Card Typos, Errata

This page is for all things related to AEGIS’s many rules. The game has two rulebooks, corresponding to the original AEGIS game, and its stand-alone sequel, AEGIS Second Ignition.

The core rules are the same across both boxes, but glossaries and other elements differ.

Known Rulebook Issues, Typos, Errata

Try as we may, some things escape the editing process.

  • Both Rulebooks:
    • In 2-Player, you CAN target and damage enemy robots on your first turn, as long as those enemies have activated. Drones can also always be targeted/affected by Actions, no matter when they appeared or if they’ve activated.
  • AEGIS Reprint Edition Rulebook:
    • The components list calls out solo mode components, these are not included in this box.
    • Several references point to the Index on page 36, but it’s on page 32.
  • Second Ignition Rulebook:
    • Challenger Team should say #155-170, not #154.

Card Typos, Errata

  • AEGIS Reprint Edition:
    • #46 SEN-100 has the ‘LASER’ attribute where it should have ‘PIERCING’
    • #60 ION-5000 has the ‘MELEE’ attribute. This does nothing and can be ignored.
    • #36 ION-100 has the wrong team label and should say Ixa
    • #45 IDA-400 has the wrong team label and should say Stell

Using this Page

  • There are a lot of corner cases and obscure situations covered below. Use Ctrl+F to search for ability or attribute names, commander names, etc where applicable. Most questions cite things by those, rather than individual robots.

 

