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Star Wars: Armada
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===Ship Phase=== *The player with initiative chooses a ship to active, revealing its top command dial. You immediately must choose to either convert it into a token for later, or to use it that turn - if applicable (squadron or engineering), resolving it then. The ship can then make one attack each from up to two of its hull zones, declaring an attacking hull zone, the target, and the target hull zone if targeting a ship. Then the ship must execute a maneuver, after which the other player activates one of their ships. Players continue activating ships back and forth until all ships have activated. ====Attacking==== [[File:ArmadaAttackDiagram.png|thumb|200px|right|It's less complicated in practice than it sounds.]] *The ship can then make one attack each from up to two of its hull zones, declaring an attacking hull zone, the target, and the target hull zone (if targeting a ship). **First, determine arc of fire, following the lines printed on the ship's cardboard as if they extended out (a laser line tool is useful for this). **Then measure range, from the closest cardboard on the attacker to the closest cardboard of the defender, using the range ruler. The attack can only consist of dice that match the distance of the target. **Finally, check line of sight, from the yellow diamond on the attacking hull zone to the yellow diamond on the defending hull zone (or the closest cardboard, of a squadron). If line of sight passes over a ship or obstacle, the attack is obstructed, and you must remove one die from your initial pool. If line of sight passes through one of the targets hull zone lines, then you cannot attack that hull zone at all - another hull zone is in the way! **Then, to attack, you first roll the initial dice pool - the dice printed on your card, plus any added by effects that modify your "battery armament", such as Expanded Armaments. If this would be no dice - either because the target was out of range of your dice, or because obstruction removed all your dice, then you cannot attack - the target is too far! When firing against squadrons, your ship does not use its hull zone's normal dice, but instead uses its AA value (which is the same for all hull zones). This still counts as firing from a particular arc for that turn, but unlike shooting at a ship, you roll your AA dice as a separate attack against ''every'' enemy squadron within arc and range. **After the initial dice are rolled, the attacker resolves any effects that take effect "while attacking", such as adding a die via a Concentrate Fire dial or Admiral Ackbar, or re-rolling dice using Leading Shots. The attacker can spend any Accuracy icons to lock down the opponents defense tokens. (Note - attacker can do these in any order, such as spending Accuracy icons before re-rolling the pool using Veteran Gunners, potentially then spending new Accuracy icons). **After the attacker is done modifying the dice pool, the target gets to spend any defense tokens not targeted by accuracies to mitigate the damage - flipping green tokens to red (exhausted), or discarding exhausted tokens altogether. Tokens unexhaust at the end of every round - but discarded tokens are gone for the rest of the game! **After defense tokens are spent, but before any damage is taken, the attacker has the opportunity to resolve a critical effect. To do so, there must be at least one critical hit in the pool. The crit die is ''not'' removed from the pool, and having multiple crits doesn't enable multiple critical effects - only one critical effect can be resolved per attack, regardless of the number of critical hits rolled. All ships (and squadrons with Bomber) have the same critical effect by default - "if the defender is dealt at least one damage card by this attack, deal the first damage card faceup" - with others available via upgrade cards or squadron ace abilities. **Finally, the defender suffers any damage, one point at a time, either onto the shields or as damage cards onto the hull. [[File:ArmadaDefenses.png|300px|right]] *Both ships and squadrons can possess defense tokens. The defender can only spend one of a given type of defense token per attack, and a specific defense token may only be spent once per attack. **'''Brace''' - Halve the damage in the damage pool, rounding up. **'''Redirect''' - You may take some (or all) of the damage on an adjacent hull zone, up to that hull zone's remaining shield value. **'''Evade''' - The first defense token to be errata'd as of Armada 1.5. If the attack is at long range, cancel one die. If at medium or close range, force a re-roll on one die instead. If the ship is of a larger size class than you, you can opt to discard the token outright to force the effect on an additional die (2 discards at long, 2 rerolls at mid-close). Furthermore, the debut of the Onager introduced extreme range, where evade tokens can now cancel two dice outright. Note the timing - if an evade removes the only crit from the pool, then the attacker cannot resolve a critical effect. **'''Scatter''' - Cancel all attack dice. As with evade, this prevents the attacker from resolving a critical effect. **'''Contain''' - The attacker cannot resolve the ''default'' critical effect. **'''Salvo''' - After resolving damage, you can return fire on the attacker with your ship's printed rear hull dice battery (or perform a single flak response if the attacker was a squadron). This retaliatory attack cannot be activated by the Counter keyword, the Onager's Ignition attack, or another Salvo token, but can still be triggered if your ship would otherwise be destroyed in the attack. Furthermore, you cannot add any additional dice to the attack pool or perform any critical effects other than the default. *Like most of the other FFG Star Wars games, the system comes with its own unique dice. In Armada, the dice faces feature: **'''Blank''' - a miss. **'''Hit''' - add a point of damage to the damage pool. **'''Accuracy''' - the attacker gets to prevent the defender from using one of their defense tokens. Multiple accuracies can lock down multiple defense tokens. **'''Critical Hit''' - add a point of damage to the damage pool, and allow the attacker to resolve a critical effect. Note that unless otherwise stated, only ships and bombers can score critical hits, and only onto ships - otherwise it offers no effect and doesn't add any damage. [[File:ArmadaDice.png|200px|right]] *There are three colors of dice - all three are D8s, but each features a different combination of faces and have a different range: **'''Black dice''' (ordnance) have the shortest range and are the most deadly, with four hits, two faces with a hit ''and'' a crit, and two blanks. **'''Blue dice''' (ion cannons) are medium ranged and are the most accurate, with four hits, two crits, two accuracies, and ''no'' blanks. **'''Red dice''' (turbolasers) have the longest range but are the most variable, with two hits, one ''double'' hit, two crits, one accuracy, and two blanks. *Damage is taken first onto any shields, and then onto the hull. Normal damage is taken as face-down cards drawn from a damage deck, but some effects - including the default critical effect - cause face-up cards. Face-up damage cards carry a negative effect that persists until indicated by the card, or until the card is repaired by the player. Once a ship has a number of face-up and face-down damage cards equal to its hull value, it's destroyed. ====Determine Course==== [[File:ArmadaShipMovement.jpg|thumb|300px|right|At speed 3, a Nebulon B can make at most 0, 1, and then 2 clicks of the maneuver tool.]] *After attacks have been resolved, the ship executes a maneuver. If the ship has a Navigate dial, or spends a Navigate token, it may change its speed by 1. Place the maneuver tool beside the ship, rotating the yaw at various distances, up to your current speed, based upon the yaw values in your ship's maneuver chart. Note that you can ''only'' pre-measure with the maneuver tool during this step! You cannot execute a maneuver that would cause you to overlap the maneuver tool (except if caused by a ram). Once you've made your decision, slot the maneuver tool into the ship's base - at that point, your decision becomes final, and you must execute it. Place your ship's base into the maneuver tool at the corresponding speed - if your maneuver would cause your ship to overlap another, it moves back to the previous notch and both ships take a face-down damage card (if it would still overlap at the previous notch, it continues to back up, potentially such that it doesn't move at all - and only the ''closest'' of any overlapped ships receives damage). If the ship overlaps friendly or enemy squadrons, the opposing player places them anywhere in base contact with the ship. Finally, if any part of the ship's base - excluding shield dials - is outside of the play area, that ship is immediately destroyed.
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