Muiltiple Crits with Damage

By Lordxeno, in Star Wars: Armada Rules Questions

2 crits and 2 damage are rolled

Target has zero shields and only a brace token to use.

If the brace is used and the damage is cut in half, does that cut the numbers of crits in half? Or does the 2 damage count as crits?

Are critical rolls always there, unless the dice itself is removed or rerolled?

Very important, you should know that you can only resolve 1 critical effect per attack, even if all die faces are "crits."

The answer to your question though, is that as long as a die face with the critical symbol is still showing after the defender has spent their defense tokens, then you can resolve a critical effect.

Note that the default critical effect is as follow, "the first damage card dealt to the target (if any) is dealt face-up".

Are critical rolls always there, unless the dice itself is removed or rerolled?

This is how it works. Not sure if you play X-Wing but it works nothing like it does in X-Wing.

In Armada even a brace command doesn't actually remove any dice from the pool, it simply cuts the total damage done in half. Right now the only thing that can change the face of a die is if it's spent for an effect, canceled by an evade, or rerolled.

In Armada the Attacking player assigns damage. But, in normal circumstances, you can only apply one critical damage. So in this scenario: The attacking player rolled 2 crits and 2 damage. Then the defender uses brace. Now the attacker can only assign half the damage. No diced are removed from the pool just he can only assign 2 damage instead of 4. He can then assign both crits if he so chooses and the defender takes 2 damage. However, only one crit would be face up and the other would be face down damage because the rules state only the first damage card can be dealt face up.

In this Scenario it doesn't matter if you assign both crits to the ship. I only mention it because in the future the attacking player could have XX-9 Tubolasers. And this upgrade card state the first two damage cards are dealt face up.

Attack Flowchart

@wtfboar: I think you need to take care when answering rules questions and ensure you are using the language used in the rules. I am sure you understand what they are, but you need to explain them to someone that hasn't.

The attacker picks his attacking ship, and the hull zone he attacks from and his target. If his target is a ship then he nominates the hull zone he is attacking. The attacking player does not assign damage , he gets what is on the dice, he may then get to modify the dice, his opponent may play Defense Tokens.

At the start of the deal damage step you will trigger a Critical Effect as long as you have a Critical Icon on a dice. The default Critical Effect is to turn the first damage card face up. Only 1 Critical Effect can be triggered, you may overide the default with a upgrade card that has a critical effect. Assault Concussion MIssiles is a good example of how this works, as long as I can trigger its effect with a Black Critical, it will now be the critical effect that is played. My damage as per the dice roll and modified for brace/redirect will be done to your ship, then 1 damage will be delt to each adjacent shield. If any damage is taken on the hull all that damage will be dealt face down.

In Armada the Attacking player assigns damage. But, in normal circumstances, you can only apply one critical damage. So in this scenario: The attacking player rolled 2 crits and 2 damage. Then the defender uses brace. Now the attacker can only assign half the damage. No diced are removed from the pool just he can only assign 2 damage instead of 4. He can then assign both crits if he so chooses and the defender takes 2 damage. However, only one crit would be face up and the other would be face down damage because the rules state only the first damage card can be dealt face up.

In this Scenario it doesn't matter if you assign both crits to the ship. I only mention it because in the future the attacking player could have XX-9 Tubolasers. And this upgrade card state the first two damage cards are dealt face up.

XX-9 Turbo Lasers don't let you resolve two critical effects. They just let the default critical effect flip two cards instead of one.

You don't "assign dice" when working out damage. You just count up symbols to work out damage and if at least one critical symbol is showing you can resolve one critical effect.

I realise your final results are working out almost correct but the way you are explaining the process could lead to confusion.

Edited by DWRR

I realize the Rules reference says"resolve" and not "assign". The point I was making there is the attacker decides what dice to resolve no the defender. This is important to know even for new players because it can greatly determine the outcome of an attack. After the defender uses brace to half the damage. The attacking player resolves half the damage and he picks which dice to resolve. Nothing I said was wrong. That is how it works.

Edited by wtfboar

The attacker is never picking which dice to resolve. Where are you getting these ideas from?

None of what you've been saying in rules threads recently is consistent with the rules.

When a defender uses Brace the attacker isn't then just picking half of the attack pools dice to resolve. The total damage, from all dice, is counted. Then Brace halves that total. If there is a critical showing on the dice you may trigger a critical effect, regardless of how much damage you are doing or what defense tokens have been used. The attacker is never picking, outside of Accuracy or other die spending abilities, which dice will and won't resolve.

You are inventing concepts not present in the rules.

It may be more accurate to say, if you roll 2 crits and 3 hits, that you have:

"Five damage and a critical effect".

If someone braces, you now have:

"Three damage and a critical effect"

You don't do 1 for 1 based on dice directly. You roll the dice, do all your defense stuff, then add up the symbols on the dice to get a damage total. Then, you apply that AMOUNT of damage. You don't apply dice, you apply damage.

Example: A black die with a crit and a hit is ONE die, and so something that made you reroll "a die" or cancel "a die" works on it.

But that hit/crit side of the die causes TWO damage, and a critical effect. THAT is what you apply to the ship, and what brace works against.

I realize the Rules reference says"resolve" and not "assign". The point I was making there is the attacker decides what dice to resolve no the defender. This is important to know even for new players because it can greatly determine the outcome of an attack. After the defender uses brace to half the damage. The attacking player resolves half the damage and he picks which dice to resolve. Nothing I said was wrong. That is how it works.

This is all incorrect.

The attacker picks his hull zone and the defenders hull zone. That is all.

He rolls his dice, they are what they are.

The attacker may now use commands, upgrades and accuracy dice to MODIFY the result.

The defender uses his tokens, if he uses a brace he halves the damage, that is all. (The attacker assigns nothing nor does he pick anything.)

Nothing you have said is right, that is not how it works.

This is the rules forum and you should be able to explain the rules correctly.

I realize the Rules reference says"resolve" and not "assign". The point I was making there is the attacker decides what dice to resolve no the defender. This is important to know even for new players because it can greatly determine the outcome of an attack. After the defender uses brace to half the damage. The attacking player resolves half the damage and he picks which dice to resolve. Nothing I said was wrong. That is how it works.

This is all incorrect.

The attacker picks his hull zone and the defenders hull zone. That is all.

He rolls his dice, they are what they are.

The attacker may now use commands, upgrades and accuracy dice to MODIFY the result.

The defender uses his tokens, if he uses a brace he halves the damage, that is all. (The attacker assigns nothing nor does he pick anything.)

Nothing you have said is right, that is not how it works.

This is the rules forum and you should be able to explain the rules correctly.

This. The only thing I do "inaccurately" is pull dice from the pool when they brace or evade to keep it simple at the table. The actual effects are as quoted above.

That is the actual effect of the long ranged Evade token.