AEGIS, Reprint Edition, and General Rules Clarifications

  • Q1: Does a successful radial Action also affect the user?
  • A1: Action will only affect the user if they have the “SELF” attribute.  If there is no “SELF” tag, the user is not affected.
  • Q1b: Can a robot ever hit itself without the “SELF” attribute?
  • A1b: If the attacking robot has a splash radius on its attack, and is within that radius, yes, it will hit itself. Move back a step or two before throwing bombs!
  • Q2: How long do Buffs and Debuffs last? Do they affect all Actions on that robot?
  • A2: A Buff or Debuff is active until the start of the user’s next Recharge Phase and affects all Actions on that robot. This includes situations where a buffed enemy Retaliates on you during your turn!
  • Q3: Do I need to roll dice for Actions with the green “COMBINE” attribute?
  • A3: No, the Actions succeed automatically without having to roll any dice or pay any energy.  The target must be legal, as normal. You also do not have to activate a Combine ability, it is always optional. After this happens, the Action is treated as normal and you have to pay for it and roll dice on subsequent turns.
  • Q3b: If multiple Actions with a “COMBINE” Attribute trigger after I combine, what order do they happen in?
  • A3b: You choose the order.
  • Q4: Do combined robots ever come in with damage, buffs, Restrain, etc?
  • A4:  When a Robot Combines, it comes into play with with its full Integrity and no other modifications on the components carry up either. It comes in fresh.
  • Q5: When may a robot use Retaliate?
  • A5: A robot may Retaliate after the opponent has completely resolved an Action that targeted them. If the robot is damaged collaterally by a radial Action, or damaged by another effect, it can’t retaliate. A dead robot can’t retaliate. You have to pay energy and roll dice to retaliate, as normal. You can retaliate on any legal target, not just the one that targeted you.
  • Q5b: If my robot has Double Move or Aether Wind, can I attack a robot, and then move away before that robot retaliates on me?
  • A5b: No, retaliate triggers immediately after an attack resolves.
  • Q5c: What if my robot with Double Move triggers retaliate, that robot shoots another robot with retaliate, and so on. Do I have to wait for all the Retaliate triggers to resolve before I get to move again?
  • A5c: Yes, all retaliates need to resolve before your second movement happens. If a situation arises like below in Q5d, you must resolve all combat Actions across all attacking robots before moving again.
  • Q5d: If I successfully hit an enemy with Retaliate, and trigger multiple Retaliation-like abilities, such as Return Fire and Revengeance, do I have to wait until all of those resolve until I can continue playing?
  • A5d: Yes. UNLESS the opponent targets another robot with one of those abilities, in which case, priority to play will return to you, and they can not continue triggering their effects.
  • Q6: If a robot has Jet, how does it’s Movement Value work?
  • A6: “Jet X” reads as “each Movement/Energy Point counts for X spaces”. So if a robot has Jet 3 and has a Movement Value of 3, it may move 9 spaces for 3 Energy. The Robot does not have to move its full Movement Value.  If a Robot has Jet 3, you may move it two spaces if you choose.
  • A6b: The EXCEL-100 is a special case and has an ability that may increase its Movement Value.  If this happens the same rules apply for “Jet” so an increase of its Movement to 4 means, it may move 12 spaces for 4 Energy.
  • Q7: How do “Pushing” and “Pulling” work?
  • A7:  Pushing and Pulling are Actions that re-position Robots.  They move the target robot towards or away from the user of the Push or Pull action. The target must always be pushed or pulled in as straight a line as possible from or towards the user. If a robot 5 spaces away is pushed away for 2, it must end up in any spot that is 7 hexes away from the user. You can’t push/pull robots “around corners”. Robots that collide with terrain or other robots take damage. This damage is equal to half the number of spaces the robot could no longer move, rounded down. (A robot pushed for 3 into a terrain piece it was standing next to will take 1 damage. If it was pushed for 4, it would take 2 damage. If it was pushed into another robot, that other robot would also take the same amount of damage.)
