its own, you get the conclusion I initially jumped to (which felt wrong, and why I posted the topic). Thanks for the clarification! (One nice thing to remember, that makes these cards a little better than they use to, is that cannons and turrets now get range bonuses... so a range 1 ion cannon/turret gets 4 dice instead of 3!) 1 kempokid reacted to this Quote Share this post Link to post Share on other sites
pickirk01 1,663 Posted August 16, 2018 On 8/9/2018 at 2:55 PM, emeraldbeacon said: (One nice thing to remember, that makes these cards a little better than they use to, is that cannons and turrets now get range bonuses... so a range 1 ion cannon/turret gets 4 dice instead of 3!) Or 5 With Kavil, out of arc at range 1. 6 with Kavil, out of arc, at range 1 through a rock with Trick shot. Quote Share this post Link to post Share on other sites