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By Karneck, in Star Wars: Armada Rules Questions

@ovinomanc3r

For all of the following, please note, this is not official FFG response. Rather discussions and conclusions from judges.
Take that as you will. Form your own opinions, or feel free to use this one.

On Ashoka
Q: Must the target of the attack be at distance 1 from Ahsoka or at distance 1 from the chosen friendly squadron?

A: The target of the attack is the target that is at distance 1 of the chosen friendly squadron. It does not need to be at distance 1 of Ahsoka.
Jendons effect also works in this way, as you are choosing another friendly squadron to conduct an attack. Not that Jendon must also be in range of that target for the chosen squadron to attack that target.


On Kit Fitso

Q: Can I choose to trigger his effect with exhausted defense tokens?

A: Yes. You can resolve the card effect with an exhausted defense token.

When you "spend" that defense token, you can choose to "discard" it for the cards effect before it is "discarded" by being "spent". Regardless if the defense token was readied or exhausted. This is further enforced in RRG by the new Evade changes.
But you cannot "spend" it to resolve Brace and then "discard" it to resolve the card effect. You must choose which effect you wish to resolve.

On Nevoota Bee
Q: Do all non-unique squadrons actually benefit from BOTH effects?

A: Yes.
Because if the second effect were to be limited to only Swarm that was already on squadrons and not given, the effect would of read "printed Swarm". See the Starhawk "Unity" upgrade card as an example.

Q: Does Reserve Hanger Decks work with Nevoota Bee if that non-unique squadron is destroyed during that ships activation?
A: Yes.

On Swivel Mount Batteries
Q: Does salvo attacks loose a die when a side hull zone is marked with a focus token?

A: Salvo attacks originate from the hull zone that is defending. You are just gathering a dice pool using the “printed rear armament” of the rear hull zone. Not from the rear hull zone itself. Thus if the Salvo attack is originating from an “adjacent hull zone” of the marked Focus hull zone. It would lose a die from its attack pool.

On Implacable

Q: Can Implacable Resolve on itself?
A: Yes.


Q: What is the timing of Implacable? It seems like it should work after defense token spending.
A: Yes, this title works in step 5 of an attack “Resolve Damage”, which is after step 4 “Spend defense tokens.”
Thus, before damage is suffered (after any critical effects are applied, if applicable), you can exhaust this card to resolve its effect.

On Obi-Wan Kenobi

Q: Does Kenobi and Expert Shield Techs effects work together?
A: Yes, you can resolve both effects to reduce damage by 2.

Q: Does Kenobi effect work with the Reactive Gunnery effect?
A: Yes, as long as you “spent” a “readied Redirect token”.



On Sa Nalaor

Q: Does this title work with the evade discard to get an additional die against larger ships?
A: No it does not. Evade rules state “token” not “effect”.
RAW is clear. "Effect" is not "Token". Thus Sa Nalaor would not be able to resolve the additional die effect and have that chosen token (which none are Evade tokens) be discarded.
This quote from the discussions I felt was important to add.
"Enough other stuff depends on a distinction between the defense token and the defense effect that such a distinction should be upheld.
The idea that the developers limited the bonus effect only to those ships that actually have the Evade token is not unreasonable. "

Edited by Karneck

For all of the following, please note, this is not official FFG response. Rather discussions and conclusions from judges, the following also is NOT what we considered "finalized" but the best effort we are able to draw at THIS point in time and plan to revisit this at some point in the future.
Take that as you will. Form your own opinions
, or feel free to use this one.

On Hyperwave Signal Boost

Q: Do you activate the usual 2 squadrons + ships squadron amount, or only the ships squadron amount.
A: You activate the number of squadrons as defined by the squadron value of the ship equipped with this card. As you are choosing to resolve an alternative way to activate squadrons, and not the usual “2” squadron activations.
This precedent is based on Mon Mothmas FAQ
“Mon Mothma’s ability provides an alternative way to spend Evade defense tokens; an Evade defense token spent in this way does not also produce its normal effect.”

