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Star Wars: Imperial Assault» Forums » Rules

Subject: Ability Resolution order during attacks rss

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Pasi Ojala
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During attacks the resolution order for abilities with the same trigger are determined by the timing resolution rules.
Rules Reference Guide, Timing wrote:
Numerous game effects have the possibility of triggering at the same time. If this occurs, use the following to determine the order in which these effects are resolved:

In a campaign, resolve mission rules first, followed by effects
triggered by the Imperial player, then effects triggered by Rebel
players.

In a skirmish, resolve mission rules first, followed by effects
triggered by the player with initiative, then effects triggered by his
opponent.

During an attack, in both a campaign and a skirmish, resolve
mission rules first, followed by effects triggered by the attacker,
then effects triggered by the defender.

If there are multiple abilities in a 'class', the respective player decides the order to perform the abilities. During the campaign the imperial player decides the order of resolution of the mission/core rules. (During skirmish the player with initiative decides the order of mission/core rules.)

This post lists the timing (Mission/Attacker/Defender) for abilities during attacks from deployment cards, class cards, conditions and some items for the Campaign. (I may be missing some, especially from the agenda cards, but you get the drift). I have also added skirmish commands cards and skirmish upgrades.

Also, although not explicitly specified in the ability, most abilities have a very specific step in (or before) which to perform them depending on their effect.
Special Situations Regarding Attacks wrote:
· Any ability that is resolved "while attacking" or "while defending" can be used at any point during the attack with the following exceptions:
-- An ability that adds dice to a dice pool can only be used immediately before step 2 of the attack. (also: abilities that remove dice)
-- An ability that allows a player to reroll dice can only be used during step 3 of the attack.
-- An ability that allows a player to modify die results can only be used during step 4 of the attack. (add or remove symbols or accuracy)


So, if you are unsure in which abilities must be triggered or passed (if you choose not to use the ability you must pass in the correct order - you cannot back up the game if the other side has revealed their intentions), check this list.

Note: All surge abilities can always be triggered during the attack (including Blast, Cleave and Condition keywords) even if they end up doing nothing. But Blast, Cleave and Condition Keywords, and only Blast, Cleave and Condition Keywords (Focus, Hide, Stun, Bleed, Weaken) require that the target suffered damage from the step 7 of the attack to be performed after the attack resolves.

Also note the difference between the Condition Keywords (Focus, Hide, Stun, Bleed, Weaken) and the conditions themselves (Focused, Hidden, Stunned, Bleeding, Weakened). If a surge ability gives the condition itself (like "become Hidden" or "Choose an adjacent friendly Trooper, that figure becomes focused."), it does not require that the target suffered damage from the attack.

Also, Pierce does not remove symbols or accuracy, so it does not happen during step 4. Pierce is taken into account in step 7. Calculate Damage. (A ruling exists for the Heavy Armor command card confirming the wording on the Rules Reference Guide.)

Also note that miss is not equal to not suffering damage. Miss is caused by a dodge rolled or insufficient accuracy and causes the target to suffer 0 damage from the attack. Not suffering any damage can also happen if there are more (unpierced) blocks than damage results. The distinction is relevant for abilities with a condition "if this attack does not miss" - even if the target does not suffer damage from the attack, you can still use the ability if it reached the required accuracy and the defender did not roll a dodge.

Attacks
- Thread the Needle (Vinto Hreeda - during activation, for LoS)

0.Before Declaring Target
* Mission/Core Rules
* Attacker
- Trick Shot (before declaring, for LoS)
- Target Acquired (before declaring, for LoS)
- Combat Spotter (for LoS)
- Marksman cc (before declaring, for LoS)
- Priority Target (for LoS)
- Mandalorian Heritage (Shyla Varad, melee attack, gain Reach or surge abilities for this attack)
- Nowhere to Hide (hm, hero with a Bounty token, figures do not block LoS, add a blue die)

