Engine tech.... maneuver required?

By mikemcmann, in Star Wars: Armada Rules Questions

Brain not working well...

Do engine techs REQUIRE you have a dial or token spent to activate them? in other words, ship reveals a confire dial...has no navigate token.... can or can it not execute the engine techs?

As an aside to this, what is the purpose of "exhausting" the engine tech card? You can only maneuver the one time per ship and a ship cannot "act" again.... unless, is this stopping an infinite regression where you maneuver...engage engine techs....completed a maneuver...engage engine techs...repeat...etc.....

Thanks for the help

Mike

Yes you need a nav command to trigger engine techs

And you have it right for why engine techs is exhausted

Roger.

Thanks for the fast reply. I thought that because the symbol....but my brain was stuck..hehe...

As long as you have a navigate command or a token then you can use it.

A navigate token is for all intents and purposes considered a navigate command for card effects.

As long as you have a navigate command or a token then you can use it.

A navigate token is for all intents and purposes considered a navigate command for card effects.

Careful, don't mix up "dial" and "command".

Both dials and tokens can be spent to resolve commands. A Navigate token lets you resolve the Navigate command. So does a Navigate dial. It's just that the effect of the Navigate command differs somewhat depending on whether a token or a dial (or both!) was spent.

Engine Techs only requires that a Navigate command was resolved - it doesn't care what triggered that command (a dial, a token, or some other game effect).

I'd also add that you can spend the dial or the token to activate Engine Techs without resolving the effect of either the dial or the token, just spending it to activate the Engine Tech card.

I'd also add that you can spend the dial or the token to activate Engine Techs without resolving the effect of either the dial or the token, just spending it to activate the Engine Tech card.

This is inaccurate - you cannot spend the dial or token to trigger Engine Techs. If you miss the window of opportunity to spend your Navigate dial or command and you have already performed your maneuver, you cannot then trigger Engine Techs because you have not resolved the command.

You CAN, however, spend your navigate token or dial for zero speed change and zero extra yaw, immediately before performing your maneuver. This then allows you to trigger Engine Techs.

I'd also add that you can spend the dial or the token to activate Engine Techs without resolving the effect of either the dial or the token, just spending it to activate the Engine Tech card.

This is inaccurate - you cannot spend the dial or token to trigger Engine Techs. If you miss the window of opportunity to spend your Navigate dial or command and you have already performed your maneuver, you cannot then trigger Engine Techs because you have not resolved the command.

You CAN, however, spend your navigate token or dial for zero speed change and zero extra yaw, immediately before performing your maneuver. This then allows you to trigger Engine Techs.

The only difference between those two statements are the timing involved, and you didn't mention it either.

You can certain spend the dial or token during the appropriate time , and then do not use the dial or token purely to activate Engine Techs at the appropriate time.

I can see where you were going, but you still missed that appropriate timing issue too.

I'd also add that you can spend the dial or the token to activate Engine Techs without resolving the effect of either the dial or the token, just spending it to activate the Engine Tech card.

This is inaccurate - you cannot spend the dial or token to trigger Engine Techs. If you miss the window of opportunity to spend your Navigate dial or command and you have already performed your maneuver, you cannot then trigger Engine Techs because you have not resolved the command.

You CAN, however, spend your navigate token or dial for zero speed change and zero extra yaw, immediately before performing your maneuver. This then allows you to trigger Engine Techs.

The only difference between those two statements are the timing involved, and you didn't mention it either.

You can certain spend the dial or token during the appropriate time , and then do not use the dial or token purely to activate Engine Techs at the appropriate time.

I can see where you were going, but you still missed that appropriate timing issue too.

Lol I guess I have to level up my rules lawyering and be more explicit.

What I was getting at, was that you have to spend your navigate token or dial with the appropriate timing in order to trigger Engine Techs. If you have a nav token or dial floating and you have already performed your maneuver, then you have missed the timing window in which you could spend the nav token or dial in order to resolve a navigate command - even for zero effect. You need to resolve your commands in the correct timing window.