To apply the precedent, it would be in this manner. “Hyperwave Signal Boost’s ability provides an alternative way to activate squadrons; Squadrons activated in this way does not also produce the normal activation procedure”

Q: The card says "exhaust this card to choose a number" , Can I choose 0 squadrons to activate? (Added 12/20/2020)
A: Yes. 0 is a number. You could exhaust HSB and not activate any squadrons your fleets turn and pass your turn essentially.

Q: How many of these cards can you use at once?
A: There are no restrictions on this effect due to the word “during”. Meaning, multiple copies of this card can each resolve their effect during your fleet’s turn to activate squadrons. Each card’s effect must be resolved separately.
The precedent being Targeting Scramblers wording and its FAQ.
“Multiple copies of this card can each resolve their effect during the same attack. Each card’s effect must be resolved separately”

Follow up Q: Does that mean I can do them all at once during one part of "your fleets turn to activate" or can I spilt up how many cards I use each time it is "your fleets turn to activate".
A: You can resolve each HSB in one go, for example to use two different HSB's to activate 6 squadrons (3 from each card, each card resolved separately) for that period it is your time to activate squadrons, or over the course of two of your turns to activate squadrons, you can use one HSB at a time.

A follow up on the Follow up Q

Q: If I have multiple copies of HSB in a fleet, can I resolve them in different "turns" during the Squadron Phase and can I choose which turns to use them on?

Based on my understanding, the answer should be something like:

A: Yes and Yes. You can resolve HSB on any of your "turns" during the Squadron Phase. If you have multiple copies you can resolve any number of copies of HSB during any one "turn" (resolving each one fully before moving to the next; exhaust one copy -> activate squadrons -> exhaust the next -> activate new squadrons etc.). You can resolve different copies of HSB on different "squadron turns."

For example, with 3 copies of the card (and enough squadrons) the Squadron Phase could go: normal squadron turn -> opponent's turn -> HSB activation -> HSB activation -> opponent's turn -> HSB activation -> opponent's turn.

A: Exactly correct. You decide when, if, and how many HSB's you wish to resolve when it is your fleets turn to activate squadrons. If that will be the "normal" amount, 1 HSB or multiples in succession before it is back to your opponents turn to active squadrons.
.
Q: Does this work with Relay?
A: No, As Relay is from a ship resolving a squadron command. HSB is just changing how many squadrons "activate" and this activation is not done by a ship.
.
Q: Do Squadrons get to move and shoot with this card effect?
A: Short answer, No. “While attacking”, only, do you treat squadrons “as if” activated by a squadron command.
Long answer.
Per RRG this is how squadron activation is defined.
“When a squadron is activated during the Squadron Phase, it can move or attack, but not both.”
B) “When a squadron is activated by a Squadron command, it can move and attack in any order.”

You are still restricted by the Squadron Phase definition of activation, as the activation granted by HSB is not considered a Squadron command resolution in allowing a squadron the choice to move and shoot. It allows activation of squadrons but not by squadron command resolution. Only when you choose to attack with squadrons are attacks, and attacks ONLY, “are treated as if activated by a Squadron command”.


Further insight on the discussion.
Karneck: Would a ship resolving a squadron command in the ship phase prevent HSB squadrons from attacking because of the “as if” activation by a squadron command?

Dras: Irrelevant. It's as if activated by a squadron command, but not stating that THAT SHIP is activating the Squadron.
Ergo the ship is not double-squadron-command activating.

Karneck: Fair point, however is the "you" in HSB the player or the ship? it has to be the ship, because you need to know where to range from to activate squadrons from close-long range.

Dras: No, You Choose the Squadrons. But the card just says "Activate those Squadrons", Not "YOU Activate those Squadrons".

Karneck: but it also states "your squadron value".

Dras: Sure, a number picked, but nowhere does it state that you are activating them.
They're activating using your statistics, maybe. But “you're” not activating them. “They're” activating.

Edited by Karneck

For all of the cards that get exhausted on use and need a token to refresh, what is the timing on the refresh? Can I exhaust and refresh during the same activation, or do I need to wait until status phase or some other timing period?

