Epsilon Ace gets damage card in middle of activation

By Benofficial, in X-Wing Rules Questions

This happened tonight at our FLGS. Epsilon Ace is unhurt, then Miranda moves at PS 8 and drops a conner net on him and gets 2 damage (with sabine crew). This peels off Epsilon Ace's shield and puts one damage on his hull; back down to a PS4.

The problem is, he is now a PS4, and his turn for movement has already passed. Does he just not move?

Yes.

Per the ruling about Tel discarding a Damaged Cockpit crit when his pilot ability activates that would be exactly what happens.

The FAQ doesn't actually support an answer here. The passage about altered pilot skill specifies the combat step. This could be just an oversight/lack of forethought but tel can die during the activation phase in several ways so they either didn't think those through or the ship activates at the next opportunity.

The FAQ doesn't actually support an answer here. The passage about altered pilot skill specifies the combat step. This could be just an oversight/lack of forethought but tel can die during the activation phase in several ways so they either didn't think those through or the ship activates at the next opportunity.

It's not an exact precedent no, but it's a close enough one to give an understanding of how the dev team might rule this specific case IMO.

I personally think it's a bad ruling as well - I think the lowest PS ship should activate next, and the highest PS ship should fire next, not 'once you've gone past a certain number that one can't be used again'.

I personally think it's a bad ruling as well - I think the lowest PS ship should activate next, and the highest PS ship should fire next, not 'once you've gone past a certain number that one can't be used again'.

I agree with this 100%; it seems very odd for the rule to be that there are strict pilot skill time frames rather than 'next highest pilot skill which hasn't activated yet'.

The only reason I would think the movement would act differently than combat is that there's no notion of not activating in the movement phase, whereas you can forgo shooting optionally.

I personally think it's a bad ruling as well - I think the lowest PS ship should activate next, and the highest PS ship should fire next, not 'once you've gone past a certain number that one can't be used again'.

I agree with this 100%; it seems very odd for the rule to be that there are strict pilot skill time frames rather than 'next highest pilot skill which hasn't activated yet'.

The only reason I would think the movement would act differently than combat is that there's no notion of not activating in the movement phase, whereas you can forgo shooting optionally.

It is true that you can't forget to move...

This seem really dumb to make you loose all your turn because of this. (Not moving could nearly garantee that you have no one in arc)