How Does Assault Proton Cannons work?

By jpersons73, in Star Wars: Armada Rules Questions

With the Black Crit does this card by pass shields?

FYI I mean Assault Proton Torpedoes.. Sorry about the wrong wording on the subject title

Edited by jpersons73

Yes, assault proton torpedoes deals it's face up damage card when you resolve critical effects, and shields don't stop it.

remeber to resolve the critical first before applying the dmg!

thanks for the fast answers

So for APTs, does that face up damage card count for the damage from the crit die?

For instance, I roll a hit/crit on a black die with APTs. Do I deal a faceup damage card and then deal 2 additional points or 1?

You would do 2 damage. The APT effect is in addition to the 2 damage from the dice and so cannot be braced, effected by shields or contained etc.

So for APTs, does that face up damage card count for the damage from the crit die?

For instance, I roll a hit/crit on a black die with APTs. Do I deal a faceup damage card and then deal 2 additional points or 1?

Correct, and also keep in mind that Contains cannot affect critical affects triggered from upgrades such as APTs.

So for APTs, does that face up damage card count for the damage from the crit die?

For instance, I roll a hit/crit on a black die with APTs. Do I deal a faceup damage card and then deal 2 additional points or 1?

Correct, and also keep in mind that Contains cannot affect critical affects triggered from upgrades such as APTs.

Cool.. Just making sure I was playing it right.

The "Damage" Step is broken down into sub-steps...

So, after all Defense Tokens have been Nominated (and the Evade/Scatter has been resolved).

You start Step 5:

+ You Select and Resolve a Critical Effect. (Contain takes effect here, if it was Spent - making the 'default' worthless, so choose something else)

- If this is APTs, you flip that Card face up, right now. If it was ACMs, you reduce those adjacent shields, right now...

+ You Total up the Damage points.

- Note that you do not spend the Critical Die to do the critical effect - you're just allowed to do an effect if you have one. Which is why it still counts as a point of damage. (Brace works here, reducing that numerical total by half, but not removing those Dice)

- Note, at this point, the actual dice are irrelevant, as you've counted hit and crit symbols...

+ You assign those damage points One by One (Redirect works here, letting you, one by one, send them to another shield or not)

So for APTs, does that face up damage card count for the damage from the crit die?

For instance, I roll a hit/crit on a black die with APTs. Do I deal a faceup damage card and then deal 2 additional points or 1?

Correct, and also keep in mind that Contains cannot affect critical affects triggered from upgrades such as APTs.

and all that dmg is dealt even with shields up?and this effect takes place every time you roll 1 black crit die per attack?

The Single Face-up Damage card is done if you roll at least 1 Critical Facing on a Die during an attack, and you elect to use it...

That is what you are paying 5 points for...

The trick of it is, with the exception of Demolisher, there is a chance you may never get to use them at all during a game, due to the range of the black dice... So its always a gamble somewhat. And taking it as an upgrade card then locks you out of other cards... If you have taken shields down, for example, Assault Concussion Missiles is an extra TWO damage to an enemy, rather than just one...

Every time you have a black dice critical that makes it past evade. Evade is the only ship defense token that takes place before critical effects. So If you roll one black critical and you opponent uses evade on it your out of luck.(I love you mon mothma/forsight)

The Single Face-up Damage card is done if you roll at least 1 Critical Facing on a Die during an attack, and you elect to use it...

That is what you are paying 5 points for...

The trick of it is, with the exception of Demolisher, there is a chance you may never get to use them at all during a game, due to the range of the black dice... So its always a gamble somewhat. And taking it as an upgrade card then locks you out of other cards... If you have taken shields down, for example, Assault Concussion Missiles is an extra TWO damage to an enemy, rather than just one...

Well this clears my next question up about ACM, so two Glads with ACM would be deadly if they get in range

Every time you have a black dice critical that makes it past evade. Evade is the only ship defense token that takes place before critical effects. So If you roll one black critical and you opponent uses evade on it your out of luck.(I love you mon mothma/forsight)

well we have been doing that wrong. We roll, add any extra die offered by cards, use defense tokens than do crit effects. So it should be Roll Die, roll extra die, crit effects (unless evade is used) then defense tokens, finally adding up dmg?

