Tarkin and Hyperspace Assault

By Admiral Terghon, in Star Wars: Armada Rules Questions

This is somewhat related to the Effect Persistence thread.

Does Tarkin's ability allow him to give a token to a friendly ship that is not yet on the board? RAW would seem to indicate yes.

"At the start of each Ship Phase, you may choose 1 command. Each friendly ship gains a command token matching that command."

It says nothing about the ships needing to be in the play area. But then, nothing in the rules does.

Edited by Admiral Terghon

We do everything with the ship and squadrons in hyperspace. Slide activation sliders, reveal/set command dials, give tarkin tokens...

The only thing we don't do is set speed, as the rules indicate that is done when it deploys.

If anyone has a rules reference that indicates the above is wrong, that would be a help. We could not find it.

Ships & squadrons in hyperspace (or similar) receive Tarkin's tokens and will benefit from similar effects.

They do not reveal dials though as they do not activate! You do, however, set the command stack at the start of the game as normal.

Do you have the page reference handy where it says they do not activate?

Hrm. A ship held in Hyperspace reserve really does need a list of what it does/doesnt do in the FAQ.

I see "Does not activate" being the right answer, because otherwise there are a lot of questions that need other answers.

This is somewhat related to the Effect Persistence thread.

Does Tarkin's ability allow him to give a token to a friendly ship that is not yet on the board? RAW would seem to indicate yes.

"At the start of each Ship Phase, you may choose 1 command. Each friendly ship gains a command token matching that command."

It says nothing about the ships needing to be in the play area. But then, nothing in the rules does.

I would say that ships in hyperspace do not activate. If they did, they could be used to spend a turn, making your opponent move multiple ships before activating one of yours on the board. That really doesn't make sense. Based on that, they would not reveal command dials, and therefore not benefit from Tarkin (or any ability used during an activation.)

I'm not 100% on this though, because, as started already, most hyperspace interactions are not documented very well, if at all.

We have them activate, get tokens, etc. because there is nothing in hyperspace assault that changes that. I thought Ghost Dance might have found a reference - waiting to hear back.

This is somewhat related to the Effect Persistence thread.

Does Tarkin's ability allow him to give a token to a friendly ship that is not yet on the board? RAW would seem to indicate yes.

"At the start of each Ship Phase, you may choose 1 command. Each friendly ship gains a command token matching that command."

It says nothing about the ships needing to be in the play area. But then, nothing in the rules does.

I would say that ships in hyperspace do not activate. If they did, they could be used to spend a turn, making your opponent move multiple ships before activating one of yours on the board. That really doesn't make sense. Based on that, they would not reveal command dials, and therefore not benefit from Tarkin (or any ability used during an activation.)

I'm not 100% on this though, because, as started already, most hyperspace interactions are not documented very well, if at all.

I have sought for these references several time and they are just not their.

The best case that can be made is "Nothing says they don't",so rules as written you need (and get to) activate ships and squadrons that are still in hyperspace.

If you didn't there would be not mechanism to changing the activation slider on the squadron and you would be bringing them in as already activated in half the rounds.

I fully expect this to be clarified in an FAQ though, since even the best argument feels very wrong to me, since it allows you to use offboard material for stalling purposes.

We have them activate, get tokens, etc. because there is nothing in hyperspace assault that changes that. I thought Ghost Dance might have found a reference - waiting to hear back.

No reference, just my interpretation :P Since the ship can't attack or move it doesn't make sense that they activate. When a ship activate it HAS to move at its current speed - clearly it can't do this whilst in hyperspace, so I don't see how it can activate. That said, I could be wrong and an official FAQ is really needed to make it clear. Until then, both players should probably agree beforehand how to handle it.

Regarding squadrons, you can change the sliders. However, I find it easier just to change the sliders, if necessary, on the turn they are deployed.

You activate the ship, get to step 3: Move the ship at its current speed, then destroy the ship since "any portion of the ship's base is outside the play area". ;)

Hmmm... this one is ambiguous.

