An arc is an area formed between the lines created by extending hash marks or arc lines printed on a ship token to range 3. A ship is in an arc if any part of its base is inside that area.
- Arcs are measured beyond the base of ships. The portion of any object that lies beneath a ship is not in any of those ship’s arcs.
Standard Arcs[edit | edit source]
There are three types of Standard Arcs created from the crossed diagonal arc lines: 1. Front arc (): This arc projects in the same direction that the ship is facing. Most ships have a primary weapon. Almost all , , and weapons use this arc. 2. Side arcs: These arcs are on the right or left side of ships. 3. Rear arc (): This arc projects in the opposite direction that the ship is facing. Some ships have a primary weapon.
Bullseye Arc[edit | edit source]
- The is the width and length of the range ruler.
- There is no intrinsic effect when a ship attacks a ship in its , but card abilities may refer to it.
- Example: Marksmanship allows the attacker to change one hit result to a critical hit result, but only against defenders in the bullseye arc.
- Example: The M12-L Kimogila Fighter has the Dead to Rights ship ability, which prevents the target from modifying their dice with green tokens if the target is in the kimogila's bullseye firing arc.
Full Arc[edit | edit source]
There are two Full Arcs that use the midway line instead of the printed arc lines.
- Full front arc (): This arc covers all of the area in front of the ship. Some ships have primary weapons.
- Full rear arc (): This arc covers all of the area behind the ship.
- Behind: If ship A is in the of ship B and ship A does not cross the midway line of ship B, then ship A is behind ship B.
- In front of: If ship A is in the of ship B and ship A does not cross the midway line of ship B, then ship A is in front of ship B.
- Flanking: If ship A crosses the midway line of ship B, then ship A is flanking ship B.
Turret Arcs[edit | edit source]
Unlike other arcs, some weapons use turret arc indicators to select arcs. There are two types of turret arc indicators: single turret () and double turret (). During setup, a ship with a primary (or special) or weapon adds the corresponding turret arc indicator to its base.
The turret arc indicator points toward one of ship’s four standard arcs. The standard arc that the turret arc indicator is pointing toward is a in addition to still being a standard arc. While a ship performs a attack, it can attack a target that is in its arc. A ship with a double turret arc indicator has two in opposite directions.
Firing Arcs[edit | edit source]
- If an upgrade card gives a ship a arc or primary weapon with a specified arc, those arcs are also firing arcs.
FAQ[edit | edit source]
A: No. Note the differences between the requirement of Fearless:
and Punishing One:
A: No. For example, if a ship equipped with Veteran Turret Gunner performs a primary attack, it could use Veteran Turret Gunner’s ability to perform a attack even if the turret arc indicator is pointing at its .
Q: Is a ship in its own firing arc?
Q: Does a ship’s firing arc extend to range 3 even if the weapon using that arc does not?
Notes[edit | edit source]
Abilities referencing arcs: Attack Arc vs Target Position[edit | edit source]
There are two main ways the arc is referenced by abilities that people tend to mix up. Some abilities refer to the attack arc, meaning the arc used by the weapon being fired. Others refer to the target's location, meaning the arc(s) the target occupies. Knowing the difference will make a lot of card abilities much clearer.
Attack Arc: The arc used by the weapon[edit | edit source]
Some cards refer to the attack arc. For example, a primary attack or missile fired through the forward arc is a forward arc attack. A primary weapon attack using the rear arc is a rear arc attack, even if you're shooting a large ship that is partially also in your forward arc or turret arc. An attack using the turret is a turret arc attack, even if the turret is pointing forward and shooting a target in your forward arc. Same deal with bullseye and others: the weapon determines the attack arc, not the target's location.
This matters for cards like Outmaneuver, Fearless, Marauder, Hotshot Gunner, etc. Outmaneuver and Fearless won't work if the attack arc was a full front attack (e.g. YV-666 or Auzituck), a turret attack (e.g. Modified YT-1300), a bullseye attack (e.g. Proton Rockets or Heavy Laser Cannon), etc, regardless of the enemy's location. In these examples, the weapon specified an attack arc other than the forward arc .
Consider Kavil as a useful example: when he makes a Turret Attack , his ability triggers even if the enemy is in your forward arc , because his ability only cares about the arc of the weapon used, not the target's location.
Target Location: the arc(s) the target occupies[edit | edit source]
Many cards refer to the target's location. For example, if you shoot a ship with your turret and they are in front of you, in your forward arc, then an effect that refers to the ship's location will care about that.
Example: the Fang Fighter ability cares only about location, not arc used. If your enemy is firing a turret pointing sideways, but a portion of your ship is in their forward arc and the attack is at range 1, then Concordia Faceoff triggers.
Example: Rear Admiral Chiraneau's ability cares about the target's location (in the full forward arc or full rear arc matching your reinforcement), not the type of arc used for the attack (which in RAC's case is always a turret arc ).
Arcs in ability text can be tricky, but when you remember to distinguish weapon arc vs location arc, most abilities that reference arcs are a lot easier.