Edit: Nevermind...I found a relevant thread....

Edited by itzSteve
30 minutes ago, itzSteve said:

For all of the cards that get exhausted on use and need a token to refresh, what is the timing on the refresh? Can I exhaust and refresh during the same activation, or do I need to wait until status phase or some other timing period?

Edit: Nevermind...I found a relevant thread....

:)
Glad you found the answer, but for answerings sake for others. Cards are readied in status phase (with some doing so freely, and others paying a cost), unless some other card effect allows them to be readied sooner.

Read more on Page 15 of the RRG.

Edited by Karneck

If 404 is on 1 hull left, it cannot use its special ability, correct? The way I read it, it would be destroyed before you even add the extra die...so don't do it.

How does " Kickback " interact with Counter X ?

Kickback : "After you perform an attack, you may move up to distance 1, even if you are engaged."

Counter X : "After a squadron performs a non- COUNTER attack against you, you may attack that squadron with an anti-squadron armament of blue dice equal to X, even if you are destroyed."

  1. If the Kickback player is First Player, can Kickback move up to distance 1 before the Second Player has the option to perform a counter attack?
  2. If Kickback moves beyond the attack range of the initial defender as a result of this move, can the defender still perform a counter attack?
  3. If Kickback moves so that Line of Sight is now obstructed (or was obstructed before and isn't now), is the counter attack obstructed (or does it match the obstruction of the original shot)?

My thoughts are 1) Yes, 2) No, 3) Yes.

The timing windows for Kickback 's effect and counter are the same ("after... perform(s) a(n)... attack"), and ties go to the First Player. For the other questions, a counter attack is still an attack, so goes through the normal attack rules, which include the range and line of sight checks.

Beast of Burden.

When using it's ability, it chooses a number of defence tokens to spend. Then it:

1) readies that number of defence tokens on each ship it chooses. ie up to three per ship.

2) readies that number of defence tokens in total, spread out over any ships in range. ie up to three in total.

Which is true?

4 hours ago, Bertie Wooster said:

If 404 is on 1 hull left, it cannot use its special ability, correct? The way I read it, it would be destroyed before you even add the extra die...so don't do it.

For all of the following, please note, this is not official FFG response. Rather discussions and conclusions from judges.
Take that as you will. Form your own opinions.

This is a fantastic question! and resulted in some quite excited chatter over how Armada was 404 errored and must restart.
So here is the "best" answer we can give. But as with all of these, not a 100% answer.

Our read is that yes, as soon as you suffered the 1 damage to add the die. The squadron would be immediately destroyed and no longer able to continue the attack. Based on the following RRG

"A squadron is destroyed when it is reduced to zero hull points."

"When a squadron is destroyed, remove it from the play area"

"Destroyed ships and squadrons are no longer in play."

That said, there is nothing in RRG that can fully 100% support this, as we have no other cases of where an attack that is in motion, is suddenly, not in motion anymore. There are no other use cases of something that is currently attacking , and is destroyed WHILE attacking.

HOWEVER we do have a somewhat similar case.

That of Moff Jerjerrod.

"During a friendly ship's Determine Course step, it may suffer 1 damage to change the first yaw value of its current speed to "II" until the end of its activation."

Ship movement has two steps in RRG.

Step 1: Determine Course.

Step 2: Move Ship.

Moff JJ's ability takes place in Step 1 of the maneuver. With step 2 being the actual physical movement of the ship.

IF you took a Moff JJ damage in step 1: Determine course, that would place the ship at 0 health. The ship would be immediately destroyed and removed from play before moving on to step 2. Per RRG "When a ship has damage cards equal to its hull value, it is immediately destroyed." and "Destroyed ships and squadrons are no longer in play."

With this reasoning can follow the same steps with 404

404 would suffer its 1 damage, in step 3 of an attack, drop to 0 health and it would be destroyed and removed. So when you try moving on to step 4 of an attack. You cannot, and the attack ends.


