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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.

Note that every ability, including surge abilities can be only used once per timing instance. So, each attack ability can be only used once per attack.
Abilities wrote:
· If an ability is "used," it can be triggered multiple times each round, but it can only be triggered once per timing instance.


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.

Also see Attack Summary sheet:



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

0.Before Declaring Target
* Mission/Core Rules
* Attacker and friendly to 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)
- For the Cause! (with conditions being core rules should be here instead of "when declaring")
- Electrostaff (gain Reach or Cleave 2mb for this attack - should be before declaring)
- Ballistics Matrix cc (for LoS)
- Assassin (become Focused)

1.Declare Target
* Mission/Core Rules
* Attacker and friendly to attacker
- Relentless
- Extended Haft (Reach)
- Ambush, Execute
- Practical Solutions
- Power Converter (if using Practical Solutions)
- Trench Fighter
- Vicious Strike
- Ferocity
- For the Cause! (with conditions being core rules should be "before declaring")
- 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, +3mb)
- 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 +1mb to the attack results)
- Wild Attack cc (add 1 red die to the attack and 1 white die to the defense pool)
- 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 mb)
- Nowhere to Run (hm, hero has suffered 3 or more
, add +1mb / +2mb)
- Inspirational (Nemeses, matching trait gains +1
and +1
)
- effect of Blood Feud cc (Jabba the Hutt, +1mb)
- Tools for the Job cc (add 1 attack die of your choice to the attack pool)
- Weapons Cache (you or adjacent friendly figure, discard a token for +1mb)
- Disruption Cell (replace 1 die in your attack pool with a red die)
- Energized Hilt (exhaust to replace 1 die in your attack pool)
- Bolt Upgrade (exhaust to replace 1 die in your attack pool)
- Hand Cannon (may apply -1mb and +2 Accuracy to the results)
- Scavenged Weaponry skirmish upgrade (exhaust to add +1mb)
* Defender and friendly to defender
- Bodyguard cc (can change the defender - interacts with e.g. Element of Surprise, One In a Million, Wild Attack, etc. that affect the defense pool.)
- 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 +1
and +1
)
- Indomitable (Nemeses, villain targeted, add 1 black die)
- Run for Cover cc (choose 1 die to remove from the attack pool)
- Overwatch
- Prey Upon Doubt, Oppression? step 4?
- Keep the Peace
- Shadowsilk Cloak (exhaust when attack targeting you is declared to apply -2 Accuracy and +1
to the results)

2.Roll Dice
* Mission/Core Rules
- Focused (dice pool - before rolling - condition card has "when declaring" though)
- effect of Knowledge and Defense cc (add 1 white die)
* Attacker and friendly to attacker
- Front Line (before rolling)
- Arsenal, Epic Arsenal (dice pool - before rolling)
- Adaptive Weapons (dice pool - before rolling)
- Fly-By (dice pool - before rolling)
* Defender and friendly to defender
- Cloaking Device (dice pool - before rolling)
- Battlefield Awareness cc (when another friedly within 3 spaces rolls dice, reroll 1 die)
- Brace for Impact cc (dice pool - before rolling)

3.Rerolls
* Mission/Core Rules
* Attacker and friendly to attacker
- Inspiring (Luke Skywalker)
- Resourceful, Gambit (Cheat to Win cc)
- Deadly Precision
- Force Adept
- Lady Luck (all)
- Extra Ammunition (reroll 1 attack die during an attack with a ranged weapon)
- Targeting Computer
- Squad Training
- Versatily Weaponry
- Strike Force, Assassins
- Single-Minded
- I Can Feel It cc (reroll 1 attack die)
- attack dice reroll: Tough Luck cc can remove the results of a rerolled attack die.
- defense dice reroll: Tough Luck cc can remove the results of a rerolled defense 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 (Alliance Ranger, if target 5+ spaces away, may reroll 1 attack die)
- Elite Sniper (elite Alliance Ranger, if target 5+ spaces away, may reroll upto 2 attack dice)
- Mitigate cc (reroll 1 attack die)
- Targeting Network cc (reroll 1 attack die)
- 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)
- Modified Energy Cannon (reroll 1 attack die when attacking with this weapon)
- Admiral's Uniform (exhaust for a Rebel figure within 3 spaces to reroll any number of rolled dice)
- Trusted Ally (skirmish upgrade, exhaust for a friendly figure within 3 spaces to reroll 1 attack die)
* Defender and friendly to 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)
- defense dice reroll: Tough Luck cc can remove the results of a rerolled defense die.
- 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
)
- Admiral's Uniform (exhaust for a Rebel figure within 3 spaces to reroll any number of rolled dice)
- (not really here, but for speedyness could be declared here) On the Lam cc (interrupt to perform a move, before attacker applies modifiers)

