Hi Everyone
I've been playing / reading boards for a few months but haven't had a reason to comment much until now. This came up a few days ago and I'm wondering if we did it right in the game. Below is the ship and cards.
I was Player 1, Imp.
Scenario : Advanced Gunnery
Ship : MC80 Assault Cruiser
Title : Defiance
Admiral : Ackbar
Cards in question: Overload Pulse
Enhanced Armament
Command dial : Concentrate Fire
The MC80 was the Objective Ship for Rebels for this game.
Basically on turn 3 the MC and an ISD (Me) were about at a "T". The ISD already moved when this happened.
The dice were as follows: 6 (base for ship side arc), +2 Red (Ackbar), + 1 (Enhanced Armament), + 1 (Defiance title), + 1 (Concentrate Fire command) = 11 die (7 Red, 4 blue)
The role came up as: 3 Red blanks, 2 Red double hits, 1 Red accuracy, 1 Red single hit, 2 Blue single hits, 1 Blue crit, 1 blue accuracy.
The Blue crit, with Overload Pule took out all the defense cards, and the ISD took 7 damage. The ISD didn't have any upgrades to change the Overload Pulse.
Are there any things to change the effects of that card?
Anyways, it did 4 shields, 3 hull damage. THEN
The MC80 is the Second Players Objective ship, so it could shoot twice from the same arc into the same target.
10 dice rolled this time (-1 for the Concentrate Fire Command being used) and there was a total of 9 damage with 10 dice. Which was just the most disgusting roll ever for my ISD.
POOF!!! A brand new ISD II gone in 1 turn.
So, the question is, did we do that right? Are all those dice mods able to be added to both shots?
I did not think the +1 die for Concentrate Fire would be, but all the others fit the description of what happened. All the descriptions on all the cards were met, and I've never seen anything that states the upgrades or a rule like Ackbar's is just for the first shot.
Thoughts?
Thanks,
Dave