Nothing in the rules say that an undeployed ship doesn't activate.

BUT everything in the Ship Activation section refer to the play area, while an undeployed ship is clearly not in the play area and he can't perform point #2 and #3.

Yeah, step 3 of activation is convincing. Think I will suggest to our group that we do not activate ships and just set squadron sliders when they arrive.

That leaves dials. As the objectives are supposed to benefit the second player, and if we are left to ourselves to interpret, I would either set the dials when deployed or keep moving through the stack. Having the ship live with a set from turn 1 for 3-4-5 turns would suck.

The only rule regarding upgrade cards usability is that upgrade cards cease to function if the ship they are on is destroyed. Ships in Hyperspace are not destroyed. They are still counted as being 'in game', even if they haven't appeared yet.

So yes, Commanders still provide their support if they are in Hyperspace. Which makes sense ... you can maintain communication with ships in hyperspace. You just can't maintain communication with ships in that Great Star Destroyer Graveyard in the Sky .

The squadron slider argument for activating them in space is a stretch. The sliders are there to keep track of whether a squadron has activated as a convenience for the players. Ghost is right in that you can set them to whatever when they deploy. Or not. Its just a tracker is all.

I maintain that ships dont activate in hyperspace for the reasons I mentioned earlier, therefore no tarkin tokens.

However, if tarkin is in hyperspace, then ships on the board still benefit, as he, personally, doesnt have to activate to provide benefits.

Regarding squadrons, I'd rule that they'd arrive from Hyperspace flipped to whatever color the token is set to at the start of that round. Wouldn't make sense otherwise. I think it was just a printed oversight on FFG's part.

The other interpretation being that squadrons DO in fact activate in Hyperspace (they're just in a different dimension, not destroyed), so they can spend their squadron phase just sitting in hyperspace as their 'activation'.

I haven't done this with the imperials, although my thought would have been that they don't benefit until they are deployed. It looks like I'm in the minority opinion on that though, so I guess I'll go take a look at the rules to see if I can't find something to clear it up. Would be nice to hear from FFG as to what the official interpretation is.

I haven't done this with the imperials, although my thought would have been that they don't benefit until they are deployed. It looks like I'm in the minority opinion on that though, so I guess I'll go take a look at the rules to see if I can't find something to clear it up. Would be nice to hear from FFG as to what the official interpretation is.

I'd side with you on this one. The ships aren't there yet, so they can't contribute to the battle. The Wookieepedia article says that communications and sensors are messed up when in hyperspace.

The FAQ that just came says ships and squadrons set aside are not in play. Their upgrades and abilities are inactive, and they cannot be affected by abilities.

Yup, just saw that. I stand corrected!

So basically, don't send your commander to Hyperspace if you want him to contribute. Which I guess makes sense ... your commander shouldn't be tucked away in his own little safe spot. I should have seen that coming.

Some good solid rulings in there. Nicely done.

Oh well, I was half right :lol: Glad its been cleared up though and I'm happy with the official ruling. As infusco said, it makes sense thematically.

So Motti is in hyperspace...

So Motti is in hyperspace...

Stop! You'll destroy us all! ;)

If your ships are blowing up in two rounds, I don't think Motti would make much of a difference, lol

Edited by infusco

My rebel opponent will be happy to learn that I can't bring in a Vic-I on his flank point-blank, turn 3, with a concentrate fire token ready to go from the non-hyper Tarkin.

He really didn't like that last time. Especially with Gunnery Team. And Dominator. And a command dial set to Concentrate Fire. 3 Red, 4 Black 2 Blue with a reroll the first shot. Nebulon-B go boom. 3 Red 3 Black with the second shot, black crit triggers Assault Concussion Missiles and the Corvette next to the Nebulon-B is left with a single hull and hardly any shields.

And he thought the Vic-II I put Tarkin in was over-powered... :)