Emergency Stims and Fire Support

By Matt3412, in Star Wars: Legion

I'm fairly sure that they don't intend emergency stims to work indefinitely, similarly I'm fairly sure the wording described covers this event albeit not clear enough for the OP. It is clear to me that the unit is considered to have complete it's activation albeit missing all the prior steps leading to that point.

Someone in this thread mentioned Regeneration as an ability, and though no unit with Fire Support has it, it raises a valid question.

If you’re saying Stims should activate, because it’s the end of that unit’s activation, then what about Regeneration? Would that activate then too? What about Immobilize tokens, do they get removed? What about Ion tokens? What about Master of the Force?

There are many abilities and game effects that happen at the end of activation, so it’s not such a cut and dried of a question as you might think.

I think this will need to be errata’ed/FAQ’ed.

Good catch by the OP.

28 minutes ago, JediPartisan said:

Someone in this thread mentioned Regeneration as an ability, and though no unit with Fire Support has it, it raises a valid question.

If you’re saying Stims should activate, because it’s the end of that unit’s activation, then what about Regeneration? Would that activate then too? What about Immobilize tokens, do they get removed? What about Ion tokens? What about Master of the Force?

There are many abilities and game effects that happen at the end of activation, so it’s not such a cut and dried of a question as you might think.

I think this will need to be errata’ed/FAQ’ed.

Good catch by the OP.

Well does it make sense though that the intention is that Emergency Stims can be put off indefinitely. In fact I can actually go for the full end of activation sequence is considered done, because again that is what was said on RRG36, as I said earlier I do think it could do with some clarification to make it clearer but IMO it's clear enough to me that it says that you are considered activated so anything that triggers at the end of your activation isn't skipped.

IE you go straight to the point after performing actions on the activating units section.

Edited by syrath
4 minutes ago, syrath said:

Well does it make sense though that the intention is that Emergency Stims can be put off indefinitely. In fact I can actually go for the full end of activation sequence is considered done, because again that is what was said on RRG36, as I said earlier I do think it could do with some clarification to make it clearer but IMO it's clear enough to me that it says that you are considered activated so anything that triggers at the end of your activation isn't skipped.

Actually, I’m with you.

But I do think all end of turn/activation stuff should trigger, including Regeneration, removing Ion and Immobilize tokens, and MoTF, etc, etc.

Fire Support is powerful, but it’s supposed to be, that’s why the Clones are so expensive (veterans too). But I still wouldn’t want to use Fire Support on a unit with only two minis left, round after round, just so it doesn’t die. You lose activation control and risk other units getting killed.

1 hour ago, JediPartisan said:

Fire Support is powerful, but it’s supposed to be, that’s why the Clones are so expensive (veterans too). But I still wouldn’t want to use Fire Support on a unit with only two minis left, round after round, just so it doesn’t die. You lose activation control and risk other units getting killed.

Exactly. I think that penalty is balance enough,

1 your not going to be able pull it off indefinitely in reality.

2 order flexibility/strategy is one of the most important things to this game and you are handicapping your self to try to save 2 wounds on a Corps.

6 hours ago, JediPartisan said:

Someone in this thread mentioned Regeneration as an ability, and though no unit with Fire Support has it, it raises a valid question.

If you’re saying Stims should activate, because it’s the end of that unit’s activation, then what about Regeneration? Would that activate then too? What about Immobilize tokens, do they get removed? What about Ion tokens? What about Master of the Force?

There are many abilities and game effects that happen at the end of activation, so it’s not such a cut and dried of a question as you might think.

I think this will need to be errata’ed/FAQ’ed.

Good catch by the OP.

If they say “at the end of the activation do X”, the answer is yes, they occur, because the activation is ended.