1. When attacking with a non-turret weapon, where do you measure range FROM?
A) the absolute closest corner of the attacking ship
B) the closest point on the attacker’s base that’s within the weapon’s firing arc
I ask because the Force Awakens Rules Ref. clearly says the answer is A, but that defies common sense (and is also different from how Armada works). This is a big question because most ships have a standard firing arc that’s too skinny to reach the front corners.
As quoted from p 16 of the Rules Reference under Range: "When measuring range for an attack, the attacker measures to the closest point of the target ship that is inside the attacker's firing arc.” This does imply that when measuring range (for a non-turret weapon), it is measured from the front edge of the punchboard as the plastic base on the sides is not inside the attacker’s firing arc.
Confirming what I expected here: there's a small oversight in the base rules when it comes to the front corner gaps.
2. What range do you use to determine whether Autothrusters can activate: the range of the attack being defended against, or the pure base-to-base range between the ships?
As currently ruled, the range is purely the base-to-base range of the ships (not the range of the attack) and the empirical fact of the ship being inside of the attacker’s firing arc or not.
This matches what I've seen posted in other threads over the last couple of days. (It's also the opposite of how I thought it worked! Turns out I was wrong all along.)
3. Same question as #2, but for Tactician.
Tactician uses the phrase “inside of arc at Range 2.” This specific phrase is going to be clarified in the upcoming FAQ. This phrase is saying specifically that the closest point (when measured inside firing arc) is Range 2.
This caught me completely off guard. I expect it will cause a bit of a stir.
4. What happens if a ship loses its Perform Action step while it’s in the middle of that step? Does the step end immediately, or does it continue normally since it already started? The specific example I’m thinking of is Darth Vader using his first action to barrel roll onto a Conner Net.
As far as I am aware, this is currently the only way that a ship could do something that would cause it skip its "Perform Action" step during its “Perform Action” step. In all other instances (i.e. using Push the Limit or other “action stacking”) the action chain could continue. In this instance, Darth Vader would lose his second action if his first action caused him to overlap a Conner Net (such as boost or barrel roll).
Thanks for playing,
Frank Brooks
Associate Creative Content Developer
Fantasy Flight Games