1.Declare Target
* Mission/Core Rules
- Bodyguard cc (really here?)
* Attacker
- Relentless
- Extended Haft (Reach)
- Ambush, Execute
- Practical Solutions
- Power Converter (if using Practical Solutions)
- Trench Fighter
- Vicious Strike
- Ferocity
- For the Cause!
- Adrenal Vapor
- Coordinated Attack
- Point Blank Shot
- Master Operative
- Mercenary Ties
- Overcharger, Vibrogenerator
- Battle Discipline
- Shock and Awe, Show of Force
- No Quarter
- Explosive Munitions (dice pool), Heavy Firepower (dice pool, +3dmg)
- Versatile Attack (dice pool), Exacting Strike (dice pool)
- Surprise Attack
- Falling Leaf
- Precise Strike (dice pool)
- Shattering Block (dice pool)
- Executioner, Imperial Dedication
- Element of Surprise cc (dice pool)
- Explosive Weaponry cc (Blast 1)
- Primary Target cc (become Focused, apply +1dmg to the attack results)
- Wild Attack cc (add 1 red die and 1 white die)
- Hunt Them Down cc (+2 Acc, Cleave 2)
- One In a Million cc (dice pool, remove defense dice)
- Trandoshan Terror cc (add 1 yellow die)
- Bodyguard Rifle (Onar Koma)
- Don't Make Me Hurt You (Onar Koma, dice pool)
- Head-Hunting (jabba's empire, target is a hero who has suffered least dmg)
- Nowhere to Run (hm, hero has suffered 3 or more strain, add +1dmg / +2dmg)
- Inspirational (Nemeses, matching trait gains +1surge and +1evade)
* Defender
- Take Cover
- Roll With It
- Decoy
- Quickdraw Holster
- Shadow Armor
- Brace Yourself cc
- Camouflage cc (become Hidden)
- Deflection cc
- Stealth Tactics cc (add 1 white die)
- Cross-Training (change 1 defense die to white)
- Inspirational (Nemeses, matching trait gains +1surge and +1evade)
- Indomitable (Nemeses, villain targeted, add 1 black die)
* (friendly to) Defender
- Overwatch
- Prey Upon Doubt, Oppression? step 4?
- Keep the Peace

2.Roll Dice
* Mission/Core Rules
- Focused (dice pool - before rolling)
- effect of Knowledge and Defense cc (add 1 white die)
* Attacker
- Front Line (before rolling)
- Arsenal, Epic Arsenal (dice pool - before rolling)
- Adaptive Weapons (dice pool - before rolling)
* Defender
- Cloaking Device (dice pool - before rolling)

3.Rerolls
* Mission/Core Rules
* Attacker
- Inspiring (Luke Skywalker)
- Resourceful, Gambit (Cheat to Win cc)
- Deadly Precision
- Force Adept
- Lady Luck (all)
- Extra Ammunition
- Targeting Computer
- Squad Training
- Versatily Weaponry
- Strike Force, Assassins
- Single-Minded
- I Can Feel It cc (reroll 1 attack die)
- Tough Luck cc can remove the results of a rerolled attack die.
- Proximity Strike (Shyla Varad)
- Hair-Trigger Pistol (Vinto Hreeda, may reroll all of your attack dice)
- Battlefield Experience (Vinto Hreeda, reroll 1 attack die)
- Rapid Fire (Vinto Hreeda, ranged attack, reroll all attack and defense dice)
- Sniper, Elite Sniper
* (friendly to) Attacker
- Force Illusion (last chance so that Hidden affects this attack)
- Vendetta (hm, hero with a Bounty token is defending to reroll 1 attack die)
- Punishing Force (Nemeses, reroll any number of attack dice)
* Defender
- Cower
- Resourceful, Gambit (Cheat to Win cc)
- Foresight, Defensive Stance
- Trophy Armor
- Reinforced Helmet
- Assault Armor
- Armor Corps
- Hard to Hit cc (reroll 1 defense die)
- I Can Feel It cc (reroll 1 defense die)
- Tough Luck cc can remove the results of a rerolled defense die.
* (friendly to) Defender
- Force Illusion cc (last chance to make the Hidden condition affect this attack)
- Guardian Stance cc (reroll 1 or more attack or defense dice)
- Scouted (hm, hero with a Bounty token is attacking, reroll defense die, convert dodge to evade)

