Basic defender and attacker rules(ruling please)

By GodlyHellJumper, in Imperial Assault Skirmish

Okay going to explain this as best as I can

Alright I was playing a game with a buddy had lando(defender) and I had a weequay(attacker) rules state both attacker and defender roll at the same time

Now my weequay was focused and prowl so Four dice to landos one, so we rolled I hit him with enough damage and two surges to kill lando but my friend was going to use landos two abilities to save lando at that same time would I have to use my surges before he changes or could I wait to see what he rolls then use my surges to make sure I kill lando.

My friend told me he basically had to surge before he rolls

Which the rules state you have to roll at the same time which at this time we have but because of landos abilities I was going to save my surges to try and kill lando but again told by my friend I could not, so please need some help thanks guys.

I'm guessing you meant 3 dice and a surge (from hidden) for your weequay attack roll as opposed to 4 attack dice? And all rolling and re-rolling must be done before modifiers are applied. So he would decide to re-roll and if he wants to switch out a die. Then after rolling you compare results if there are no other modifiers. If it was a modifier like Zillo, the surge to pierce is used and wasted if the defender applies Zillo.

steps of the attack are in the RRG, p5. Re-rolls happen in step 3, surges aren't spent until step 5

Steps of an Attack
When a figure performs an attack, it resolves the following steps:
1. Declare Target: Based upon its attack type (P or O), the figure
performing the attack (referred to as the attacker) declares one
eligible target for the attack (referred to as the target).
- For a melee attack (P), an eligible target is any hostile figure
adjacent to the attacker. For a ranged attack (O), an eligible
target is any hostile figure within line of sight of the attacker.
2. Roll Dice: The attacker rolls his attack dice at the same time
as the defender rolls defense dice (listed under “Defense” on
the target figure’s Hero sheet or Deployment card).
3. Rerolls: If players have any effects that reroll dice, they are
resolved now.
- Each die may be rerolled only once per attack regardless of
who is rerolling the die.
4. Apply Modifiers: If players have any effects that gain or
remove icons or Accuracy, they are applied at this time. This
includes spending F (evade) results to remove B results.
Any B abilities that provide modifiers are not resolved until
step 5.
5. Spend Surges: If the attacker has any B results, he may
spend them to trigger special abilities.
6. Check Accuracy: If performing a ranged attack (O) the total
Accuracy value must be equal to or greater than the number
of spaces the target is away from the attacker. (See “Counting
Spaces” on page 9). If the total Accuracy value is less than
this number, the attack is a miss.
7. Calculate Damage: The total number of G (block) results is
subtracted from the total number of H (damage) results, and
then the target suffers all remaining H.

For your example:

1. Weequay declares an attack
1a. attacker may play cards that occur "when the attack is declared" (such as "tools for the job")
2a. defender may play cards that occur "when the attack is declared" (such as "run for cover")
2. both players roll dice
3. rerolls

3a. Weequay player decides whether to reroll, force your opponent to reroll, or neither. (NOTE: if you force Lando to reroll, he cannot use his ability and reroll again, as each die may only be rerolled one time, although he can change to a different die, even if he is being forced to reroll.) (also note: if you have "tough luck" it must be played immediately after the reroll you want to cancel, before moving to the next step of the attack and before any more rerolls occur)
3b. Lando decides whether to reroll, if the option is still available
3c. If Lando has "on the lam" he plays it now (before modifiers)
4. modifiers
4a. Attacker adds modifiers (such as Assassinate, positioning advantage, blitz, etc.)
4b. Defender adds modifiers (such as parry or tossing a card with zillo, not that lando has access to either of those, or Onar's get down ability)
5. Spend Surges, now you have to declare what each remaining surge does, after you cancel out the ones that are evaded
6. check accuracy
7. Calculate Damage: dmg - blocks, + pierce if you pierce anything. Note that zillo can be tapped to cancel pierce at this point in the attack process, after modifiers are added and surges are spent.

Edited by brettpkelly
3 hours ago, NeverBetTheFett said:

I'm guessing you meant 3 dice and a surge (from hidden) for your weequay attack roll as opposed to 4 attack dice? And all rolling and re-rolling must be done before modifiers are applied. So he would decide to re-roll and if he wants to switch out a die. Then after rolling you compare results if there are no other modifiers. If it was a modifier like Zillo, the surge to pierce is used and wasted if the defender applies Zillo.

Yes three sorry I counted the hidden as a four dice

3 hours ago, Fightwookies said:

steps of the attack are in the RRG, p5. Re-rolls happen in step 3, surges aren't spent until step 5

Steps of an Attack
When a figure performs an attack, it resolves the following steps:
1. Declare Target: Based upon its attack type (P or O), the figure
performing the attack (referred to as the attacker) declares one
eligible target for the attack (referred to as the target).
- For a melee attack (P), an eligible target is any hostile figure
adjacent to the attacker. For a ranged attack (O), an eligible
target is any hostile figure within line of sight of the attacker.
2. Roll Dice: The attacker rolls his attack dice at the same time
as the defender rolls defense dice (listed under “Defense” on
the target figure’s Hero sheet or Deployment card).
3. Rerolls: If players have any effects that reroll dice, they are
resolved now.
- Each die may be rerolled only once per attack regardless of
who is rerolling the die.
4. Apply Modifiers: If players have any effects that gain or
remove icons or Accuracy, they are applied at this time. This
includes spending F (evade) results to remove B results.
Any B abilities that provide modifiers are not resolved until
step 5.
5. Spend Surges: If the attacker has any B results, he may
spend them to trigger special abilities.
6. Check Accuracy: If performing a ranged attack (O) the total
Accuracy value must be equal to or greater than the number
of spaces the target is away from the attacker. (See “Counting
Spaces” on page 9). If the total Accuracy value is less than
this number, the attack is a miss.
7. Calculate Damage: The total number of G (block) results is
subtracted from the total number of H (damage) results, and
then the target suffers all remaining H.

Thank you this was a lot off help

3 hours ago, brettpkelly said:

For your example:

1. Weequay declares an attack
1a. attacker may play cards that occur "when the attack is declared" (such as "tools for the job")
2a. defender may play cards that occur "when the attack is declared" (such as "run for cover")
2. both players roll dice
3. rerolls

3a. Weequay player decides whether to reroll, force your opponent to reroll, or neither. (NOTE: if you force Lando to reroll, he cannot use his ability and reroll again, as each die may only be rerolled one time, although he can change to a different die, even if he is being forced to reroll.) (also note: if you have "tough luck" it must be played immediately after the reroll you want to cancel, before moving to the next step of the attack and before any more rerolls occur)
3b. Lando decides whether to reroll, if the option is still available
3c. If Lando has "on the lam" he plays it now (before modifiers)
4. modifiers
4a. Attacker adds modifiers (such as Assassinate, positioning advantage, blitz, etc.)
4b. Defender adds modifiers (such as parry or tossing a card with zillo, not that lando has access to either of those, or Onar's get down ability)
5. Spend Surges, now you have to declare what each remaining surge does, after you cancel out the ones that are evaded
6. check accuracy
7. Calculate Damage: dmg - blocks, + pierce if you pierce anything. Note that zillo can be tapped to cancel pierce at this point in the attack process, after modifiers are added and surges are spent.

Awesome thanks for the long example !

May the force be with all y’all lol