  • Q7b: If I’m pushing or pulling something from far away, and there are two “shortest paths towards the destination”, but one has a piece of terrain in the way, can I choose to collide that robot with that terrain instead of moving it along the clear path?
  • A7b: Yes.
  • Q8: What are the Rules for Tournament Play?
  • A8: Our Discord community has settled on having a team of 5 Basic Robots, 2 Sideboard Basic Robots, and 7 Combined robots. You play a best-of-3 match using Standard Rules with no Scrap Combining. begin the first game with a team, and can switch your Basic robots and Sideboard robots around between games, secretly picking and simultaneously revealing them at the start of games 2 and 3. Tournaments are played on the 2p Arena board in AEGIS Second Ignition, and on the green board in the first AEGIS game. The loser of a game may choose to play on a different board in the next game.
  • Q8b: Are there any banned cards in tournament play?
  • A8b: Just EXCEL-GAN Super Mode. Other powerful robots include GHILI-100, SNO-400, and ARM-777, which you may consider banning in your own competitive games.
  • Q9: How long does the Rogue Decoy ability last?
  • A9:  Rogue Decoy lasts until your next Recharge Phase, much like most other modifications.
  • Q10: If a non-damaging Action has Critical (ex. SALV-400’s Repair Rayfield) does the Critical affect the intensity of the effect the ability is applying or add 1 damage on to the attack?
  • A10: Critical adds +1 to whatever the Action Power is. Critical Heal and Critical Energy Drain are Actions that can occur in the game.
  • Q10b: If an Action has Aimed and Critical or Anti-Air, does Aimed cancel them because Aimed prevents damage alteration?
  • A10b: No. Aimed never invalidates parts of the Action it is on, only outside buffs and debuffs from other sources.
  • Q11: Do Accuracy Buffs and Debuffs affect actions with Critical?
  • A11: If a robot has Critical on an Action it always occurs if you roll a 6.
  • Q12: Do Move Actions like IKA’s require the target be moved in one direction/the same direction, or could you move it along any wiggly path?
  • A12: Move Actions may move the target robot in any direction you choose, including around corners or just in a circle.  You may NOT move them into another Robot, into Terrain, or off the Board.
  • Q12b: Can Move Actions move flying robots over Terrain?
  • A12b: NO
  • Q12c: If a move, push, or pull Action affects multiple targets, what do I do?
  • A12c: The user of the Action gets to choose the order the robots are affected. This means that they may arrange robots in such a way to trigger collision multiple times and etc. All movements must be resolved before anything else can happen, such as Retaliate.
  • Q13: If a unit with a Heavy ability is moved by another robot, can it still fire it’s Heavy weapon?
  • A13: Being pushed, pulled or moved by another robot or ability does not count as that robot moving itself, and therefor does not count against Heavy.
  • Q14: Does a robot with Cloaking active block line of sight?
  • A14: Yes.
  • Q14b: How do I hit Cloaked robots?
  • A14b: Cloaked robots are still affected by radial(area of effect) damage that doesn’t target them. They can similarly be pierced through if a robot in front of them is shot with a Piercing action. They can be damaged via collision if another robot is pushed into them. Certain abilities that say “Choose a robot”, such as Capture, can affect Cloaking robots, as they don’t say “target.”
  • Q14c: My robot has Cloaking or Acceleration and is restrained. Can it move via cloaking?
  • A14c: No, but you can still use the abilities for their other effects.
  • Q15: Can you target an empty space with a ranged radial splash (AoE) attack?
  • A15: You can’t target an empty space with ANY Action. Actions with a Range value (the arrow) always have to target a robot.
  • Q16:  How does a “Light”/”Swift” Action work?
  • A16: The Action can essentially go anywhere in a robot’s activation. It may:
    • Use the “Light”/”Swift” Action then move.  
    • Use that Action then use another Action.
    • Use that Action, move, then use another Action.
  • Q16b: Did you change the “Light” to “Swift”? Are they different?
  • A16b: They’re the same thing. “Light” only made sense in content with “Heavy” being in the game, which we are not using much moving forward. So we changed it to “Swift” in the AEGIS1 Reprint and in AEGIS: Second Ignition.