4.Apply Modifiers
* Mission/Core Rules
- Hidden
- Weakened
* Attacker
- Havoc Shot with Veteran Prowess (to get +1dmg)
- Aim
- Fury
- Set Your Sights
- Clear-Minded
- Weapon Expert
- Gunslinger
- Cheap Shot (if Quick Draw)
- Unstoppable
- Military Efficiency
- Called Shot
- Target Acquired (if used in step 1.)
- Vibrobayonet
- Structural Weakness
- Mon Cala Special Forces (+1 Acc)
- Hunt Them Down
- Battle Vision
- Tactical Display, Balanced Hilt, Marksman Barrel, Extended Haft (Pierce 1), Spread Barrel, Shock Emitter, all innate +Acc and +1dmg etc.
- Scattergun, ACP Scattergun
- Contempt
- Combat Veterans, Shock Troopers
- Superior Augments, Experimental Arms
- Optimal Tactics
- Pinpoint Accuracy, Sharpshooters, Find the Weakness
- Embody the Force (exhaust to add hit)
- Lead from the Front
- Create Opening (when Verena is attacking - if another rebel is, probably then too)
- Other inherent abilities that add or remove symbols without having a cost.
- Deadeye cc (+2 Acc)
- sor: Fuel Upgrade cc effect adds an evade here
- Lock On cc (+3 Acc, -1 dodge, or -1 evade)
- effect of Maximum Firepower cc adds +4dmg here.
- effect of Size Advantage cc adds +2dmg and Weaken here.
- effect of Smuffled Supplies cc adds +1surge here, or +1evade in the defender timing.
- effect of Mandolorian Tactics (+1 surge)
- effect of Master Operative (+1 surge)
- effect of There is Another (+1 surge)
- effect of Take It Down (+2dmg)
- The General's Ranks (+1dmg)
- Prey on the Weak
- Mutual Destruction (Onar Koma)
- Hold Still (Onar Koma)
- Pinpoint Shot (Vinto Hreeda, remove a lot of symbols, add +1dmg and Weaken)
- Merciless (Vinto Hreeda, target has suffered damage, add +3dmg to the results)
- Most Wanted (hm, Hero is defending, +2dmg / +3dmg)
- I'm on the Leader (Nemeses, healthy hero with least dmg, add +2dmg to the results)
- Ringleader (Nemeses, +1 Acc, +1dmg)
- Devastating Legion (Nemeses, -1block or -1evade)
* (friendly to) Attacker
- Professional Aide
- Hold Still (Onar Koma)
- All-Out Attack (Shyla Varad)
- Call You Shot (guild hunters, apply -1dodge or -3block)
* Defender
- Protector, Sentinel, Distracting
- Cunning
- Lucky
- Slippery
- Duck and Weave
- Superior Positioning
- Wookiee Loyalty
- Military Efficiency
- Into the Fray
- Energy Shield
- Scout's Guidance
- Mon Cala Special Forces (evade)
- Improvised Cover
- Old Wounds
- Combat Coat, Laminate Armor, High-Impact Guard, Personal Shields
- Composite Plating
- Defensible
- Defensive
- Disposable
- Reactive Armor
- Knowledge of Attack
- True Shadow
- Covert Operative (convert Hidden to Block)
- Embody the Force (exhaust to add block)
- Other inherent abilities that add or remove symbols without having a cost.
- effect of Harsh Environment cc adds symbols here.
- effect of Survival Instincts cc adds +1blk and +1evade here.
- effect of Take Cover cc adds +1blk and -2 Accuracy here.
- Zillo Technique bottom ability (+1blk)
- effect of On a Diplomatic Mission
- Into the Frey
- Black Sun Armor (Onar Koma)
* (friendly to) Defender
- Create Opening (If a rebel other than Verena is attacking, it is friendly to attacker ability)
- Get Down (Onar Koma)
- Get Down (skirmish, Onar Koma)
- Stay Behind Me (Onar Koma)
- Deadly Grace (Shyla Varad, add +1 evade)

5.Spend Surges
* Mission/Core Rules
* Attacker
- Crushing Blow (last chance to activate)
- Field Surgeon (last chance to activate)
- Fell Swoop (last chance to activate)
- Study of Enemies (move recon token - does not affect attack pool, because happens after Apply Modifiers step)
- spend 1 surge to recover 1 strain - happens immediately (heroes, one per attack, if the hero has not suffered any strain, recover 1 damage instead)
- recover 2 damage from Automated Repairs (not confirmed, but analogous to the above ruling)
- Hunter Protocol cc
- Advanced Firepower
- actual spending of surges for surge abilities (including Deadly, Squad Command, Menace, Punishment, Aggressive Negotiations)
- Covering Fire, Cruel Strike cc
* Defender

6.Check Accuracy
* Attacker
- If not enough accuracy, the attack misses.
* Defender
- Heavy Armor (last chance here to ignore Pierce for step 7)
- Zillo Technique top ability (last chance here to affect Pierce)

7.Calculate & Apply Damage
* Mission/Core Rules
- If the attack misses, the target suffers 0 damage in this step.
- Pierce is resolved during this step.
* Attacker
- Havoc Shot (last chance to activate here! without Veteran Prowess.)
- Vibrosword (1
for Pierce 1 - last chance to activate here!)
- Intimidation
- Heavy Pressure
- Advance (friendly to attacker)
- Spectrum Scanner (friendly to att.)
- Mon Cala Special Forces (friendly to att.,recover/focused)
- Combat Momentum (friendly to attacker)
- Close Quarters (if an adjacent hostile figure defeated - attack or non-attack)
- Celebration cc (if target figure defeated)
- Disorient cc (figure with beneficial condition suffers damage)
- Opportunistic cc (hostile figure suffers damage)
- Mon Cala Special Forces (target defeated, become focused)
- Full Sweep (Shyla Varad, melee attack, last chance to add Cleave 3)
* Defender
- Power to Shields (last chance just before step 7 for Pierce, and anytime during step 7 for other of the listed keywords)
- Combat Suit
- Last Stand
- Failsafe (when has suffered damage upto Health, which can be because of Blast, Cleave, and many other non-attack actions as well)
- Parting Shot
- Field Surgeon (friendly to defender, lower part - interrupt)
- Miracle Worker (friendly to defender, instead of defeating)
- Miracle Worker cc (friendly to defender, instead of defeating)
- Executor, Vengeance, Forward Vengeance (friendly to defender)
- Noble Sacrifice (friendly to defender)
(Actually, the abilities should be divided into two: just before suffering damage, and abilities triggering from suffering damage or being defeated.)
- Debts Repaid cc (if a friendly figure defeated, ready and become focused)
- Into the Force (if defeated, another friendly figure becomes focused)
- Heroic Effort (if defeated, exchange a command card)
- Last Resort

