Onager available in Germany

By Suermel, in Star Wars: Armada

I am a bit disappointed but I think we have at least one mystery upgrade in the starhawk still.

I can see using the Fire Control Teams on my VSD2s. Excited for the Bridge upgrade.

So maybe I missed something... what is the 4 point turbolaser upgrade in the lower left corner?

Heavy Fire Zone

Why is it that the imperial ship is out before the Rebel one. Were they not meant to be out at the same time?

I would also be interested in the full salvo and ignition rules...

1 hour ago, RapidReload said:

I would also be interested in the full salvo and ignition rules...

Good morning! :) It's now only 7:30 am in Germany, sorry for the delay. I might be able to snap photos before work and post them here, but the ignition rules are lengthy... someone else might have to translate them, I don't really have much time befoe tonight. Salvo rules are mostly as already known, I think.

Edited by TheWampa
2 minutes ago, TheWampa said:

... someone else might have to translate them, I don't really have have much time befor tonight...

I'll gladly translate into English whatever you post...

57 minutes ago, JadinED said:

I'll gladly translate into English whatever you post...

I'm still a bit to shy to post images here directly, but here are all the pages from the booklet . Best wishes from your local ice cave dweller :)

Edited by TheWampa
8 hours ago, Bertie Wooster said:

Interesting that the upgrade says you must replace one defense token with a salvo token. And costs twice as much as Needa. Salvo better be worth it!

They are not unique, that should count at least.

7 hours ago, LordCola said:

Also strange for a ship to come with an upgrade it can't equip. The Onager has no offensive retrofit slot.

@TheWampa

Like Quasar and QBT

Salvo Defense Marker

A ship can spend this defense marker to perform a SALVO attack after the Resolve Damage step of this attack. If the attacker was a ship, the defender performs a SALVO attack against the attacking hull zone. For this, he uses his printed rear armanent. If the attacker was a squadron, he performs a SALVO attack against the attacker. For this, he uses his printed anti-squadron armament.

• During a COUNTER, SALVO or IGNITION attack, the SALVO defense marker cannot be spend.
• During a SALVO attack, attack range and line of sight are treated as if they were the same as in the original attack, firing archs are ignored.
• During a SALVO attack, dice cannot be added to the attack pool. (Other dice modifications are possible.)
• During a SALVO attack, only the normal critical effect can be resolved.
• If the ship that spent the SALVO defense marker is destroyed before it performed the SALVO attack, it performs the SALVO attack before it is removed from the play area.

Edited by JadinED
16 minutes ago, JadinED said:

Salvo Defense Marker

A ship can spend this defense marker to perform a SALVO attack after the Resolve Damage step of an this attack. If the attacker was a ship, the defender performs a SALVO attack against the attacking hull zone. For this, he uses his printed rear armanent. If the attacker was a squadron, he performs a SALVO attack against the attacker. For this he uses his printed anti-squadron armament.

• During a COUNTER, SALVO or IGNITION attack, the SALVO defense marker cannot be spend.
• During a SALVO attack, attack range and line of sight are treaded as if they were the same as in the original attack, firing archs are ignored.
• During a SALVO attack, dice cannot be added to the attack pool. (Other dice modifications are possible.)
• During a SALVO attack, only the normal critical effect can be resolved.
• If the ship that spend the SALVO defense marker is destroyed before it performed the SALVO attack, it performs the SALVO attack before it is removed from the play area.

Spinal YES wooohooo

29 minutes ago, ovinomanc3r said:

Spinal YES wooohooo

‘Printed rear Armament’. Located in the top paragraph. So as much as I want it to, Spinal doesn’t add to that. Just adds to the battery armament and then you can’t add dice per the salvo rules. Sorry :(

PS @JadinED . Thanks for the translation!!

Edited by cadetvw
4 minutes ago, cadetvw said:

‘Printed rear Armament’. Located in the top paragraph. So as much as I want it to, Spinal doesn’t add to that. Just adds to the battery armament and then you can’t add dice per the salvo rules. Sorry :(

PS @JadinED . Thanks for the translation!!

But you cannot add dice to the pool. Spinal doesn't do that.

7 hours ago, antisocialmunky said:

The Local Fire Control system is pretty disappointing but the Bridge Card is great especially with AFFM on a Sloan list or one of the navigation commands or some sort of MSU.

Yeah, the Quasar is the only ship in my head where every upgrade slot is gold.

Ignition attack:

  • At the end of a ships attack it paces its ignition token in the special arc and in range if its Ignition keywords.
  • If a ship has more than one ignition keyword it may choose at what range to place the ignition token (from all eligible ranges)
  • When a ship with the Ignition keyword activates its first attack must be an Ignition attack if possible
  • After the attack step or after you perform an ignition attack you must remove the ignition token
  • "While performing an ignition attack, firing arc, range and line of sight are measured as usual with the following exceptions :"
    • You can target ships beyond the range ruler. this is called extreme range
    • you measure firing arc from the special arc that the ignition token is placed in
    • Dice are not picked based on attack range but based on the range from the ignition token to any hull zone of the defender (even to a hull zone you are not attacking)
  • Every special firing arc is associated with the hull zone it is in

Quote

Every special firing arc is associated with the hull zone it is in

So you wont be able to perform an ignition attack and attack from the front without gunnery team

Edited by LordCola
2 minutes ago, LordCola said:

"While performing an ignition attack firring arc, range and line of sight are measured as usual [...]"

