p52, add new sidebar
Multiple Modifiers
When multiple cumulative effects apply to the same value, the general rule is they are applied in the order that they are received.
Temporary effects are an exception to the general order of applying effects. Temporary effects are effects that modify a unit’s value but can then be removed during gameplay. These include effects from heat (see p. 52), morale effects from the Animal Mimicry, Antagonizer, or Demoralizer special pilot abilities (see pp. 92-93), and any effects that apply for a specific attack, such as reductions from a target’s defensive special abilities like Anti-Missile System (see p. 76) or Ballistic-Reinforced Armor (see p. 83). Temporary effects are always applied last, after permanent effects, regardless of the order they were received. Temporary effects often have a marker (marking the unit’s current place on the heat scale, or a token placed on the unit for being intimidated) to denote the temporary effect, that is removed when the effect ends.
If two or more effects are applied to the same value at the same time, such as two defensive special abilities from a target unit being applied to an attack, apply any multiplying or dividing effects first, followed by any adding or subtracting effects. This only applies if the effects are applied at exactly the same time. If two units attack the same target, and both cause damage effects on the same value, they are applied in the order the attacks were resolved. The attacks are distinct and resolved in order. If an attacker has an option that modifies their attack value, and the target has an ability that modifies the attack value, the attacker option was made before the attack was applied to the target and is thus applied in that order. Temporary effects are always applied at the same time as all other temporary effects.
<<begin example text>>
Order Received Example
A unit suffers a critical hit to movement in turn 1, then the unit overheats in turn 2. The movement critical hit was applied to MV at the end of turn 1, then the heat modifies it again at the end of turn 2. They are applied in that order. If a unit is attacked twice in the same turn, and both attacks cause an MP hit that reduces the MV value, they are applied in the order the attacks are resolved. The first attack applies its effect on the target’s MV value, then the second attack applies its effect.
Temporary Effects Example
A unit with MV 10” on the unit card overheats by one heat in turn 1. In the End Phase of turn 1 it will have -2” to MV from the first spot on the heat scale. It now has 8” MV. In turn 2, it then suffers an MP critical hit, that reduces its MV by half. The MP critical hit is a permanent effect, while heat is a temporary effect. So, the player first reduces the MV 10” by half for the permanent MP critical hit, to MV 5”. Then, the heat is applied to reduce the MV to 3”. In turn 3, after not making a weapons attack, the unit moves to 0 on the heat scale in the End Phase, restoring its MV to 5” for turn 4.
<<end example text>>
p78, Jump Jets
Add:
Any effect that reduces TMM By 50% will lower the JMPS# by 1, to a minimum of JMPS0.
p79, Submersible
An effect that reduces TMM by 50% will lower the SUBS# by 1, to a minimum of SUBS0.