Yesterday a friend and I was playing a match between Fell, Turr and Oicunn VS a scum Boba and 4 Z-hunters, 2 which had dead man switch. We had a situation where Turr was in range one of a Z-95 with dead man switch, Turr finished him off... Now is was a bit unclear if Turr could preform his barrel roll/ boost action before or after the explosion (a barrel roll would have saved Turr)... Do anybody know if Dead man switch actives before or after Turr?
Turr VS. Dead man switch
Going off the card readings, I would say Turr does avoid the damage, if he gets out of range 1.
His pilot ability says "after you perform an attack". Dead Man's Switch says "when you are destroyed".
This (to me) means that he can roll away in between these two instances, therefore, before the damage is dealt to ships at range 1.
Also, I would let him do it just because it sounds awesome.
Edited by ScojoI'm shifting through the FAQ now... but based on the Combat rules in the Core, I would have to rule that Turr barrel rolls AFTER Deadman's Switch.
Page 16:
Destroying Ships When the number of Damage cards dealt to a ship is equal to or greater than its hull value, the ship is immediately destroyed (faceup and facedown cards count toward this total). Immediately remove the destroyed ship from the play area, discard all of its Damage cards to a faceup discard pile next to the Damage deck, and return all of its tokens to their respective supplies.
Exception: See “Simultaneous Attack Rule.” Note: Because ships are destroyed immediately after receiving Damage cards, ships with low pilot skill values may be destroyed before having an opportunity to attack.
Edited by Stone37Going off the card readings, I would say Turr does avoid the damage, if he gets out of range 1.
His pilot ability says "after you perform an attack". Dead Man's Switch says "when you are destroyed".
This (to me) means that he can roll away in between these two instances, therefore, before the damage is dealt to ships at range 1.
Also, I would let him do it just because it sounds awesome.
Check pages 10 and 16 of the rule book. An attack is not over until damage has been dealt and destroyed ships have been removed.
I agree with Stone37. Turr's ability triggers "after you perform an attack," and the "attack" is the whole process up to and including the Deal Damage step. So Dead Man's Switch triggers during step 7, while Turr's ability triggers after step 7.
The exception is if the ship with Dead Man's Switch has the same PS as Turr. In that case, it isn't destroyed until after it attacks, giving Turr time to escape Range 1.
Ummm. Good one. It's not an attack - Turr's rule is clear about escaping a same-PS attack - rather, it's an effect based on the use of "when." The real test would be if you are able to boost through the destroyed ship. I think you can, so the bomb's blast would happen at the same time, ie before the attack is completed.
As for a simultaneous attack, you are still dead and any crit or weapon effects still apply to you and must be resolved, e.g. weapons malfunction. So the bomb effect would also be considered *before* the simultaneous attack.
Edited by Lampyridae
Going off the card readings, I would say Turr does avoid the damage, if he gets out of range 1.
His pilot ability says "after you perform an attack". Dead Man's Switch says "when you are destroyed".
This (to me) means that he can roll away in between these two instances, therefore, before the damage is dealt to ships at range 1.
Also, I would let him do it just because it sounds awesome.
Check pages 10 and 16 of the rule book. An attack is not over until damage has been dealt and destroyed ships have been removed.
Lame ![]()
Thanks... I had hoped that Turr was able to preform his barrel roll(because it would be cool) but... I hated that Dead man switch, they are intimidating when flying against them and I don't have the guts to use them when playing scum
I agree with Stone37. Turr's ability triggers "after you perform an attack," and the "attack" is the whole process up to and including the Deal Damage step. So Dead Man's Switch triggers during step 7, while Turr's ability triggers after step 7.
The exception is if the ship with Dead Man's Switch has the same PS as Turr. In that case, it isn't destroyed until after it attacks, giving Turr time to escape Range 1.
So the only time he'd actually escape is the least-thematically-appropriate time to do so. Hilarious.
I agree with Stone37. Turr's ability triggers "after you perform an attack," and the "attack" is the whole process up to and including the Deal Damage step. So Dead Man's Switch triggers during step 7, while Turr's ability triggers after step 7.
The exception is if the ship with Dead Man's Switch has the same PS as Turr. In that case, it isn't destroyed until after it attacks, giving Turr time to escape Range 1.
So the only time he'd actually escape is the least-thematically-appropriate time to do so. Hilarious.
I think we'll see an errata/FAQ for that. Makes no sense as it presently stands does it?