Speed Question

By RG1701, in Star Wars: Armada

I was playing a game with a friend the other night and questions came up that I don't see addressed in the rules or rules faq. It is possible I missed it but I did look through them for the answer.

If upgrade cards are used are they then exhausted until next round? Or does the card text for the upgrade card have to specifically mention that the card is exhausted?

For a card like a commander card such as Admiral Ackbar which allows you to add two red dice to the attack pool of a friendly ship if it attacks from the side...

First would that apply to the ship Ackbar is on?

2nd can that ability only be used once? Is it a passive ability that can be used on all rebel ships during a round or can it only be used once and then Ackbar would be considered exhausted?

Thank you.

Edited by RG1701

Unless an upgrade card specifies that it exhausts on use, it is not exhausted. If a non-exhaust upgrade becomes exhausted (for example due to MS-1 Ion Cannons,) it continues to function normally.

Edited by The Jabbawookie
1 minute ago, The Jabbawookie said:

Unless an upgrade card specifies that it exhausts on use, it is not exhausted. If a non-exhaust upgrade becomes exhausted (for example due to MS1 Ion Cannons,) it continues to function normally.

beat me. /shakes fist.


Edit: It applies to his ship too.

Edited by dominosfleet

To answer your question correctly. Yes. Ackbar is a jerk.

Thanks guys. I appreciate the responses.

Also, I have no qualms about Ackbar. Kinda like the card even though it was used against me. Makes sense that the Rebel personalities provide significant help.

If a ship has not activated yet, is it still at the speed it was at during the prior round?

Yes it is. It takes a nav command or token (or some weird actions by tractor beams or Interdictor ships or some chapo named Konstantine) to change the dial during the maneuver step of a turn to alter the ship speed. My friends joke that my dials only have nav icons on them. Careful of sailing off the end of board if you set a high speed and don't keep a nav in your stack or a token on the ship. Enjoy the the early days of learning. So many good memories.

9 minutes ago, RG1701 said:

If a ship has not activated yet, is it still at the speed it was at during the prior round?

When in doubt, know that a ship is always the speed currently shown on its dial; G-8 Experimental Projector is the only upgrade that has a weird interaction with this mechanic.

On 1/16/2019 at 1:30 PM, RG1701 said:

I was playing a game with a friend the other night and questions came up that I don't see addressed in the rules or rules faq. It is possible I missed it but I did look through them for the answer.

If upgrade cards are used are they then exhausted until next round? Or does the card text for the upgrade card have to specifically mention that the card is exhausted?

For a card like a commander card such as Admiral Ackbar which allows you to add two red dice to the attack pool of a friendly ship if it attacks from the side...

First would that apply to the ship Ackbar is on?

2nd can that ability only be used once? Is it a passive ability that can be used on all rebel ships during a round or can it only be used once and then Ackbar would be considered exhausted?

Thank you.

On 1/28/2019 at 11:27 AM, RG1701 said:

If a ship has not activated yet, is it still at the speed it was at during the prior round?

Your questions touch on some rather broad subjects, so I'll try to answer them broadly.

Any time an upgrade card (including commander cards) indicates that you can perform an action, it has to also indicate if there's a cost or requirement to perform the action. For example, Ackbar's card says that "a friendly ship" (which means any of 'em!) can add extra dice when you fire out your side arc (and the "when" timing condition occurs EVERY time you fire out your side arc), but if you compare his card text to the attack step you'll spot three big caveats: the ship has to decide to attack exclusively from the side arcs before making any attacks, it has to be attacking the ship, and since Ackbar's effect adds dice to the pool there has to be at least one die rolled before adding any extras - an attack that doesn't roll any dice (by being obstructed for example) can't be added to.

However, if an ability or effect or rule doesn't directly interfere with one of these requirements then it doesn't have any effect. For example, if you use MS-1 Ion Cannons to exhaust Engine Techs, Engine Techs cannot be used until they are readied again (such as by a turn refresh or the Interdictor title). However, if you use MS-1 Ion Cannons to exhaust the Demolisher title, nothing happens because no part of the rules or the Demolisher upgrade card text indicates that its exhausted or readied state is a precondition of using it. Note that some cards have had an exhaust condition added to them as an errata to reign in a few very powerful interactions, such as the Avenger title and Turbolaser Reroute Circuits.

As for game states between rounds, it is assumed that unless otherwise explicitly stated all ship and game statuses are preserved between rounds without any changes. This is why nearly all effects that might change the board state happen before, during or after one of the key phases of the game (Setup Phase, Deployment Phase, Command Phase, Ship Phase, Squadron Phase, Status Phase). Things that happen Before the start of the Round typically only occur during the Setup and Deployment phases (such as Admiral Raddus or Hyperspace Assault setting aside a ship for later deployment or an Interdictor placing a grav well before ships and squadrons are deployed). This is also what keeps unusual abilities such as Rieekan and Raddus in check - Rieekan's zombie unit will disappear at the End of the Status Phase , while scoring objectives in missions like Fire Lanes or Contested Outpost occurs at the End of the Round which is marked when the Status phase is finished. Raddus will deploy his ship at the Start of the Round , before the start of the Command Phase so that his ship and the enemy ships can all issue commands in response to its appearance. The only thing that happens between rounds is advancing the turn counter unless explicitly stated otherwise.

Remember: speed kills.

But pew-pews kill faster.

6 hours ago, Tayloraj100 said:

Remember: speed kills.

But pew-pews kill faster.

"Speed is life... You go slow, You die... Ever wondered why they call it a 'dead stop'...?"

Edited by Drasnighta