10111 Missiles

Attack type: Missiles
Normal ATTACK | Projectile

card text:
:|: Do not play this card during your last Tier.

Attack 1 target in Range. If this attack traverses into any obstruction 4 or more spaces away:
* roll a d4: if the result is 4 this attack misses; otherwise, it ignores obstructions.
* if beyond this vessel's current Range and no more than double that Range, this attack resolves as the first event during YOUR following Tier. If the d4 result is 3 or 4 this attack misses.
DESCRIPTION:
Prevous versions of this card reduced Attack power by 2; this is no longer the case. However, "Missiles" now requires a d4 roll of the attack traverses through any obstructions after the first 3 spaces.

This card has two effects built into the attack. First it allows a player to ignore obstruction limitations for the card. So as long as the target is visible (as opposed to stealthed or something like that) it cannot hide behind celestial bodies.

Second, for this attack only, your current Range is doubled. However, if the target is beyond your vessel's original Range you must wait a tier until your attack actually reaches the target. In this case the attack occurs during your move on the following tier (which is why the card cannot be played during your last tier of the turn), in that next tier the "Missiles" attack hits the target before you do anything else on your turn.

This card no longer reduces by 2 damage. But a d4 roll is now required if the attack traverses into any obstructed spaces, with a 1 in 4 chance of missing the target.

If the “Missiles” is duplicated the inherent Range and Attack modifiers are not cumulative, as they apply only upon an "attack" event, not upon the entire card.

If any of your tiers are negated, nullified, etc., as to position “Missiles” in your last tier, there are two possible resolutions:

*if “Missiles” was played before that tier was removed nothing changes, and you still get the attack from this card

* if “Missiles” was played after that tier was removed “Missiles” is played improperly (since it is in your last tier) and negates itself.
STRATEGIES:
Offense
Missiles is designed for long range attack. It can seek targets hiding behind obstructions, reach beyond your normal range, or both. This is especially effective when doubling up and combining with "M.R.S.I. Strike" for a combined attack +3.

Defense
"Counter Measures" is a prime defensive measure against Missiles. For the cost of 1 energy you can dodge a Missiles attack even on Tier 1 when your attack's action occurs before your own. As a Star card, Counter Measures can be played any time it's needed.

See "Evasive Maneuvers" for a standard evasive tactic.

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