Yes, if you have not Activated, then you have not declared Ackbar, and thus, you are under no Restriction for that round yet...
Ship Counter and Hull Zones
Of course, all of these statements ASSUMES that a Quad Laser Turret "Counter" Attack is subject to all attacking Rules.
...
One could say that Slaved Turrets and Quad Laser Turrets are, thusly, Incompatible on the Same Ship.
...
I'm just picking out odd bits and pieces here... I mean, if you can only attack once per round, and you've already attacked this turn, then you couldn't Counter Attack with Quad Laser Turrets, as those are Attacks, right?
I mean, the wording on Slaved Turrets includes cannot and we're supposed to consider that somewhat absolute, yes?
1 hour ago, Drasnighta said:Of course, all of these statements ASSUMES that a Quad Laser Turret "Counter" Attack is subject to all attacking Rules.
...
One could say that Slaved Turrets and Quad Laser Turrets are, thusly, Incompatible on the Same Ship.
...
I'm just picking out odd bits and pieces here... I mean, if you can only attack once per round, and you've already attacked this turn, then you couldn't Counter Attack with Quad Laser Turrets, as those are Attacks, right?
I mean, the wording on Slaved Turrets includes cannot and we're supposed to consider that somewhat absolute, yes?
That would be the height of hilarity, to have an opponent with QLT and ST blow his one attack on the counter...
I mean, funny in a sympathetic way. I would feel super bad for him. Like the guy at the table next to me at Regionals who brought all Gunnery Teams gunships and flotillas... and AG for an objective.
8 hours ago, ovinomanc3r said:So you say that:
- Yes, the counter attack has a hull zone
And
- The attacking hull zone is chosen by the ship owner.
Or I understand you wrong.
-Yes, Counter is an attack, and all attacks made by ships have hull zones.
-Yes, the attacker can choose the attacking hull zone (as part of step 1 of the attack rules) - if no valid zone can be chosen then the target cannot be attacked.
5 hours ago, Drasnighta said:Of course, all of these statements ASSUMES that a Quad Laser Turret "Counter" Attack is subject to all attacking Rules.
Why wouldn't it be? Attack is attack.
5 hours ago, Drasnighta said:One could say that Slaved Turrets and Quad Laser Turrets are, thusly, Incompatible on the Same Ship.
Not incompatible (in the sense of breaking things), but monumentally stupid.
EDIT: Yet only slightly more stupid than, say, Slaved Turrets and Point Defense Reroute.
Edited by DiabloAzulAnd what about this:
From Ship Activation RRG
Attack: Perform up to two attacks with the ship from
different hull zones.
It is not a "cannot" but the QLT doesn't overwrite this. It says "even if you are destroyed" not "even you already attacked from the attacking hull zone this round" (what Impetuous does). QLT clearly let you attack more than two times per round but not more than one per hull zone.
It is just another piece to the puzzle. Could a ship counter from a hull zone that attacked this round? It would make QLT worse and Gunnery Team even better.
Of course as long as the rule quoted comes from "Ship Activation" it could mean that only work while activating so it wouldn't interfere with QLT cause it works out of the ship activation. And probably this is the correct answer for this question. This would solved problems as attacking after moving too.
1 hour ago, ovinomanc3r said:Of course as long as the rule quoted comes from "Ship Activation" it could mean that only work while activating so it wouldn't interfere with QLT cause it works out of the ship activation. And probably this is the correct answer for this question. This would solved problems as attacking after moving too.
Indeed. In Step 2 of a ship's activation , you can always "Perform up to two attacks with the ship from different hull zones". This restriction has no bearing on attacks granted by other effects, such as Counter attacks granted by QLTs.
Slaved Turrets, on the other hand, restricts your attacks per round . If it said "You cannot attack more than once during your activation" it would be a different story.
Just to be sure I understand English in the right way.
Screed
Once per activation, when a friendly ship is attacking, it may spend 1 die to change a die to a face with a icon.
Does it mean you can trigger Screed only during the ship activation, right?
I was wondering QLT+Kallus+Screed. Just as a mind exercise.
Not quite. "Once per activation" is not the same as "once per round", or "once during each friendly ship's activation".
Screed can be triggered once during each "activation", which including during an enemy squadron's activation.
My understanding is that QLT+Kallus+Screed works fine.
6 minutes ago, DiabloAzul said:Not quite. "Once per activation" is not the same as "once per round", or "once during each friendly ship's activation".
Screed can be triggered once during each "activation", which including during an enemy squadron's activation.
My understanding is that QLT+Kallus+Screed works fine.
Once per squadron activation? Wow it means I could use him every counter attack against named squadrons. Well, not exactly with yavaris but who cares?
Hmmm
Warlord+Screed+Kallus+H9+QLT would be...
1. Roll a blue with QLT
2. Add a red with Kallus
3. Change the red to a crit with Screed spending the blue
4. Change the crit to an accuracy with H9
5. Change the accuracy to double hit with Warlord.
I know there are a lot of points invested to some counters against unique squadrons that usually have defense tokens but it is a funny mental gymnastic.
Yeah, it's a little silly but in theory it works.