This should explain how ignition attacks interact with Evade. It appears that you can use evade if you are at long and medium range from the Onager (instead of the ignition token) but not if you are beyond long or at close range.

Special battery armament, special firing arch

Some ships have a special battery armament, recognizable by the dice symbols in an additional colored armament box not associated with a shield value, and 1 or more special firing archs, marked in color on the ship base with dashed lines.

• The special battery armanent is only used while performing an IGNITION attack (see below).
• A ship with a special battery armament has the keyword IGNITION (SHORT) (see below).
• The IGNITION keyword is associated with every one of their special fire archs.
• Every special firing arch is associated with the firing arch it is situated in.

Keyword IGNITION (RANGE) : At the end of the activation of ship, this ship may, if it has the keyword IGNITION, place the target marker corresponding to its ID marker within its special firing arch and within any one of the specified range bands.

• If the ship has the keyword IGNITION (RANGE) several times (e.g. because of upgrade cards), the target marker can be placed in any one if the specified range bands.
• If at the beginning of an attack step of a ship, its target marker is in the play area, the ship must (if possible) perform its first attack during this activation against a ship in the particular special firing arch, in which there is a target marker. At the end of the attack step if the ship or after performing an IGNITION attack, the target marker is removed from the play area.
• While performing an IGNITION, firing arch, range and line of sight are measured from the ship base of the attacker, with some exceptions.
- During IGNITION attacks, even a ship beyond the range ruler can be chosen as the target of the attack. This is considered extreme distance.
- When measuring the firing arch, the special firing arch of the attacker in which the target marker is located is used, and not the standard firing arch of the associated hull zone.
- The attack dice used by the special armanent of the attacker are not depending on the attack range, but on the range measured from the target marker to any desired part of the ship base of the defender (even in different hull zones)
• Some critical effects are triggered (among others) by the IGNITION keyword. These critical effects can only be resolved during IGNITION attacks.

Edited by JadinED
13 minutes ago, LordCola said:

Ignition attack:

  • At the end of a ships attack it paces its ignition token in the special arc and in range if its Ignition keywords.
  • If a ship has more than one ignition keyword it may choose at what range to place the ignition token (from all eligible ranges)
  • When a ship with the Ignition keyword activates its first attack must be an Ignition attack if possible
  • After the attack step or after you perform an ignition attack you must remove the ignition token
  • "While performing an ignition attack firring arc, range and line of sight are measured as usual with the following exceptions :"
    • You can target ships beyond the range ruler. this is called extreme range
    • you measure firing arc from the special arc that the ignition token is placed in
    • Dice are not picked based on attack range but based on the range from the ignition token to any hull zone of the defender (even to a hull zone you are not attacking)
  • Every special firing arc is associated with the hull zone it is in

So you wont be able to perform an ignition attack and attack from the front without gunnery team

Other info like how extreme range interacts with range limited stuff like evade, Krennic, targeting scramblers??

1 minute ago, ovinomanc3r said:

Other info like how extreme range interacts with range limited stuff like evade, Krennic, targeting scramblers??

12 minutes ago, LordCola said:
16 minutes ago, LordCola said:

"While performing an ignition attack firring arc, range and line of sight are measured as usual [...]"

This should explain how ignition attacks interact with Evade. It appears that you can use evade if you are at long and medium range from the Onager (instead of the ignition token) but not if you are beyond long or at close range.

The same should apply to any range check I assume.

Just called my FLGS and they confirmed that they just got the Onagers today and they will start to send them to customers throughout the day. I guess Christmas came early in Germany this year. 😜

1 hour ago, JadinED said:

During a SALVO attack, dice cannot be added to the attack pool. (Other dice modifications are possible.)

I think it means you may modify dice during Attack Step 3: Resolve Attack Effects , as long as you don't add dice. You may reroll , change or spend dice.

4 minutes ago, Triangular said:

I think it means you may modify dice during Attack Step 3: Resolve Attack Effects , as long as you don't add dice. You may reroll , change or spend dice.

And exchange. Anything really, except add.

2 minutes ago, Green Knight said:

And exchange. Anything really, except add.

Yeah, but the Varnillian card says: "spend 1 die ... to exchange it" So technically that should be a spend -action.

53 minutes ago, LordCola said:

This should explain how ignition attacks interact with Evade. It appears that you can use evade if you are at long and medium range from the Onager (instead of the ignition token) but not if you are beyond long or at close range.

If that were true it would be incredible. I can only hope evade rules and similar were falsely omitted in the booklet.

That is ofc a separate and distinct issue for ffg.

Or maybe they would need to clarify too many cards for the booklet and thus chose to do it via faq?

Edited by RapidReload