To keep it "Simple"

Pick Up and Roll your Basic Dice (What is listed on the Ship Card and is applicable at that Range).

+ In an Order of your Choosing:
- Add the Extra Dice that effects give you (Concentrate Fire Dial, etc)

- Reroll any Dice due to Card effects.

- Note that some effects are best used before others... Concentrate Fire Dial, for example, lets you add a Dice of any colour already in your pool ... Defiance lets you add a dice of any colour... So you could use Defiance First to add a Black Die, and then use Concentrate fire to add another black Die, as Defiance put a Black Die in your Pool...

Spend (Remove) Accuracy Dice to Target enemy Defense Tokens, so they can't spend them.

+ Those Dice are gone from the Attack - Remove them completely

Defender Spends Defense Tokens

+ Evade happens right away. If they say evade, and evade is a Reroll, then Reroll the Dice Immediately. If it turns up an ACC, note that its too late to spend it.
+ Note that the Defender has to nominate all of the Defense Tokens they are going to Spend here... But all but Scatter and Evade actually happen elsewhere.

Attacker Resolves a Critical Effect (if there is at least 1 critical hit symbol showing ANYWHERE on his dice results).

+ This happens Immediately. Defenders must take into account that if the enemy has ACMs, they might not have as many shields to redirect to, or that an APT Crit could go straight through to the hull... The Contain token works here, basically telling the attacker "Don't say the Default Critical".

Attacker Tallies Up How Many Points of Damage there are.

+ Because, above, you did not discard the Critical Hit, it still counts as a Point... Once you have the Total Number, Brace halves that number ... Note that it does not have the dice, it halves the Total Number .

Defender takes the Damage One Point at a Time.

+ Redirect happens here, one at a time, you decide on ether you are redirecting.

There you go.

Edited by Drasnighta

To keep it "Simple"

Pick Up and Roll your Basic Dice (What is listed on the Ship Card and is applicable at that Range).

+ In an Order of your Choosing:

- Add the Extra Dice that effects give you (Concentrate Fire Dial, etc)

- Reroll any Dice due to Card effects.

- Note that some effects are best used before others... Concentrate Fire Dial, for example, lets you add a Dice of any colour already in your pool ... Defiance lets you add a dice of any colour... So you could use Defiance First to add a Black Die, and then use Concentrate fire to add another black Die, as Defiance put a Black Die in your Pool...

Spend (Remove) Accuracy Dice to Target enemy Defense Tokens, so they can't spend them.

+ Those Dice are gone from the Attack - Remove them completely

Defender Spends Defense Tokens

+ Evade happens right away. If they say evade, and evade is a Reroll, then Reroll the Dice Immediately. If it turns up an ACC, note that its too late to spend it.

+ Note that the Defender has to nominate all of the Defense Tokens they are going to Spend here... But all but Scatter and Evade actually happen elsewhere.

Attacker Resolves a Critical Effect (if there is at least 1 critical hit symbol showing ANYWHERE on his dice results).

+ This happens Immediately. Defenders must take into account that if the enemy has ACMs, they might not have as many shields to redirect to, or that an APT Crit could go straight through to the hull... The Contain token works here, basically telling the attacker "Don't say the Default Critical".

Attacker Tallies Up How Many Points of Damage there are.

+ Because, above, you did not discard the Critical Hit, it still counts as a Point... Once you have the Total Number, Brace halves that number ... Note that it does not have the dice, it halves the Total Number .

Defender takes the Damage One Point at a Time.

+ Redirect happens here, one at a time, you decide on ether you are redirecting.

There you go.

Thanks for clearing that up, we are not that far off from that explanation

Thank you again for making that Dras. I actually have printed copies of it in my game bag. I was completely trying to "x-wing" it until I read that

You think I'd have it saved somewhere...

...

But no.

I'm a moron, and I type it out in full every time .

I thought you did the forum on it, sorry

This is the one I was thinking of, not that yours isn't good.

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Do you have questions about attacking, defense tokens and critical hits? READ THIS FIRST
Started by DWRR , Jun 30 2015 06:36 PM

I have it bookmarked and I keep printed copies in my game bag