10111 Missiles
Normal ATTACK | Projectile
card text:
* If this is not your last tier this turn, and the target is beyond your current Range: at the start of your next tier, this vessel's Range gains +2 for this attack; attack 1 target in Range. Roll one D4; on a result of 1 or 2, this attack ignores obstruction limitations.
card text:
Choose one of the following effects:
* Attack 1 target in Range. Roll one D4; if the result is lower than 4, this attack ignores obstruction limitations.
DESCRIPTION:
Previous versions of this card reduced Attack power by 2. "Missiles" now requires a d4 roll of the attack traverses through any obstructions.
This card has two effects. First it allows a player to ignore obstruction limitations for the card on a successful d4 roll of 3 or less. As long as the target is visible (as opposed to stealthed or something similar) it cannot hide behind obstructions.
For the second effect, for this attack only, your current Range is gains +2. However, if the target is beyond your vessel's current 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 attack ignores obstructions only on a d4 roll of 2 or lower.
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 modifier is not cumulative, as it applies only upon an "attack" event, not upon the entire card.
If any of your tiers are 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.