Edited by daveddo

Englishpete's statement...

I'd also add that you can spend the dial or the token to activate Engine Techs without resolving the effect of either the dial or the token, just spending it to activate the Engine Tech card.

...is completely true, but could use the following addition:

", provided that you do so at the appropriate time."

So you might call it incomplete, or even potentially misleading, but I contest your statement that it is inaccurate :D

So, if I have a Navigate Token, can I spend this to change my speed, and then also have be able to use Engine Techs as I have use a Navigate command?

The situation I'm thinking of is if I hit (say) an incoming Demolisher (with Engine Techs and a Nav token) with a tractor beam to slow it down, the card indicates that you need to spend a Navigate token immediately to avoid the effect - fair enough, but leaves them nothing for engine techs in the future.

But, is the player who controls Demolisher better off taking the speed drop at the time and then waiting for their own next activation to get a "double benefit" from the Navigate Token - i.e. increase their speed and trigger engine techs?

Yes.

From a rules perspective, you need a navigate token/dial so that in the event your so is somehow moved outside the normal maneuver step you can't trigger Etechs.

Question on Nav Team:

Does a Navigation token trigger the card effect as well? I'm somewhat puzzled to see two of the symbols in the card text ... this somehow suggested to me that you need a dial navigation command to trigger the card effect to make the navigation tokens better ... but now I don't think you need the dial ... ?

Can this be confirmed?

Both dials and tokens are X commands (Navigation, Engineering, whatever) and so "symbol: do stuff" triggers work of off of both dials and tokens unless specified otherwise.

Edited by Snipafist

Question on Nav Team:

Does a Navigation token trigger the card effect as well? I'm somewhat puzzled to see two of the symbols in the card text ... this somehow suggested to me that you need a dial navigation command to trigger the card effect to make the navigation tokens better ... but now I don't think you need the dial ... ?

Can this be confirmed?

Tokens and Dials are commands of that type. You can spend a token or dial and not use their basic effect

Cool, thx

Quick question on Engine Techs:

Is it possible to ram twice while using them?

Yes it is.

You first completely resolve your "normal" maneuver, which includes overlapping rules.

Then, you activate engine techs, and have a speed 1 Maneuver, which comes with all of the normal rules, including potentially overlapping.

Its the Bump, and the Grind...

Yes it is.

You first completely resolve your "normal" maneuver, which includes overlapping rules.

Then, you activate engine techs, and have a speed 1 Maneuver, which comes with all of the normal rules, including potentially overlapping.

Its the Bump, and the Grind...

There's nothing quite as fun as the Demolisher "blast it to pieces and then headbutt it to death" desperation kill.

And why Engine Techs isn't a thing on Nebs then?

And why Engine Techs isn't a thing on Nebs then?

A Gladiator has 2 clicks and a Nebulon-B has 1

And why Engine Techs isn't a thing on Nebs then?

It can be as well, but honestly, its the difference in how you use them, when and if you do use them...

Gladiators like it, because it lets them close, and if they need to do the Lover's Grind, they can...

Nebulon Bs, with their Plethora of Red Dice, and poor arcs for survivability, generally want to snipe at range, which means engine Techs are an escape measure rather than an aggression factor - and generally speaking , offense is given greater weight to choices than defense , especially when the defense in this case is passive - it doesn't help keep you alive , it helps you get out of dodge .

For a while, I played with Engine Techs on my Salvation to be able to Shoot'n'Scoot, or at the very least, get more clicks for movement to be moving and circling - but rather than let me feel like I was piloting a Corvette around the board, it was a bit of a paddleboard...

And why Engine Techs isn't a thing on Nebs then?

It could be if you had a plan to send Salvation on a turn 1 run down a flank and then to swing around on turn 2 to line up for Turn 3 rear shots?

I'm assuming these principles apply to all command upgrade cards. As long as you spend the command token or dial at the appropriate time you can resolve their effect or not but still trigger the upgrade card. Am I correct on this?

Edited by FellowPT