Sorry if this has been asked before, I couldn't find it anywhere if it has been.
Do you need a unique copy of cards such as "Push the Limit" to use it on multiple ships?
Thanks!
Sorry if this has been asked before, I couldn't find it anywhere if it has been.
Do you need a unique copy of cards such as "Push the Limit" to use it on multiple ships?
Thanks!
One per ship that's using it.
But...
If you're playing casual games, you can do whatever you like and proxy the cards you need. That's generally quite an acceptable practice, and as long as your opponent is ok with it, it's a good way to try things out.
If you're playing in a more formal environment, or in a tournament, then you need every component to be correct, and that would include the right cards for each and every ship that's using it.
Edited by ParravonAlso..
Are you allowed to pre-measure ranges/movements?
One per ship that's using it.
Thank you! ![]()
Also..
Are you allowed to pre-measure ranges/movements?
That's a big no-no. Pre-measuring maneuvers is strictly against the rules, and you can only use the range ruler when its use is required by an ability or effect, such as when acquiring a target lock, or declaring an attack and checking range to the target.
Any other time the range rule and templates should stay at the side of the table.
Edit - Never mind, this is too complex to debate on my phone without references to hand.
Edited by Cactus
That's a big no-no. Pre-measuring maneuvers is strictly against the rules, and you can only use the range ruler when its use is required by an ability or effect, such as when acquiring a target lock, or declaring an attack and checking range to the target.Also..
Are you allowed to pre-measure ranges/movements?
Any other time the range rule and templates should stay at the side of the table.
I don't think the answer to the question asked is that clear cut. I can declare a target lock action, then measure and find would be illegal, r
You can declare you're attempting to acquire a target lock, and that is one example of when you can use the range ruler. It doesn't matter if the target is out of range. That does not make the use of the range ruler a rule violation.
If you move a ship and then start checking ranges to other ships before the Combat phase (and you're not attempting a target lock), then that is considered pre-measuring, and not allowed under the rules.
Edited by Parravon
You can declare you're attempting to acquire a target lock, and that is one example of when you can use the range ruler. It doesn't matter if the target is out of range. That does not make the use of the range rule a rule violation.
It also doesn't matter if the ship you are target locking is "obviously" within range or "obviously" out of range.
You may attempt to Target Lock any ship on the board - measuring range is an integral part of taking a target lock action and must be done.
The reason for pointing this out is some opponents won't like it if you measure range for a TL when a ship might be obviously within range 3, but borderline Range 1-2 - performing the TL action and measuring range will tell you the exact range - and may inform choices for additional actions.
Or likewise measuring range for a TL when a ship is borderline within/outside range 3 - potentially giving you the information you need to take an additional / alternative action.
This is however not only within the rules - but what the rules say you MUST do.
The only stipulation in Strict Play is that if, after measuring range, the Target Lock Action can be taken, it must be taken.
As I understood it you needed to have an upgrade card as reference, thus for any list you must have one copy of each upgrade card. So long as you have a legal list that is recorded on paper detailing what ships have which upgrades and you have the card for reference you wouldn't need more than one. If this is incorrect then post the rule/faq that contradicts it
As I understood it you needed to have an upgrade card as reference, thus for any list you must have one copy of each upgrade card. So long as you have a legal list that is recorded on paper detailing what ships have which upgrades and you have the card for reference you wouldn't need more than one. If this is incorrect then post the rule/faq that contradicts it
For tournament play, you need one upgrade card per instance of that upgrade in your list.
For casual...
As I understood it you needed to have an upgrade card as reference, thus for any list you must have one copy of each upgrade card. So long as you have a legal list that is recorded on paper detailing what ships have which upgrades and you have the card for reference you wouldn't need more than one. If this is incorrect then post the rule/faq that contradicts it
Page 4 of the Tournament Rules v.4
Each player must submit a squad list, including all associated Upgrade cards, total squad points, and obstacles to the tournament organizer before the start of the tournament. Players must use that squad for the duration of the tournament.
Each player must bring all components needed for their squad and games. This includes (but is not limited to) dice, a range ruler, maneuver templates, and a complete Damage deck.
If you equip an Upgrade to a ship, you must have a copy of that card for that ship. It is especially important when using cards that are discarded when they are used. For example, if you have a squad that includes multiple copies of Crack Shot, but you only have one card, how do you show when a ship has used it's Crack Shot and discarded their card? It can get very confusing for the opponent when you are playing from a list without the correct cards for each ship.
Edited by Parravon