The PICK ability, allows you to discard a specific crew member from your hand to search your deck for an armor card created by that crew member. Currently, only three cards have the ability: Trace Law Segheo Maxine Trinidad (crew) A player may show and play a PICK ability at anytime to search their deck and find a qualifying armor, show it to the opponent(s) and then shuffle their deck. If a player uses a PICK ability and they do not have a qualifying armor (or decides not to
Yes. When defending the shoulder armors have a base defense (pilot defense + any crew/hangar bonus). Shoulder Armors count as pilot points. If a shoulder armor is destroyed the armor is discarded into the owners scrap heap (it does not get a BLOW OFF card like the limbs) and no longer count as pilot points. If two shoulder armors are stacked on top of each other and the active shoulder armor is destroyed, both shoulder armors are discarded and no longer count as pilot points.
Anytime a player has more than the maximum 10 card hand size they must immediately discard down to 10. A player may not play an Action card in attempt to reduce the card hand size. Soda Fats: Maximum hand size with Soda Fats is 20, and anytime a player has more than the maximum 20 card hand size with Soda Fats they must immediately discard down to 20. A player may not play an Action card in attempt to reduce the card hand size.
A player who attacks with Eye of Hours will roll their initial attack and then immediately look at the top 5 cards of the defender's deck and rearrange them in any order. The combat will continue when the cards have been reordered.
The defense of the armor would still be added to the base defense of the robot as normal. Malfunction does not effect the defensive attribute of the armor. However, any "Effects" (seen in the orange rectangles) of the Manfunctioned armor are lost.
A storage bomb can never be your sidekick. When you use the DEMOLITION ability of Supreme Hangar, the hangar would be discarded and any storage bombs would dissapear. NOTE: If you have a hangar that you played previously beneath the Supreme Hangar when you use the DEMOLITION ability the storage bomb would transfer to an open space of the new active hangar.
Anytime a card with a counter on it (not including Storage Bombs in Hangars) is covered by another card (Malfunction, Armor upgrade) the counters dissapear and do not return. Here is a list of the cards that have counters and how they interact: Torch Pipe: If Malfunction or an armor upgrade is played on Torch Pipe but then returns to an active Torch Pipe the counter resets back to +1. Gears of Alvidon: If Malfunction or an armor upgrade is played on Gears of Alvidon but then