That said. This is something that will require a FAQ from AMG for sure. Until then, draw your own conclusions, form your own opinions, or feel free to accept this one. :)

Edited by Karneck
3 hours ago, Grumbleduke said:

How does " Kickback " interact with Counter X ?

Kickback : "After you perform an attack, you may move up to distance 1, even if you are engaged."

Counter X : "After a squadron performs a non- COUNTER attack against you, you may attack that squadron with an anti-squadron armament of blue dice equal to X, even if you are destroyed."

  1. If the Kickback player is First Player, can Kickback move up to distance 1 before the Second Player has the option to perform a counter attack?
  2. If Kickback moves beyond the attack range of the initial defender as a result of this move, can the defender still perform a counter attack?
  3. If Kickback moves so that Line of Sight is now obstructed (or was obstructed before and isn't now), is the counter attack obstructed (or does it match the obstruction of the original shot)?

My thoughts are 1) Yes, 2) No, 3) Yes.

The timing windows for Kickback 's effect and counter are the same ("after... perform(s) a(n)... attack"), and ties go to the First Player. For the other questions, a counter attack is still an attack, so goes through the normal attack rules, which include the range and line of sight checks.

For all of the following, please note, this is not official FFG response. Rather discussions and conclusions from judges.
Take that as you will. Form your own opinions, or feel free to use this one.


These are some great questions!

So, as you mention. We must consider "Effects use and Timing"

"If both players have effects with the same timing, the first player resolves all of their effects with that timing first."
"If two or more of a player’s effects have the same timing, that player can resolve those effects in any order."

As you mention, it would depend on WHOM is first and second player. The first player resolves their effects first in the same timing window, followed by the second player.

So
1) Yes, if KB is first player, KB can resolve its effect and move before the counter attack is preformed by the second player.
If KB, is second player, the first player Counter would happen first, followed by KB's movement.

2)Yes, you can attack with Counter .
Counter is NOT limited by attack range. You may be thinking of QLT that has a restriction or of Snipe which cannot be Countered , but Counter inherently does not have any restrictions on attack range. It states that if you are attacked by a non counter attack, you may attack that squadron.

3) Yes, if KB is first player and moves so that line of sight is now obstructed (or to be not obstructed) then the Counter attack would gain or lose a die depending on LoS, it draws a new LoS, unlike Salvo which uses the same LoS.

Edited by Karneck
3 hours ago, Flengin said:

Beast of Burden.

When using it's ability, it chooses a number of defence tokens to spend. Then it:

1) readies that number of defence tokens on each ship it chooses. ie up to three per ship.

2) readies that number of defence tokens in total, spread out over any ships in range. ie up to three in total.

Which is true?

For all of the following, please note, this is not official FFG response. Rather discussions and conclusions from judges.
Take that as you will. Form your own opinions, or feel free to use this one.


Its number 2.

Beast of Burden

"When you activate, you may exhaust this card and spend 1 or more of your defense tokens to choose up to that many defense tokens on friendly ships at distance 1–3 and ready those defense tokens."



When BoB activates, it may exhaust the card. If you do, it spends 1 or more tokens, you then choose friendly ships at distance 1-3 and ready defense tokens according to the amount spent, which also can include BoB itself.

So only up to three tokens in Total across however many friendly ships in range. So either 3 on ship A; or 2 on A and then 1 on B; or 1 on A, 1 on B, and 1 on C, etc.


We know that BoB is able to choose itself due to Major Rhymors wording and FAQ. As the text on BoB does not state OTHER friendly ships. Just "Friendly ships", which includes itself.
One thing I do want to point out. if you spend an exhausted token on BoB, it is discarded BEFORE you would have a chance to refresh it with this card effect.

Edited by Karneck

Hand of Justice is jealous...

Iden Version + new evade?

Iden Versio provide an alternative way to spend evade tokens at close range just as Mom Mothma. Are these alternative ways compatible with the "extra die" effect against larger ships?

On 12/4/2020 at 7:22 AM, Karneck said:

Karneck: Fair point, however is the "you" in HSB the player or the ship? it has to be the ship, because you need to know where to range from to activate squadrons from close-long range.