After attack Resolves
* Mission/Core Rules
- Blast, Cleave, Condition keywords
- Punishing Strike
* (friendly to) Attacker
- Recover damage (keyword)
- Arc Blasters
- effect of Punishment(s)
- Fell Swoop
- Opportunist
- Suppressive Fire (if Havoc Shot used)
- Sidewinder
- Get Cocky
- Brutal Cleave
- Snap Kick
- No Escape
- Execute
- Stay Down
- Stay Down cc
- effect of Fighting Knife
- effect of Head-Hunting (perform another attack targeting the same hero)
* (friendly to) Defender
- Return Fire (Han Solo)
- Rage
- Figurehead
- Adrenaline Rush
- Quick As A Whip
- Furious Charge cc (you suffered 3 or more dmg)
- Fury of Kashyyyk (suffered 3 or more dmg)
- Jeswandi Training
- Fuel Injection
- Peacemaker, Life Debt
- Covert Operative (no damage suffered gives Hidden)
- Nimble
- Counter Attack cc
- effect of Deflection (if did not suffer damage)
- Payback cc

These are not strictly with the trigger after attack resolves, so they are probably happening only after performing an attack.
After Performing an attack
- Sustained Fire (after an imperial figure resolves an attack)
- Surgical Strike (after an imperial figure resolves an attack)
- Staggering Blow (after Gaarkhan resolves an attack)
- Rampage (after resolving Charge, which comes after after performing an attack)
- Don't Make Me Hurt You (Onar Koma, if target defeated, suffer damage to ready this card)
- Swords Dance (Shyla Varad, after melee attack perform another with 1 less die)
- Boltslinger (Vinto Hreeda, after resolving a ranged attack)
- Guerilla
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Jacob Young
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Oh, this is just campaign. When I saw this I thought you had done all the command cards too... that would be insane. This is great though; thanks!
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Pasi Ojala
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Tampere
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Get the Imperial Assault Campaign module for Vassal from http://www.vassalengine.org/wiki/Module:Star_Wars:_Imperial_Assault
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jakers98 wrote:
Oh, this is just campaign. When I saw this I thought you had done all the command cards too... that would be insane. This is great though; thanks!

The are a lot of abilities here that are shared with skirmish, but as I don't play skirmish, and like you said, the number of command cards is huge, you will just have to go with the basic principles for anything not in here.
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Jack Liu
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Great list
 
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Pasi Ojala
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Tampere
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Get the Imperial Assault Campaign module for Vassal from http://www.vassalengine.org/wiki/Module:Star_Wars:_Imperial_Assault
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Now with skirmish abilities and command cards (cc), Jabba's Realm wave will be added when I get it.
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Baramon
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it would be amazing to have it as pdf with icons. I hope there is a Jedi up to this task.
 
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Ryan Stripling
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Awesome list a1bert. I was wondering about Luke's deflect ability, and about abilities that trigger after an attack resolves. Does Luke have to still be alive to trigger deflect? I would assume so, but I wasn't sure if these two things (the attack resolving and so deflect triggers and him being defeated and so no longer having a deployment card in play) happened simultaneously and then maybe the player with initiative would decide the resolution order?

Thanks as always!
-ryanjamal
 
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Pasi Ojala
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Get the Imperial Assault Campaign module for Vassal from http://www.vassalengine.org/wiki/Module:Star_Wars:_Imperial_Assault
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I just got Jabba's Realm yesterday, so I have not yet added the skirmish cards nor some of the abilities from deployment cards.

The target suffers damage during step 7. If Luke is defeated during step 7 of the attack he is immediately removed from the map, and the Deflect ability is not there when after the attack resolves abilities are resolved/performed.

But I don't have the card text here now, so I may be answering a different question than you are asking.
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Ryan Stripling
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No, that's what I was asking. Thanks!
-ryanjamal
 
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Pasi Ojala
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Get the Imperial Assault Campaign module for Vassal from http://www.vassalengine.org/wiki/Module:Star_Wars:_Imperial_Assault
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Baramon wrote:
it would be amazing to have it as pdf with icons. I hope there is a Jedi up to this task.

I will try to add the icons to the post at some point. As for a PDF, we'll see. The list is not quite mature for that yet.
 
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