Two Dead Man´s switch?

By IG88E, in X-Wing

What about two dead man´s switch? Possible? To give 2 damage. Sounds not bad because a large ship has a good range 1 radius.

I know, spending 4 points to speculate with an effect that is induced after your ship expldes is not very optimistic, but sometimes you force your opponent to change his playstyle. Then EACH ship in range 1 would suffer 2 damage.

So TIE swarms, triple defenders and aces will try to stay out of range 1 (or try not to destroy you when you are in range 1). Jousting them and sacrificing a 37 point ship could at least be ... fun. Giving swarms, aces and triple defenders 2 damage each is not bad either.

Question is: is it possible to have 2 Dead man´s switch and give out 2 damages after exploding?

.

This is my dream.

It should work:

If a ship is equipped with more than one copy of the same Upgrade card that does not require an action to trigger the card’s ability, it can trigger each copy of that card at the specified timing.

Edited by Ubul

Double Deadman Switch ... sounds like a Heavy Metal song.

I feel like this may be hugely entertaining to fly:

Asajj Ventress (37)
Crack Shot (1)
Boba Fett (1)
Dead Man's Switch (2)
Dead Man's Switch (2)

Total: 43

43 points of pain. Very expensive, but so much harassment.

I wish the Z95 had two illicit slots. A low HP ship with DMS and FBA would be great.

Rules as written, yes, I think.

I'm waiting for an FAQ to drop on it.

There is a ship that does die twice.

There's a discussion over in RULES about using two feedback arrays that you might like to get into.

Asajj Ventress (37)

Crack Shot (1)

Boba Fett (1)

Dead Man's Switch (2)

Dead Man's Switch (2)

Total: 43

43 points of pain. Very expensive, but so much harassment.

Now with 100% more earth-shattering kabooms than other leading brands?

There is a ship that does die twice.

Yes but unfortunately it can only equip one Dead Man´s switch ;)

Actually, I thought about this last night. I think it's pretty funny. It could be quite nasty if you have a lot of expensive arc dodgers going in at R1.

There is a ship that does die twice.

Well, you don't die, actually. It says that when the ship should be destroyed, instead.....blah blah blah. So, you aren't actually destroyed.

I still wish DMS worked twice on Tel

Not sure how well it will work on Asajj, those pursuit craft like to fly fast, so they need to die in range 1, of - not your own ship. So you may want to equip lone wolf, remember your opponent will be controlling when you explode, and not you.

Yeah, the Jumpmaster is going to solve the dead man's switch problem. You can control when it goes off a little bit by reversing into your own bomb!

two crap Zs on a deadman's switch

yo ho ho and a bottle of fun friendly fire

Edited by ficklegreendice

While the cars is quite entertaining it really is used for its fun factor.