Dras: No, You Choose the Squadrons. But the card just says "Activate those Squadrons", Not "YOU Activate those Squadrons".

Karneck: but it also states "your squadron value".

Dras: Sure, a number picked, but nowhere does it state that you are activating them.
They're activating using your statistics, maybe. But “you're” not activating them. “They're” activating.

The cards refers to the ship. Activate those squadrons points to "you" and until clarified anything else, that "you" is the ship. Imperative tense doesn't have grammatical subject, but they have subject and it's "you". Rules specify how to read "you" in those contexts but doesn't change how English builds sentences.

However I agree with Draw on this: it's irrelevant as even if the ship activate the squadrons, it doesn't activate them by a squadron command.

However it will require to be adressed if any future effect triggers on activating squadrons but not while resolving a squadron command.

Thanks by the way for all the work!

2 hours ago, ovinomanc3r said:

Iden Version + new evade?

Iden Versio provide an alternative way to spend evade tokens at close range just as Mom Mothma. Are these alternative ways compatible with the "extra die" effect against larger ships?

The cards refers to the ship. Activate those squadrons points to "you" and until clarified anything else, that "you" is the ship. Imperative tense doesn't have grammatical subject, but they have subject and it's "you". Rules specify how to read "you" in those contexts but doesn't change how English builds sentences.

However I agree with Draw on this: it's irrelevant as even if the ship activate the squadrons, it doesn't activate them by a squadron command.

However it will require to be adressed if any future effect triggers on activating squadrons but not while resolving a squadron command.

Thanks by the way for all the work!

As Mentioned, it doesn't even say: " You activate these squadrons." If it said that , it'd be a whole other ball game.

Instead we get: " Activate these squadrons..."

There's no ownership imperative. Its just *done*, not by any ship in particular. In much the same way that Han Solo isn't actually relying on a ship, and has no ship attached to his activation.

Thank you for the response.

14 hours ago, Karneck said:

Counter is NOT limited by attack range. You may be thinking of QLT that has a restriction or of Snipe which cannot be Countered , but Counter inherently does not have any restrictions on attack range. It states that if you are attacked by a non counter attack, you may attack that squadron.

I wasn't thinking of QLT or Snipe, my reasoning here was that Counter is a type of attack, so it follows all the normal rules and steps for an attack ("Declare Target, Roll Attack Dice, Resolve Attack Effects" etc.). All the normal rules of attack apply except the two that the Counter rules override explicitly; the defender must be the attacking squadron, and the attack uses the special anti-squadron armament (hence the attack can resolve attack effects such as Swarm, the defender can spend Defense Tokens and so on).

That would include the rule under Declare Target that " f the attacker is a squadron, the defending squadron or hull zone must be at distance 1." So unless the Counter rules implicitly override that, or we skip all the Declare Target step (so no measuring line of sight), if a first-player Kickback can get beyond distance 1 of the squadron it attacked, the counter attack would fail at the Declare Target step.

Having said all that, I think Counter overriding the distance check can be taken as intended from the rules for Snipe. If the distance 1 check was part of a Counter attack it would also be part of a Snipe attack, and so Snipe wouldn't have to be explicit that it ignores Counter (as a Counter attack to a Snipe attack would fail anyway). Except then the Snipe rules also say that those attacks can be modified by things like Swarm, whereas that isn't made explicit for Counter - so there must be some redundancy in the rules for Snipe. Urgh...

I can see this going both ways, so I will defer to your officially-unofficial judgement.

Does Nevoota Bee grant an additional instance of swarm to V-19s?

If so, do they stack?

Just now, Flengin said:

Does Nevoota Bee grant an additional instance of swarm to V-19s?

If so, do they stack?

Not unless they have a numerical value.

How does Kraken interacts with Salvo?
Can I use his(?) ability during a salvo attack and then (or before) again during the activation of the ship that salvo-ed? Because the text said "Once per activation". The enemy ship is during its activation, but when it is my ships turn it is already a different activation. Does my question make sense?