  • Q17: When a robot with a damage buff uses an Action and rolls multiple successes, is each success buffed or only the overall damage? (ex: Would an ENDER-1000 that succeeds on all four shots deal 5 damage or 8 damage?)
  • A17:  Damage Buffs and Anti-Air always add onto the total damage dealt.  In the ENDER-1000 example, 5 damage would be dealt (4+1). If a buffed robot misses all its dice, however, no bonus damage is dealt.
  • Q18: Are Radial (Area of Affect) Actions affected by Line of Sight?
  • A18:  Sort of! Area of Effect attacks go through robots, but not terrain.
  • Q18b: Is Detonator affected by Line of Sight?
  • A18b: In the same way that Radial attacks are, yes.
  • Q18c: Is Parting Shot affected by Line of Sight?
  • A18c: In the same way standard single-target attacks are, yes.
  • Q18d: If an Action has “ARCING” and has a Range+Radius attack, is the splash radius still blocked by terrain?
  • A18d: Yes, that splash damage is still blocked by terrain. The Arcing only considers the line of sight on the initial target.
  • Q19: In Point Control, Starpoint Arena, or other modes that let me rebuild robots, if I have a destroyed robot with Combat Drop, can I use Combat Drop to bring it back into play instead of rebuilding it in my Start Zone?
  • Q19: Yes. You may unflip the destroyed robot and keep it off the board until you want to use Combat Drop to bring it into play.
  • Q20: How does Etwal’s Magnificence ability work in Combine Rondo or other situations where you start the game with a combined robot in play?
  • A20: In Combine Rondo, it only triggers off of destroyed Basic Robots, and robots made up of Basic Robots. If you start with another Level 3 on the board and it blows up, Etwal’s EXCEL robots get no bonuses. If you make said level 3 robot mid-game out of a Level 2 and a Level 1 that you started with, and then it blows up, Etwal will count just that one Basic robot it was made up from and get +1/+1/+1.
  • Q20b: How does Magnificence work in modes that let me rebuild robots?
  • A20b: The EXCEL robots retain any bonuses from destroyed robots until EXCEL itself is destroyed, and then it resets. Destroyed robots can only give a bonus to EXCEL once until the EXCEL is destroyed, so if the same robot dies multiple times, EXCEL will not receive multiple bonuses.
  • Q21: What is Combine Rondo Mode?
  • A21: It’s a mode we removed from the rule books, but is still fun and dumb to play. You have 9 Build Points and you make a team of robots where each letter is a point. For example, your team can be an AEGIS and EGIS robot. Your team is still a maximum of 5 robots. You can also still have a combine pool. Give it a shot!
  • Q22: Mode Change Combining. Can I combine an A robot with an EI robot to make an AI robot?
  • A22: Yes, assuming that the Make (Robot Name) requirements are met.
  • Q22b: Can I then combine that AI robot with a G to make an AEGI robot?
  • A22b: Yes, it still counts as having that E robot inside it.
  • Q22c: Could I combine that AI robot with a G to make an AEI robot?
  • A22c: No, even though there’s an A, E and I in there, the two robots you’re actively combining have to make something that matches their letters.
  • Q22d: Okay but can I combine that AEGI big guy in A22b with an S to make an AS robot?
  • A22d: No, you can’t combine into anything that’s smaller than the largest part.
  • Q22e: Okay last one: Can I combine an AG robot with a different AG robot to make another AG robot?
  • A22e: Yes sure. As long as the robot name requirements are valid.
  • Q22f: Just kidding, one more: Can I combine my AG with my ABB-100 to make the AG ABB-1000.
  • A22f: Yes, if you must.
  • Q23: Can I combine into the same combined robot twice in one game?
  • A23: Yes, as long as they’re not in play at the same time.
  • Q24: Variant Robots. Can I have a SSM-3000 and a SSM-3000 Sunset Mode on the board at the same time?
  • A24: No. Any robot that shares a single piece, like most variants do, can’t coexist with their normal version at the same time.
  • Q24b: Can I make Sunset Mode after my normal SSM-3000 is destroyed?
  • A24b: Yes, see A23.
  • Q25: For the ye olde Convention promo card ELL-GEL-ION Awakening (different from the one printed in the AEGIS Reprint Edition), how does its “Scrap Awakening” ability work?
