Proton Charge Saboteur

By Crawfskeezen, in Rules

Ok. I need some clarification on this fellow.

1. Can I have multiple charges on the battlefield? If it's turn 3 and I spent an action each turn placing one, can I have 3 charges on the ground?

2. If the case in question 1 is yes, can I detonate them all in one turn? I understand I could only detonate them one at a time (after ANY unit performs an action) but can I do it consecutively? For example, I have 2 charges on the ground (#1 and #2). An enemy unit finishes an action so I detonate a charge (#1), then my Commandos activate, their first action is to place a charge (#3), after this action is complete I detonate another charge (#2). The commandos then make a move action, moving out of range of the charge they just placed (#3). After the move action, I detonate the final charge (#3). Are there any limitations to this?

3. I feel like I know the answer to this but while I'm here I'll ask anyway. If the unit is reduced to just the leader, can any charges be detonated or does the unit lose the ability if the saboteur is dead. I feel like they can not be activated.

4. Can the charges be removed in any way other than detonation? Does one charge detonating affect any other charges in range?

Any references to the pertinent rule entries would be greatly appreciated.

Also, has anyone had any thoughts about making "custom" markers for the charges? I'm thinking about using a small cylinder with a nub of sorts on the top in the likeness of the charge. It would look better than the tokens that come with the unit.

Cheers.

1. Yes. There isn’t nothing that limits the number of charges that can exist at once. Only that you are limited to arming one per activation.

2. Yup, all looks good here. Note that each of your saboteurs can detonate one charge after an action. So if you run multiples, you could potentially set off 3 at once.

3. This one I’m not 100% on, but to me it reads thusly: according to page 13, you can still perform the Arm action because you still have the card equipped. However, referring to Detonate on page 27, I think once the saboteur mini has been defeated you no longer have access to the “Detonate X” ability because your unit no longer has that weapon (the same way a stormtrooper unit no longer has a DLT once that mini has been defeated). So, interestingly, you could still arm some charges for your other units to detonate.

4. Nope. Only detonation can remove them.

If you have access to a 3D printer, I’ve seen some prints of these that look pretty good:

https://www.thingiverse.com/thing:3029811

Edited by nashjaee

Ooh, thanks, nashjaee, I'm going to have to try some of those.

The other idea I suggested in another thread was using some of the "energon chips" from older Transformers lines:

Like this or this.

7 hours ago, nashjaee said:

you can still perform the Arm action because you still have the card equipped.

This I disagree on - in Weapons:

"Heavy weapon upgrade cards include the ranges, attack
dice, keywords, and other rules specific to the weapon
that the Heavy Weapon upgrade card grants to the unit."

"While attacking, only the specific mini sculpted with this
weapon can use it, though it may choose to use one of
the unit’s other weapons instead."

That seems clear to me that the action to Arm is an "other rule specific to the weapon" and "only the specific mini sculpted with this weapon" may use it.

Edited by Turan
46 minutes ago, Turan said:

This I disagree on - in Weapons:

"Heavy weapon upgrade cards include the ranges, attack
dice, keywords, and other rules specific to the weapon
that the Heavy Weapon upgrade card grants to the unit."

"While attacking, only the specific mini sculpted with this
weapon can use it, though it may choose to use one of
the unit’s other weapons instead."

That seems clear to me that the action to Arm is an "other rule specific to the weapon" and "only the specific mini sculpted with this weapon" may use it.

Nice find. Good enough for me! (Honestly, that’s the way I’d prefer it to work as it’s more consistent and makes more sense. Just reading the Arm X rule didn’t seem that way.)

16 hours ago, Crawfskeezen said:

If  the un  it is reduced to just the leader, can any charges be detonated or does the unit lose the ability if the saboteur is dead. I feel like they can no  t be activated.  

Still figuring these guys out myself, but in the case of the Saboteur in a strike team, the Sabo is the unit leader. (Right?) The second mini is essentially his assistant (or guard... or whatever.)

Edited by Gengis Jon

Yes, but you might also have one in a standard squad, in which case it is possible for the saboteur to get killed first and you would no longer be able to detonate any remaining charges.

On 9/1/2018 at 9:24 PM, Turan said:

Yes, but you might also have one in a standard squad, in which case it is possible for the saboteur to get killed first and you would no longer be able to detonate any remaining charges.

Yea. I guess I should have clarified that I was running it in a squad. That said in the strike team it is true that the heavy weapon is the unit leader so in that regard I would be good.

The upshot of all this is that with the 3 charges I did 6 damage to Vader in one round (and before he could activate so no dodge and thus surge). Another damage was done immediately before by the T-47 and then Leia jumped out for the final wound. Using the saboteur to kill vader in one round was heinous, especially considering I’ve never seen him die at all. They also reduced a unit of Stormtroopers to its leader because the speeder displaced them into range of the charges (an oversight on my opponent’s part but neither of us really knew what the proton charges would do or how effective they would be) as well as taking the final wound off of the speeder but it had done its job so I was ok with it.

I’m chuffed because I usually play Imperials so running the rebs well made me happy. A second box of commandos seems to be in order.

13 hours ago, Crawfskeezen said:

The upshot of all this is that with the 3 charges I did 6 damage to Vader in one round

Wow! I don't know whether to congratulate you or marvel at the stupidity of your opponent moving Vader into range of 3 charges ? (or 2, presuming you ran in and dropped the third)

10 hours ago, Turan said:

Wow! I don't know whether to congratulate you or marvel at the stupidity of your opponent moving Vader into range of 3 charges ? (or 2, presuming you ran in and dropped the third)

Yea, but neither of us knew what they really meant. Oh well.

Question please

if your sab has armed the charge and completed his activation and turned his disc over ,later activation moves an enemy unit in range of charge ,can the sab detonate charge or can he only do it if he has his activation left.

so one sab can arm charge and only with a face up disc next turn can he detonate.

if this all makes sense

On 9/2/2018 at 10:42 PM, Crawfskeezen said:

Yea. I guess I should have clarified that I was running it in a squad. That said in the strike team it is true that the heavy weapon is the unit leader so in that regard I would be good.

The upshot of all this is that with the 3 charges I did 6 damage to Vader in one round (and before he could activate so no dodge and thus surge). Another damage was done immediately before by the T-47 and then Leia jumped out for the final wound. Using the saboteur to kill vader in one round was heinous, especially considering I’ve never seen him die at all. They also reduced a unit of Stormtroopers to its leader because the speeder displaced them into range of the charges (an oversight on my opponent’s part but neither of us really knew what the proton charges would do or how effective they would be) as well as taking the final wound off of the speeder but it had done its job so I was ok with it.

I’m chuffed because I usually play Imperials so running the rebs well made me happy. A second box of commandos seems to be in order.

Wow, I wouldn't expect such performance in the future. The chances of you rolling all hits or crits and then Vader's player rolling all blanks on 6 red defense dice are pretty remote.

38 minutes ago, Mightyhawks said:

Question please

if your sab has armed the charge and completed his activation and turned his disc over ,later activation moves an enemy unit in range of charge ,can the sab detonate charge or can he only do it if he has his activation left.

so one sab can arm charge and only with a face up disc next turn can he detonate.

if this all makes sense

Each unit of Commandos or Scout Troopers with a saboteur has the option of detonating one charge every time any unit finishes an action.