1 hour ago, sasska said:

How does Kraken interacts with Salvo?
Can I use his(?) ability during a salvo attack and then (or before) again during the activation of the ship that salvo-ed? Because the text said "Once per activation". The enemy ship is during its activation, but when it is my ships turn it is already a different activation. Does my question make sense?

Yes, just as Screed can.

1 hour ago, Formynder4 said:

Yes, just as Screed can.

Thanks, that was my interpretation as well :)

On 12/5/2020 at 3:15 AM, ovinomanc3r said:

Iden Version + new evade?

Iden Versio provide an alternative way to spend evade tokens at close range just as Mom Mothma. Are these alternative ways compatible with the "extra die" effect against larger ships?

The cards refers to the ship. Activate those squadrons points to "you" and until clarified anything else, that "you" is the ship. Imperative tense doesn't have grammatical subject, but they have subject and it's "you". Rules specify how to read "you" in those contexts but doesn't change how English builds sentences.

However I agree with Draw on this: it's irrelevant as even if the ship activate the squadrons, it doesn't activate them by a squadron command.

However it will require to be adressed if any future effect triggers on activating squadrons but not while resolving a squadron command.

Thanks by the way for all the work!


For Iden, please refer to Mon Mothma FAQ. It establishes that using the card effect it is an "alternative" way to resolve. NOT in "addition".
Meaning you could not, for example, cancel 3 die with Iden.
But you could cancel 2 die at long range or close range IF the evade token is "discarded" and against a larger ship. (Not any ships the same size class or smaller)

For HSB Yes, the card does refer to the ship. However as mentioned in the writing, this is not a SHIPS activation that is resolving this card effect with a squadron command.
This is the squadron phase, squadrons "activate" themselves.
This card effect is simply replacing the normal "2" squadrons that activate themselves, with the ships squadron count when you exhaust this card.

Again, the ship chooses "a number of unactivated , friendly squadrons at close-long range up to your squadron value.
THIS turn, activate each of those squadrons."

Again, note that it does not state, "YOU activate each of those squadrons" The ship is not activating those squadrons. Simply that it CHOOSES what will activate based on its squadron value, and then those squadrons activate themselves.

I absolutely agree that future card effects relating to squadrons for CIS will need to tread more carefully around this card.

Edited by Karneck
On 12/5/2020 at 9:14 AM, Grumbleduke said:

Thank you for the response.

I wasn't thinking of QLT or Snipe, my reasoning here was that Counter is a type of attack, so it follows all the normal rules and steps for an attack ("Declare Target, Roll Attack Dice, Resolve Attack Effects" etc.). All the normal rules of attack apply except the two that the Counter rules override explicitly; the defender must be the attacking squadron, and the attack uses the special anti-squadron armament (hence the attack can resolve attack effects such as Swarm, the defender can spend Defense Tokens and so on).

That would include the rule under Declare Target that " f the attacker is a squadron, the defending squadron or hull zone must be at distance 1." So unless the Counter rules implicitly override that, or we skip all the Declare Target step (so no measuring line of sight), if a first-player Kickback can get beyond distance 1 of the squadron it attacked, the counter attack would fail at the Declare Target step.

Having said all that, I think Counter overriding the distance check can be taken as intended from the rules for Snipe. If the distance 1 check was part of a Counter attack it would also be part of a Snipe attack, and so Snipe wouldn't have to be explicit that it ignores Counter (as a Counter attack to a Snipe attack would fail anyway). Except then the Snipe rules also say that those attacks can be modified by things like Swarm, whereas that isn't made explicit for Counter - so there must be some redundancy in the rules for Snipe. Urgh...

I can see this going both ways, so I will defer to your officially-unofficial judgement.

I too can see the argument for both, but I tend to treat squadron keywords as similar (but not quite) to a card effect, as it IS an effect that can change how an attack is performed.
Similar to how SALVO is an effect that is overwriting RRG based on "Golden Rule".

That said, I don't think a clarification could hurt, but that would depend on AMG.