  • A25: This robot essentially works the same as Scrap Combining, but with no restrictions. If you have an A-Class robot on the board and can still make 7 Energy, it can combine with destroyed E, G, and I robots, replacing the Assault bot on the board with this new robot. You can also make this robot normally, or by having two adjacent robots on the board combine along with destroyed robots. (For example, an A robot and an EG robot are adjacent, and your ION is destroyed, you can combine into ELL-GEL-ION Awakening by meeting the normal combining requirements.)
  • Q26: Is combining an “Action”?
  • A26: No, it’s a sort of “special Action”. It doesn’t interact with things like Retaliate, Disarm or Overload. In general, you can only combine on your turn, and if you haven’t used any Actions with that robot.
  • Q26b: Is the reprint version of Combat Drop an “Action?”
  • A26b: Similar to combining, the new version of Combat Drop that allows you to bring in an ally instead of using Action is intended to replace all Actions of the robot that’s already on the board, and doesn’t interact with Overload, Retaliate, Disarm, etc. You can’t shoot with an Overload/Swift/Light robot and then use its second Action to Combat Drop.
  • Q27: How does the ye olde convention promo card AROZ-ELL-GEL-ION-SOL’s “Sol Inheritor” ability work?
  • A27: When you combine into that robot, you get to choose up to three robots that share a name with it. This can be an “AROZ” or an “AROZ-IDA”, as long as a piece of the name contains an AROZ, ELL, GEL, ION, or SOL Make. After these robots are chosen, AROZ-ELL-GEL-ION-SOL can use the Actions of those robots until it is destroyed, as if it were a card with multiple different Action boxes on it. It doesn’t inherit any Passive abilities or other aspects of its components. This is different from the final version of the card within AEGIS: Reprint Edition, which allows the robot to use Actions of any of its components.
  • Q28: If I use an X-cost Action for free via Salvo, Ultrasalvo, etc, what happens?
  • A28: You attack for free, but you only roll as many dice as you could with your remaining energy. 6 remaining energy? Roll 6 dice for free. This is true for any time you would use an X-cost Action for free.
  • Q28b: Can I pay 0 Energy to roll 0 dice into an X-cost Action?
  • A28b: No, you have to pay/roll at least 1.
  • Q29: Ultrablitz / Superblitz. This ability lets my other bots move for free. Can I use this ability, move my other robots for free, and then activate them and move normally?
  • A29: Yes.
  • Q29b: My other robots are restrained, can Ultrablitz make them move?
  • A29b: No. Restrain stops robots from moving under their own power. Blitz-like abilities allow robots to move but don’t make them move, like Push/Pull/Move Actions.
  • Q30: Machineless Commanders in Best-of-3. Can I choose not to bring my machineless commander into a match / “unequip them”?
  • A30: No, but you can equip them onto another valid robot and have that robot in your sideboard.
  • Q31: Can my Energy exceed 25, or is that just the cap for the Max Energy token?
  • A31: You can never exceed 25 Energy.
  • Q31b: Can I have more Energy in my current Energy Pool than my Max?
  • A31b: Yes, you can gain Energy above whatever your max is via certain abilities like Eminence and Recharge.
  • Q32: Can I Combat Drop (Reprint Edition version) if I would not have enough Energy to use an Action?
  • A32: Yes.
  • Q33: If a robot is moved by Blitz, Superblitz or Ultrablitz, can that robot later use Heavy and Overload Actions during its Activation?
  • A33: Contrary to the rulebook, no, as these abilities were intended to count as the robot moving themselves, rather than an external movement like a Push, Pull, or Move Action.
  • Q34: Can I use Rouge Agent Diane’s ARM’777 Spy Mode to Cloak my entire team?
  • A34: No, all your active robots may not be Cloaked at any given time. If you have 3 Cloaked robots and activate Rouge Ambush to cloak your remaining two robots, you would not be able to, and instead would only cloak ARM-777.
  • Q34b: What if I have drones in play? Can I cloak all my real robots and leave the drones uncloaked?
  • A34b: No, in this specific case, “you can’t cloak your whole team” means “you can’t cloak all your non-drone robots.”
  • Q34c: What happens if four of my five robots are cloaked, and the remaining, uncloaked robot is destroyed? Do the others become uncloaked?
  • A34c: No, they remain cloaked.
  • Q35: Can Defense Buffs be used to prevent self-damaging abilities like Dread Salvage, Reckless Pilot, Jetjump, etc?
  • A35: Yes.