4.Apply Modifiers
* Mission/Core Rules
- Hidden
- Weakened
- On the Lam cc (last chance here, best to play at the end of step 3. Interrupt to perform a move, before attacker applies modifiers.)
* Attacker and friendly to attacker
- Havoc Shot with Veteran Prowess (to get +1mb)
- 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 +1mb 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
here
- Lock On cc (+3 Acc, -1 dodge, or -1
)
- effect of Maximum Firepower cc adds +4mb here.
- effect of Size Advantage cc adds +2mb and Weaken here.
- effect of Smuffled Supplies cc adds +1
here, or +1
in the defender timing.
- effect of Mandolorian Tactics (+1
)
- effect of Master Operative (+1
)
- effect of There is Another (+1
)
- effect of Take It Down (+2mb)
- The General's Ranks (+1mb)
- Prey on the Weak
- Mutual Destruction (Onar Koma)
- Hold Still (Onar Koma)
- Pinpoint Shot (Vinto Hreeda, remove a lot of symbols, add +1mb and Weaken)
- Merciless (Vinto Hreeda, target has suffered damage, add +3mb to the results)
- Most Wanted (hm, Hero is defending, +2mb / +3mb)
- I'm on the Leader (Nemeses, healthy hero with least mb, add +2mb to the results)
- Ringleader (Nemeses, +1 Acc, +1mb)
- Devastating Legion (Nemeses, -1
or -1
)
- Positioning Advantage cc (+1mb)
- Blitz cc (+1mb)
- Heightened Reflexes cc (remove results of one defense die)
- Feeding Frenzy (Skirmish Attachment)
- effects of Cavalry Charge cc (Captain Terro)
- Assassinate cc (+3mb)
- Turbocharger (discard token for +1
)
- Power Generator (discard crate for +2mb and Pierce 2)
- Combat Visor (1
: apply +2 Accuracy to the results)
- Professional Aide
- Hold Still (Onar Koma)
- All-Out Attack (Shyla Varad)
- Call You Shot (guild hunters, apply -1dodge or -3
)
- Macrobinoculars (discard for +1
, +3 Accuracy)
- Sniper Scope (if target space 5 or more spaces away +1
)
- Call the Shots (+2 Acc, +1mb, or +1
, once per round)
- effect of Utinni! (+1 accuracy)
- Motivators (+1 Accuracy to friendly Droids)
* Defender and friendly to 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 (
)
- 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
)
- Embody the Force (exhaust to add
)
- 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 +1
and +1
here.
- effect of Take Cover cc adds +1
and -2 Accuracy here.
- Zillo Technique bottom ability (+1
)
- effect of On a Diplomatic Mission
- Into the Frey
- Black Sun Armor (Onar Koma)
- Parry cc (+1
)
- effect of Take Position cc
- Take Cover (-1
, +1
)
- 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
)

As soon as there is both a negative and positive of the same symbol, they annihilate each other. This is needed for Weakened to work with Cunning as intended. Remaining evades cancel any remaining surges at the end of step 4.

5.Spend Surges
* Mission/Core Rules
* Attacker and friendly to 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
to recover 1
- happens immediately (heroes, one per attack, if the hero has not suffered any
, recover 1mb instead)
- recover 2mb 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, Harass, Haggle, Bargain, Shocking Palm)
- use surge abilities from previously played Covering Fire, Cruel Strike cc, Utinni! cc
- Weighted Head (exhaust to gain Cleave 1mb), use surge abilities
* Defender and friendly to defender

6.Check Accuracy
* Attacker and friendly to attacker
- If not enough accuracy, the attack misses.
* Defender and friendly to 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 0mb in this step.
- Pierce is resolved during this step.
* Attacker and friendly to 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 mb)
- Opportunistic cc (hostile figure suffers mb)
- Mon Cala Special Forces (target defeated, become focused)
- Full Sweep (Shyla Varad, melee attack, last chance to add Cleave 3)
* Defender and friendly to 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 mb 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 mb, and abilities triggering from suffering mb 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 (I think at the end of an attack would be a more consistent term.)
* Mission/Core Rules
* Attacker and friendly to attacker
- Blast, Cleave, Condition keywords
- Punishing Strike (when applying a harmful condition choose a different one instead)
- Recover mb (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)
- Fly-By (gain mp)
* Defender and friendly to defender
- Return Fire (Han Solo)
- Rage
- Figurehead
- Adrenaline Rush
- Quick As A Whip
- Furious Charge cc (you suffered 3 or more mb)
- Fury of Kashyyyk (suffered 3 or more mb)
- Jeswandi Training
- Fuel Injection
- Peacemaker, Life Debt
- Covert Operative (no mb suffered gives Hidden)
- Nimble
- Counter Attack cc
- effect of Deflection (if did not suffer mb)
- Payback cc
- Deflect (Luke Jedi Knight)
- effect of Hit and Run (after the attack resolves, gain 3 movement points)
- DT-12 Heavy Blaster Pistol (2
: when an attack targeting you resolves, perform an attack with this weapon targeting the attacker.)


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, after you resolve an attack, if target defeated, suffer 1mb to ready this card)
- Swords Dance (Shyla Varad, after you resolve a melee attack perform another with 1 less die)
- Boltslinger (Vinto Hreeda, after resolving a ranged attack)
- Guerilla (Alliance Ranger, after you resolve an attack, if defender defeated, become Hidden)
- Shoot the Messenger cc (after you resolve an attack targeting a figure, if the defender was defeated, opponent discards top 3 cards from Command deck)
- Glory of the Kill cc (after you resolve an attack targeting a figure, if the defender was defeated, recover 3mb)
- Double Vibrosword (1
: after you resolve an attack with this weapon, each adjacent hostile figure suffers 1mb)
- Jets (after you resolve an attack...)


