Nav Team + Engine Techs

By Oxymandias, in Star Wars: Armada Rules Questions

Hi,

Sorry if this has been asked before, if so I just couldn't find it

1. My ship has Engine Techs and Nav team onboard and a Navigate Token.

2. I reveal another dial than Navigate.

3. At the "Determine Course" step I spend the token to be able to activate Engine Techs.

Question:

Can I use the regular token effekt to change speed, possibly together with Nav Team (to instead increase 1 yaw), in addition to getting the extra move from the Engine Techs, or do I only get the Engine Tech movement?

Thanks!

Edited by oxymandias

Not relevant.

You can't have both on the same ship - they use the same slot.

But IF they didn't you COULD use both: Nav team changes the way a nav token works. Tech is only dependent on a nav command (dial or token) having taken place.

Well each one needs a token/dial to be spent. You don't have to do a seperate command to activate both so a single toke/dial could do it.

Currently though, no ship has access to 2 support officer upgrades

Ah, my bad. :-)

So (if I for example have a CF dial and a Nav token) I could spend the Nav token to adjust speed and also to trigger the Engine Techs?

The Rule Reference says "if a dial, token, die or other component is spent as part of a cards effect's cost, that componenen does not also produce its normal effect" so I wasn't sure you both could alter speed from the token and trigger Engine Techs.

(english is not my first language...)

If you had a Ship with two crew:


According to the Card, you are not Spending a Navigate Token in order to activate Engine Techs.

Engine Techs activates When you Resolve a Navigate command .

Now, in this instance, you are Spending a Navigate Token in order to Resolve a Navigate command so they seem like the Same Thing, but they are Not .

It is important to get that distinction down :)

Ah, my bad. :-)

So (if I for example have a CF dial and a Nav token) I could spend the Nav token to adjust speed and also to trigger the Engine Techs?

The Rule Reference says "if a dial, token, die or other component is spent as part of a cards effect's cost, that componenen does not also produce its normal effect" so I wasn't sure you both could alter speed from the token and trigger Engine Techs.

(english is not my first language...)

"Spent as part of the cost" is diffrent. Think about, say, the Tractor Beam card. It forces my enemy to spend a NAV token. He spent it as part of the effect of my card. He dosn't get to use it. Consider, also "Overload Pulse" - it requires you to "exaust" (not spend) defense tokens while being attacked. You don't get to claim the benefits of them.

Alternativly, consider the new title "Foresight" - When you resolve EVADE effect..." that's a bonus on top of the existing effect, not a replacement, or cost. (Note that this wording is inconsistant on the Mon Mothma card - MM is an exception)

Thanks guys!

Ah, my bad. :-)

So (if I for example have a CF dial and a Nav token) I could spend the Nav token to adjust speed and also to trigger the Engine Techs?

The Rule Reference says "if a dial, token, die or other component is spent as part of a cards effect's cost, that componenen does not also produce its normal effect" so I wasn't sure you both could alter speed from the token and trigger Engine Techs.

(english is not my first language...)

"Spent as part of the cost" is diffrent. Think about, say, the Tractor Beam card. It forces my enemy to spend a NAV token. He spent it as part of the effect of my card. He dosn't get to use it. Consider, also "Overload Pulse" - it requires you to "exaust" (not spend) defense tokens while being attacked. You don't get to claim the benefits of them.

Not strictly the best example since you actually DO get to spend and use your defense tokens prior to Overload Pulse's critical effect.

Ah, my bad. :-)

So (if I for example have a CF dial and a Nav token) I could spend the Nav token to adjust speed and also to trigger the Engine Techs?

The Rule Reference says "if a dial, token, die or other component is spent as part of a cards effect's cost, that componenen does not also produce its normal effect" so I wasn't sure you both could alter speed from the token and trigger Engine Techs.

(english is not my first language...)

"Spent as part of the cost" is diffrent. Think about, say, the Tractor Beam card. It forces my enemy to spend a NAV token. He spent it as part of the effect of my card. He dosn't get to use it. Consider, also "Overload Pulse" - it requires you to "exaust" (not spend) defense tokens while being attacked. You don't get to claim the benefits of them.

Not strictly the best example since you actually DO get to spend and use your defense tokens prior to Overload Pulse's critical effect.

Before the crit resolves, yes, but not during their exhaustion from Overload Pulse. That is it's own timing issue, so it could use an asterisk, but the example here is still perfectly relevant.

Ah, my bad. :-)

So (if I for example have a CF dial and a Nav token) I could spend the Nav token to adjust speed and also to trigger the Engine Techs?

The Rule Reference says "if a dial, token, die or other component is spent as part of a cards effect's cost, that componenen does not also produce its normal effect" so I wasn't sure you both could alter speed from the token and trigger Engine Techs.

(english is not my first language...)

"Spent as part of the cost" is diffrent. Think about, say, the Tractor Beam card. It forces my enemy to spend a NAV token. He spent it as part of the effect of my card. He dosn't get to use it. Consider, also "Overload Pulse" - it requires you to "exaust" (not spend) defense tokens while being attacked. You don't get to claim the benefits of them.

Not strictly the best example since you actually DO get to spend and use your defense tokens prior to Overload Pulse's critical effect.

Yea, that might not be the best possible example, because of odd timing. But it's technicaly correct.

The best kind of correct.