AEGIS: Second Ignition Rules Clarifications

  • Q50: How do Blaze and Rust interact with Defense Buffs?
  • A50: Defense Buffs prevent damage from Blaze and Rust. If the robot has multiple instances of Blaze or Rust, they all trigger at the same time and do one lump sum of damage. If you have a +1 Defense Buff and 3 Blaze Tokens, moving will deal 2 damage to the robot.
  • Q50b: How does Blaze interact with Accelerator?
  • A50b: The robot using Accelerator will finish resolving Accelerator before taking damage, meaning if it combines, the Blaze will fall off and do nothing. If the Accelerating robot does not combine, it will take damage from Blaze as normal.
  • Q50bb: How does Blaze interact with Move Actions, Superblitz, Ultrablitz, and Star Die abilities?
  • A50bb: Blaze will affect any robot that moves from its current hex via any circumstance, EXCEPT for abilities that say “Swap” or “Place.”
  • Q50c: How does Blaze interact with Parting Shot and other “when this robot is destroyed” abilities?
  • A50c: A robot takes damage from Blaze after it’s completed its movement, so it will move, take damage from Blaze, and then activate any relevant Parting abilities.
  • Q50d: Can a Rusted robot with 1 Integrity still use Actions?
  • A50d: Yes, the robot will use its Action as normal and then take 1 damage after the Action has completely resolved.
  • Q51: Does a robot still become Quelled, Blazed, Rusted, Restrained, Disarmed, etc if the Action deals no damage?
  • A51: Yes.
  • Q52: Return Fire refers to “once per combat”, what is that?
  • A52: This just means, that unlike Retaliate which can trigger back and forth multiple times, Return Fire can only trigger once while robots are shooting back and forth at one another. If one of your bots takes damage, you cannot Return Fire with three Return Fire bots. You also cannot shoot, get retaliated upon, return fire, get retaliated upon again, and return fire a second time. To use Return Fire again, the players whose turn it is must activate their next robot on their turn, or use a Swift/Overload Action to begin a new round of combat.
  • Q53: Does ESSO-6000’s “Reveal True Form” and “Emerge, True Form!” replace ESSO-6000’s card in the stack of robot components?
  • A53: Yes, ESSO-6000 returns to the combine pool and is replaced with a different robot.
  • Q54: What happens if a Text Box Action like “Reveal True Form” gains CRITICAL?
  • A54: Many text Actions still have an Action type, like Damage or Move will get a +1 boost for each 6 as normal. Actions with weirder abilities, or abilities that create Drones, won’t get any sort of boost.
  • Q54b: If IKA-SHAH’s “Torrentical Dance” gains Critical somehow, will the movement be boosted or the number of robots moved?
  • A54b: It will increase the number of robots moved and the amount they’re moved.
  • Q54c: Does “Torrentical Dance” have a range? Does it target?
  • A54c: No, the Action can affect any robots, anywhere, even if Cloaked/untargettable.
  • Q55: If a robot loses its Component Combine Abilities via Resonate or IVE-5000’s Debilitating Shriek, do they still happen when the robot combines?
  • A55: No, while a robot is Ability-less, it’s treated as having a blank text box at the bottom of its card. This does not remove hard-coded reminder text in the rulebook, however, such as if a Drone is resonated, it still has all the rules that govern how Drones work.
  • Q56: Drones! Are they “robots”? Are they “allies” and “enemies”?
  • A56: Yes, and use they can be affected by all abilities and rules that refer to “robots”, “allies”, and “enemies.” You can still never combine with Drones or have more than 4 Drones in play, however.
  • Q56b: If I activate Parting GAN, Parting Saur, Deploy, etc, and there are no legal hexes to place the drone, what happens?
  • A56b: You don’t place the drone.
  • Q57: If my robot can use two Actions, can it use Professor RPG’s Excavate ability twice? Will that grant multiple instances of Recharge?
  • A57: No, the Recharge is only meant to be added to the Action you use immediately after Excavating.
  • Q57b: Can I still use Excavate if I don’t have enough Energy to use the Action afterward?
  • A57b: Yes.
  • Q58: If my robot has PRECISE and RECHARGE and I roll a 1, what happens?
  • A58: If the 1 is discarded, you won’t gain any Energy. Effects that care about die results will never consider a rerolled or discarded die, only the final results.
  • Q59: Can I trigger Oon’s ESPER-101’s Instinct ability if the robot is destroyed?
  • A59: Yes, the robot can roll to move and is then immediately destroyed. Relevant for interaction with Parting Shot and other similar effects.