Special
- Havoc Shot can be activated at any point of the attack (i.e. after spend surges step where Fenn may have recovered one strain). If Fenn has Veteran Prowess, Havoc Shot needs to be activated during step 4 for the bonus damage from Veteran Prowess to apply to the attack.
- Stun Baton (1
: Choose an adjacent hostile figure. That figure becomes Weakened) can be used at any time during an attack using this weapon. The two sensible timings are just before step 4, so that Weakened applies to this attack, and during Spend Surges step when a hero has recovered strain by spending a surge and can now activate the ability.
- Environmental Hazard Suit (Deplete this card to recover 5mb) can be used at any point before step 7.Calculate Damage. (or even afterwards)
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Jacob
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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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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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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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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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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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Jeremy N
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Would I be correct in assuming that Murne's "Double Agent" ability is performed in Step 0, before declaring the attack?
 
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machfalcon wrote:
Would I be correct in assuming that Murne's "Double Agent" ability is performed in Step 0, before declaring the attack?

The first part of Double Agent (the Push when using False Orders) is completely outside of performing an attack, so it happens even a little before "before declaring an attack". This is probably why I haven't included it in the timing.
 
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Jeremy N
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a1bert wrote:

The first part of Double Agent (the Push when using False Orders) is completely outside of performing an attack, so it happens even a little before "before declaring an attack". This is probably why I haven't included it in the timing.


Excellent, this makes it much more useful (also, if it didn't work that way it would be extremely overcosted at 3xp). I think I got confused by the wording "before performing the attack" and thought that part was referring to the dice rolling step of the attack.

I guess I should have realized it works this way since the bottom part of Verena's "Combat Momentum" has the same wording and I correctly understood that to work before declaring the target.

Thanks!
 
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Do macrobinoculars, power generator and turbocharger (all supply cards) need a specific timing when played? For example macrobinoculars in step 4 apply modifiers? Or do i have to play them in the beginning in step 1 declaring target? Thx
 
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Jorgen Peddersen
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Qutu wrote:
Do macrobinoculars, power generator and turbocharger (all supply cards) need a specific timing when played? For example macrobinoculars in step 4 apply modifiers? Or do i have to play them in the beginning in step 1 declaring target? Thx


All three cards state to use them "while attacking". This usually means they can be used any time during the attack, but as they affect modifiers, they really only have to be played by step 4.

The abilities that must be triggered when declaring a target are those that say to use them 'when declaring an attack'. You must state you are using those when the target is declared in step 1.
 
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Thx. Power generator does +2 dmg and pierce 2. Is that card played in step 7?
 
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Christian Gienger
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No, step 7 is too late to play a card that adds symbols like the +2 damage, that has to be in step 4 or earlier.

Or am I wrong that you can basically play any card earlier, but allow your opponent to react by this?
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Technically the card can be used to just add Pierce if you play it later, but that's pretty silly. Indeed, it is too late to add the damage.

You're best off to just always use it in step 4.
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Yeah that's silly thx. So all the three cards in step 4. I get it.
 
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Can Combat Visor (Item Tier III) be used in step 6? Like Vibrosword (Item Tier I) last chance is in step 7. Thx
 
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Jorgen Peddersen
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Qutu wrote:
Can Combat Visor (Item Tier III) be used in step 6? Like Vibrosword (Item Tier I) last chance is in step 7. Thx


No. Unlike Pierce, Accuracy is specifically called out in step 4:
RRG - Attacks wrote:
4. Apply Modifiers: If players have any effects that gain or
remove icons or Accuracy, they are applied at this time.
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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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Just like Clipper quotes and the other quote from the rules in the first post says, with the exception of surge abilities, abilities that add or remove symbols or accuracy are applied during step 4 of the attack. If you activate them later, they have no effect on the attack.

(But either side cannot rush the resolution so that a player misses their opportunities of activating abilities at the correct moment.)

When I have time, I will go through the item and supply cards and add the missing ones.
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Thx. That is important because of step 5 (recover strain). That makes a difference between Combat Visor and Vibrosword.
 
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a1bert wrote:

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.)



So if a Rebel player Blast 3 miniatures, is the IP to choose who suffer blast first?

thank you very much for the list!
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Lunottina wrote:
So if a Rebel player Blast 3 miniatures, is the IP to choose who suffer blast first?

You have a good point there. Blast, Cleave, and Condition keywords should be attacker abilities (they are triggered by the attacker), even when the conditions themselves are core/mission rules.

Regardless, all eligible figures and objects suffer the damage from Blast at the same time.

If the damage from Blast causes more than one figure/object to be defeated/destroyed, then the old answer has been that the attacker decides the order of their resolution. (Which would point to blast being an attacker ability.) If any of the defeat/destroy triggers other effects/abilities, each are resolved when triggered.
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