Lt Colzet v R5 Astromech

By gibbro, in X-Wing Rules Questions

Colzet triggers "At the start of the End phase..." and R5 Astromech triggers "During the End phase..."

1. Colzet would trigger first flipping a random damage card and then R5 would trigger to flip down a ship damage card regardless of initiative order because they aren't at the same time.

2. Or is "During the End phase..." too vague and the start of the End of phase is just as valid as any other time during the entire End phase for R5 to trigger. This means it comes down to initiative order as to how the two abilities trigger.

#1 seems correct to me as "during the phase" and at "the start of the phase" feel like unique triggering timings.

Agreed, "at the beginning" comes before "during".

So, if you're asking will the crit resolve, the answer is yes, unless its effect does not take place till the next round or it does not apply during the end phase, then R5 will save you.

Edited by dhowtocor

I made a list about a year ago, I guess I should update it:

There are four phases, Planning, Activation, Combat, End.

Each phase can have something happen at the beginning, when a pilot activates and at the end.

When multiple abilities trigger at the same point (two players both having Swarm Tactics equipped for instance), the player with initiative goes first.

Currently, the following pilots, crew and upgrades have abilities that trigger at the start or end of a phase:

Corran Horn, extra attack at start of End Phase.

Roark Garnet, boost PS at start of Combat Phase.

Kyle Katarn, distributes focus tokens at start of Combat Phase.

Colonel Jendon, distribute Target Lock tokens at start of Combat Phase.

Command Alozen, acquire Target Lock at start of Combat Phase.

"Fel's Wrath", is not destroyed until end of Combat Phase.

Torkil Mux, lower enemy PS for rest of the round at the end of Activation Phase.

Palob Godalhi, steal focus or evade token from enemy at start of Combat Phase.

Guri, gain focus token at start of Combat Phase.

Kaa'to Leeachos, steal focus or evade from friendly ship at start of Combat Phase.

Bodyguard, increase agility of friendly ship at start of Combat Phase.

Decoy, switch PS at start of Combat Phase.

Swarm Tactics, boost friendly PS at start of Combat Phase.

Wingman, remove friendly stress at start of Combat Phase.

Countermeasures, boost Agility at start of Combat Phase.

Quantom Storm, gain energy at start of End Phase.

R5-P9, exchange focus for shield at end of Combat Phase.

Proton Bombs, detonate at end of Activation Phase

Seismic Charges, detonate at end of Activation Phase.

Carlist Rieekan, boost PS at start of Activation Phase.

Intelligence Agent, look at enemy maneuver dial at start of Activation Phase.

Leia Organa, treat red maneuvers as white at start of Activation Phase.

Mara Jade, assign stress tokens at end of Combat Phase.

R2-D2, boost shield at end of End Phase.

Raymus Antilles, look at dial, assign stress at start of Activation Phase.

Ysanne Isard, evade action at start of Combat Phase.

That is about for pilots and upgrades with abilities that trigger at the start or end of a phase.

There are several upgrades which are a bit ambiguous, being activated during a phase or at the end of the round.

Backup Shield Generator and R5-D8 are examples of this.

All cards that have a specific trigger time during a phase have an end time specified as well.

Planning Phase

- start

-activation of pilots (none currently)

- end

Activation Phase

- start

- activation of small and large base ships according to PS

- activation of huge ships according to PS

- end

Combat Phase

- start

- activation of ships according to PS, regardless of base size

- end

End Phase

- start

- activation of pilots / upgrades (R5-D8, Quantom Storm)

- end

I don't find it that complicated, but probably that's because I've played a ton of Magic: The Gathering.