Also, I think there is some precedent based on Whispers FAQ to see that there might be some Intent from the Devs that you can't escape Counter. In that attack needs to be completed before moving. But again, debatable.
"When Whisper performs a counter attack from an effect such as Dengar, that attack must be resolved before Whisper resolves their effect to move after defending."

Edited by Karneck
On 12/4/2020 at 6:22 AM, Karneck said:

Follow up Q: Does that mean I can do them all at once during one part of "your fleets turn to activate" or can I spilt up how many cards I use each time it is "your fleets turn to activate".
A: You can resolve each HSB in one go, for example to use two different HSB's to activate 6 squadrons (3 from each card, each card resolved separately) for that period it is your time to activate squadrons, or over the course of two of your turns to activate squadrons, you can use one HSB at a time.

Clarification on the HSB Follow-up Q:

Q: If I have multiple copies of HSB in a fleet, can I resolve them in different "turns" during the Squadron Phase and can I choose which turns to use them on?

Based on my understanding, the answer should be something like:

A: Yes and Yes. You can resolve HSB on any of your "turns" during the Squadron Phase. If you have multiple copies you can resolve any number of copies of HSB during any one "turn" (resolving each one fully before moving to the next; exhaust one copy -> activate squadrons -> exhaust the next -> activate new squadrons etc.). You can resolve different copies of HSB on different "squadron turns."

For example, with 3 copies of the card (and enough squadrons) the Squadron Phase could go: normal squadron turn -> opponent's turn -> HSB activation -> HSB activation -> opponent's turn -> HSB activation -> opponent's turn.

4 hours ago, Grumbleduke said:

Clarification on the HSB Follow-up Q:

Q: If I have multiple copies of HSB in a fleet, can I resolve them in different "turns" during the Squadron Phase and can I choose which turns to use them on?

Based on my understanding, the answer should be something like:

A: Yes and Yes. You can resolve HSB on any of your "turns" during the Squadron Phase. If you have multiple copies you can resolve any number of copies of HSB during any one "turn" (resolving each one fully before moving to the next; exhaust one copy -> activate squadrons -> exhaust the next -> activate new squadrons etc.). You can resolve different copies of HSB on different "squadron turns."

For example, with 3 copies of the card (and enough squadrons) the Squadron Phase could go: normal squadron turn -> opponent's turn -> HSB activation -> HSB activation -> opponent's turn -> HSB activation -> opponent's turn.

Exactly correct. You decide when, if, and how many HSB's you wish to resolve when it is your fleets turn to activate squadrons. If that will be the "normal" amount, 1 HSB or multiples in succession before it is back to your opponents turn to active squadrons.

This is a great follow up and I will pull your follow up question and example to the main post.

Edited by Karneck
2 hours ago, Karneck said:

Exactly correct. You decide when, if, and how many HSB's you wish to resolve when it is your fleets turn to activate squadrons. If that will be the "normal" amount, 1 HSB or multiples in succession before it is back to your opponents turn to active squadrons.

This is a great follow up and I will pull your follow up question and example to the main post.

Now you (slightly) confuse me.

WHEN = 1 instance?

Or, bc they are separate cards, EACH CARD can apply its WHEN?

w9_off_hyperwave-signal-boost.png

18 hours ago, Karneck said:


For Iden, please refer to Mon Mothma FAQ. It establishes that using the card effect it is an "alternative" way to resolve. NOT in "addition".
Meaning you could not, for example, cancel 3 die with Iden.
But you could cancel 2 die at long range or close range IF the evade token is "discarded" and against a larger ship. (Not any ships the same size class or smaller)

Sorry for still pushing with Iden and Mothma.

I get that you cannot resolve the normal evade effect AND Iden/Mothma to add up these effects but the question is, is the new thing about discarding evade tokens against larger ships part of the "default" evade token effect? If it is, why could Iden cancel two dice at short as she is not resolving the evade effect rather than her own effect.

How I understood this: I spend an evade token and I might choose to resolve it's effects or Versio's/Mothma's effect.

If the extra die thing is compatible with these card effects Iden could cancel two dice and Mothma should reroll three.