  • Q60: What is “noncombat damage” as referenced in Cyndane’s GET-900’s Unbroken ability?
  • A60: Noncombat damage is any damage not directly resultant from an Action. Blaze, Rust, Parting Shot, Collision, damage from the Star Die, damage from abilities like Luxiana, Tigre Bros, and Punished Survivor Ainer are all example of noncombat damage.
  • Q61: Can Falsetto’s SAUR-900’s False Army ability be used to activate a SAUR Drone that came into play on the same turn?
  • A61: Yes.
  • Q62: Can I use Punished Ainer’s ARK-075’s Reckless Pilot ability to grant a Damage Buff after I roll dice?
  • A62: Yes.
  • Q63: If I activate Combine Drop and remove my last robot from the game, do I lose?
  • A63: Yes, if you have no way to return that robot to play, you will lose. If you’re playing in 2v2, 3v3, etc, you will be able to bring it back via a teammate’s robot, however, and un-lose/continue playing.
  • Q64: If I am activating Wanted Destroyer Ashla’s AHMNI-001 and roll a 1 or 6 with its Burst Star Overload, what happens if I roll a 1 or 6?
  • A64: You may do one of these three things:
    • A. You pay to combine with an adjacent ally and cheat the Class/Make requirements, coming in on either hex.
    • B. You combine with an ally for free and come in on their hex (including an adjacent ally) and cheat the Class/Make requirements.
    • C. You activate Emerge on one of your combined robots for free and cheat the Class/Make requirements.
  • Q65: Can I use Emerge to combine 3 or more robots simultaneously?
  • A65: Yes, Emerge lets you combine multiple robots, or even your whole team, regardless of where they’re standing on the board.
  • Q65b: Is Emerge affected by abilities that discount combining, such as Ilez’s Chant and Nolan’s Optimize?
  • A65b: Yes, Emerge is basically a different version of “combining.” Its cost can be discounted.
  • Q65c: Can I use an Action with a robot and then Emerge?
  • A65c: No, like combining, you have to forgo your Actions with a robot in order to use it.
  • Q65d: Can I Emerge turn 1 and put my robot into my opponent’s Start Zone?
  • A65d: Yes, knock yourself out. Note that your enemies will be able to shoot you.
  • Q66: If I activate Rayla’s Burndown effect, can I Blaze the same enemy that just took damage from Blaze?
  • A66: Yes, but since the robot has likely already moved, and Blaze wears off on your Recharge Phase, it will probably not activate again.
  • Q66b: What effects can trigger Burndown?
  • A66b: Examples are Blaze and Rust, which trigger when the opponent activates their robots. Burndown will also trigger from retaliatory abilities like Retaliate and Return Fire, along with triggered damage like Parting Shot. It will not trigger from damage during a robot’s Revengeance activation, however, because that is technically one of your robots “taking a turn.” If an opponent takes collision damage on their turn, Burndown will activate.
  • Q67: Can I use Quintus’s Jetjump ability to move a robot, and then the robot can Overload/use a Heavy action?
  • A67: Yes, because Quintus’s “place a robot” ability doesn’t count as movement, similar to abilities that Swap hex placement.
  • Q68: If my opponent has a single robot that is both Blazed and Rusted, how much does Ilez’s Chant ability reduce my combine costs?
  • A68: Your combine/Emerge costs are reduced by only 2. Chant only counts individual robots with status effects one time, regardless if they have multiple status effects on them.
  • Q69: Does Salary Rider’s Combine Fuel (or any other instance of Combine Fuel) count a robot’s printed Energy Output, or its current output (modified by Drain or Boost)
  • A69: Combine Fuel will add Energy to your current pool equal to the current output of the robot at the time of combining.
  • Q70: If Ezork is Rusted or Disarmed, do those affect his Inconceivable ability?
  • A70: Yes, as using the ability counts as using a Swift Action.
  • Q70b: Can I use Inconceivable! and then combine with that robot?
  • A70b: No, since it’s treated as a Swift Action. All other Action-related restrictions also apply to this ability.
  • Q71: Do abilities like Instinct, Return Fire, Revengeance, and other “when this robot takes damage” abilities trigger when a robot is drained?
  • A71: Yes, all instances of “damaged” also count being drained.

Ye Olde 2014 Rulebooks:

These rulebooks are for the 2014 version of the game! Check out their archival goodness.

Rulebook 2.03 PDF

Rulebook 1.01 PDF

Version 1.01 published on February 8th, 2014

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