Proximity Mines vs. Huge Template

By That One Guy, in X-Wing

"Hi, I play Imperial only. I'm mad that Rebels get huge ships so I'm going to use a loophole in the rules to abuse Imperial only weapons in ways that I know don't make sense because the publisher hasn't errata'd it yet."

Or I could just be curious, and want to know about any rule specifics before I go into game against one because I don't have much experience with/against them yet, and want to save time at the table looking things up. I DM a lot of RPG games. Gaining prior knowledge of the rules is a smart habit. However, making a vast load of incorrect assumptions, not so much a smart habit.

Even if the 'spirit' of a rule is obvious, there's nothing wrong with digging into the rules to find out exactly how something works - and whether something is likely to be changed in FAQ. The more you know about a ruleset's limitations, the better.

Well we have a ruling folks... in less then 24 hours too... awesome support FFG...

Huge Ship Templates DO NOT trigger Proximity Mines.

*Not that it matters a whole bunch if the did, you would just move the template to the other side of the ship (yes except for banks).

Customer Service < [email protected] >
2:45 PM (1 hour ago)
cleardot.gif
Hi Dan,
Thank you for your interest in Fantasy Flight Games! I’ve spoken with one of our Content Developers concerning your question and they told me that huge ship maneuver templates do NOT trigger proximity mines. It might be a little confusing because the rule was written before we had the idea of using huge ships.
Thanks and take care!

Nick Husted
Fantasy Flight Games Customer Service Team
[email protected]
Edited by dandirk

"Hi, I play Imperial only. I'm mad that Rebels get huge ships so I'm going to use a loophole in the rules to abuse Imperial only weapons in ways that I know don't make sense because the publisher hasn't errata'd it yet."

Or I could just be curious, and want to know about any rule specifics before I go into game against one because I don't have much experience with/against them yet, and want to save time at the table looking things up. I DM a lot of RPG games. Gaining prior knowledge of the rules is a smart habit. However, making a vast load of incorrect assumptions, not so much a smart habit.

I think the answers you are seeing is because the rule just wouldn't make any sense the way it is written, as we've now seen verified by dandirk's post. It very much feels like exploiting an oversight in the rules rather than playing the actual game if you have huge ship templates trigger the mines.

Edited by EvaUnit02

"Hi, I play Imperial only. I'm mad that Rebels get huge ships so I'm going to use a loophole in the rules to abuse Imperial only weapons in ways that I know don't make sense because the publisher hasn't errata'd it yet."

Or I could just be curious, and want to know about any rule specifics before I go into game against one because I don't have much experience with/against them yet, and want to save time at the table looking things up. I DM a lot of RPG games. Gaining prior knowledge of the rules is a smart habit. However, making a vast load of incorrect assumptions, not so much a smart habit.

His response was not called for, I think you had a good question.

While I disagree support against the template was a "vast load of incorrect assumptions" (I know you were being general).

Here are some things I considered about your question:

  • The The huge template is an all in one and is more "huge" then a respective normal template.
  • The huge template is used on the sides rather then in the middle telegraphic movement.
  • On straight maneuvers it can be used on either side.
  • Many rules about collision, overlapping etc are different for huge ship rules already. Specifically template doesn't count for obstacles.
  • Mines/Bombs were mostly likely declared not obstacles due to other rules (like can't shoot) rather than movement mechanics, FFG seemed to treat the movement triggers consistently with obstacles.

All of these together lead me to believe that the "spririt" of Huge Ship obstacles would probably be correct.

"Hi, I play Imperial only. I'm mad that Rebels get huge ships so I'm going to use a loophole in the rules to abuse Imperial only weapons in ways that I know don't make sense because the publisher hasn't errata'd it yet."

Or I could just be curious, and want to know about any rule specifics before I go into game against one because I don't have much experience with/against them yet, and want to save time at the table looking things up. I DM a lot of RPG games. Gaining prior knowledge of the rules is a smart habit. However, making a vast load of incorrect assumptions, not so much a smart habit.

His response was not called for, I think you had a good question.

While I disagree support against the template was a "vast load of incorrect assumptions" (I know you were being general).

Here are some things I considered about your question:

  • The The huge template is an all in one and is more "huge" then a respective normal template.
  • The huge template is used on the sides rather then in the middle telegraphic movement.
  • On straight maneuvers it can be used on either side.
  • Many rules about collision, overlapping etc are different for huge ship rules already. Specifically template doesn't count for obstacles.
  • Mines/Bombs were mostly likely declared not obstacles due to other rules (like can't shoot) rather than movement mechanics, FFG seemed to treat the movement triggers consistently with obstacles.

All of these together lead me to believe that the "spririt" of Huge Ship obstacles would probably be correct.

Actually, I felt his incorrect assumptions were about my attitude. It was rude of him to assume this was all sour grapes on my part. Especially with no evidence to back such an assumption. I don't take kindly to such talk.

Anyway, in my mind the template triggering the bomb actually makes sense. If you're going straight, you just put it on the other side. But if you turn into the bomb, then the forward end of the ship could conceivably be passing through the space occupied by the bomb as the ship slowly turn-drifts in that direction.

Also, lets face it. This wouldn't have been abuse even IF it did work with huge templates. Prox mines are still arguably less exciting then Flechettes. Flechettes are 1 point less, and with the whole 0 agi on big ships, basically the exact same roll, save for requiring a target lock, but also being able to benefit from range, Focus, Jonus, and Howlrunner. Prox mines real benefit is that they suck for high agi ships, and can be used to hem them in, they have near to no benefit against low to no agi ships.

I think prox mines still would have been garbage, even if the rules came down the other way. It may have finally been a point in their favor (and phantoms may actually lend that point) but even if the huge templates triggered them they'd still be two counties, a river crossing and a short highway trip away from abuse.