If I attack a figure and I can force that figure to reroll its defence die and that figure has an ability to reroll a defence die, who goes first?
What order to reroll dice?
I'll just copy and paste a response I got from FFG on this a while ago-
Any timing conflicts that occur during an attack are resolved in the order of mission rules, attacker effects, defender effects. If either the attacker or defender has multiple effects he wishes to resolve at once, he decides the order. So, all attacker effects that allow or require rerolls would happen before any defender effects that allow or require rerolls. In the case of the HK Assassin Droid, both of reroll abilities on the card would be considered attacker effects, even though one forces the defender to roll a die. So the HK’s player could decide to use “Versatile Weaponry” before using “Targeting Computer.” Both of these effects would occur before any effects the defender controls causing rerolls.
Thanks!
Paul Winchester
Game Developer
Fantasy Flight Games
Core/mission rules, attacker, defender. See Ability Resolution Order during attacks
The beauty of Versatile Weaponry and Raider is that the attacker resolves reroll abilities first, and the defense cannot reroll a die that has already been rerolled during the same attack.
Edited by a1bert
Ahh okay okay. Thanks for the fast replys!
(Second page of the Rules Reference Guide, Timing.)
Also, to continue on this.
In what circumstance would both attacker and defender want to re-roll the same dice?
If it's a good defence dice the attacker would want to use their re-roll ability to get it re-rolled, but the defender would not.
If its a bad defence dice then the defender would want to use their ability, but the attacker would not.
And once one side has decided to re-roll, the point is moot as the re-rolled dice can no longer be re-rolled.
Edited by Majushi52 minutes ago, Majushi said:In what circumstance would both attacker and defender want to re-roll the same dice?
When a multi-figure group is attacking and the result gets the defender close enough to being defeated that another attack would very probably succeed in defeating the defender, but be mostly a wasted attack for the attacker. Then the attacker would want to reroll the defense to be able to defeat the defender while risking a dodge (or 3 blocks on a black die), and the defender would want to reroll to get a dodge (or 3 blocks) because it would get the defender through the group activation without being defeated.