Epsilon Ace Bombed out of a turn.

By Ravncat, in X-Wing Rules Questions

If I have Esege Tuketu with Conner Nets, and I drop one w Sabine on a fresh epsilon ace, 2 damage, 1 shield and a damage card. Does epsilon ace just skip activation entirely? What happens to epsilon ace's dial? Does it effectively stay there- no activation means no cleanup step

If so - Now he has an ion token, so in his next planning phase he doesn't plan a dial, but still has the previous dual? Does he ion and dial?

The FAQ answers all your questions under the Conner Net listing.

No, it doesn't!

1 Does Epsilon Ace skip activation? (It just went from ps 12 to ps 4, at ps 6 activation)

If No - when does epsilon ace activate?

If yes -

A. What do we do with the dial? (No activation means no cleanup step?!)

Does it stay till next round?

If yes, Ion triggers in planning phase, but also we still have the dial from the previous round. This is different from Connors usual cases.

Edited by Ravncat

No, it doesn't!

1 Does Epsilon Ace skip activation? (It just went from ps 12 to ps 4, at ps 6 activation)

If No - when does epsilon ace activate?

If yes -

A. What do we do with the dial? (No activation means no cleanup step?!)

Does it stay till next round?

If yes, Ion triggers in planning phase, but also we still have the dial from the previous round. This is different from Connors usual cases.

The Conner Net causes 1 damage and 2 ion tokens, so Epsilon Ace loses a shield. Then the Conner Net token is removed, triggering Sabine and she adds 1 more damage, which is one automatic damage card. Epsilon Ace has now been ionised, but according to the FAQ, "If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step."

There's nothing there about removing the ion tokens at this point, so they are carried over to the next round where Epsilon Ace must execute the straight-1 to get rid of them.

No, it doesn't!

1 Does Epsilon Ace skip activation? (It just went from ps 12 to ps 4, at ps 6 activation)

If No - when does epsilon ace activate?

If yes -

A. What do we do with the dial? (No activation means no cleanup step?!)

Does it stay till next round?

If yes, Ion triggers in planning phase, but also we still have the dial from the previous round. This is different from Connors usual cases.

The Conner Net causes 1 damage and 2 ion tokens, so Epsilon Ace loses a shield. Then the Conner Net token is removed, triggering Sabine and she adds 1 more damage, which is one automatic damage card. Epsilon Ace has now been ionised, but according to the FAQ, "If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step."

There's nothing there about removing the ion tokens at this point, so they are carried over to the next round where Epsilon Ace must execute the straight-1 to get rid of them.

That's not the core question.

The questions is what happens when a pilots PS changes from 12 to 4 due to the actions of a pilot at PS6.

The official answer is 'it loses its entire activation'. IIRC this is in the FAQ somewhere, but it'll be either under Epsilon Ace's FAQ or Tel Trevura's, who can have the same thing happen in the combat phase by triggering his pilot ability and losing the Damaged Cockpit crit.

(Personally I don't think that's a good or consistent ruling, but it is a ruling)

You're right about how the ions are handled, however - they're added and remain in place, then removed when the white 1 straight is done after the next time the ship would be assigned a dial.

But - the problem is epsilon ace's PS changes from 12 to 4, and so cannot activate. It already has a dial - what happens to that dial?

Edited by Ravncat

But - the problem is epsilon ace's PS changes from 12 to 4, and so cannot activate. It already has a dial - what happens to that dial?

Nothing. You ignore that ship entirely for activation, and next round you would re-set the dial (if, e.g., you'd been hit by a Cluster Mine instead). But you don't because you're ionised. Just clear it off the table.

But - the problem is epsilon ace's PS changes from 12 to 4, and so cannot activate. It already has a dial - what happens to that dial?

Nothing. You ignore that ship entirely for activation, and next round you would re-set the dial (if, e.g., you'd been hit by a Cluster Mine instead). But you don't because you're ionised. Just clear it off the table.

Problem is if you don't activate - you don't reveal a dial, or execute the maneuver - you don't have a cleanup step, you don't return a 'revealed' dial outside of the play area - strictly speaking, the dial stays unrevealed by the ship. Ionization forces you to skip the planning phase - so you have no reason to retrieve the unrevealed dial to set it to something else - and still no game instruction to throw it away.

The Tel Trevura FAQ entry solves it somewhat - in that you do indeed skip the activation entirely.

The Conner Net causes 1 damage and 2 ion tokens, so Epsilon Ace loses a shield. Then the Conner Net token is removed, triggering Sabine and she adds 1 more damage, which is one automatic damage card. Epsilon Ace has now been ionised, but according to the FAQ, "If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step."

There's nothing there about removing the ion tokens at this point, so they are carried over to the next round where Epsilon Ace must execute the straight-1 to get rid of them.

That's not the core question.

The questions is what happens when a pilots PS changes from 12 to 4 due to the actions of a pilot at PS6.

The official answer is 'it loses its entire activation'. IIRC this is in the FAQ somewhere, but it'll be either under Epsilon Ace's FAQ or Tel Trevura's, who can have the same thing happen in the combat phase by triggering his pilot ability and losing the Damaged Cockpit crit.

(Personally I don't think that's a good or consistent ruling, but it is a ruling)

You're right about how the ions are handled, however - they're added and remain in place, then removed when the white 1 straight is done after the next time the ship would be assigned a dial.

Good point. I thought he was asking about the fact Epsilon Ace hadn't activated and didn't really notice the PS change. It's under "Altered Pilot Skill" in the FAQ.

But - the problem is epsilon ace's PS changes from 12 to 4, and so cannot activate. It already has a dial - what happens to that dial?

Nothing. You ignore that ship entirely for activation, and next round you would re-set the dial (if, e.g., you'd been hit by a Cluster Mine instead). But you don't because you're ionised. Just clear it off the table.

Problem is if you don't activate - you don't reveal a dial, or execute the maneuver - you don't have a cleanup step, you don't return a 'revealed' dial outside of the play area - strictly speaking, the dial stays unrevealed by the ship. Ionization forces you to skip the planning phase - so you have no reason to retrieve the unrevealed dial to set it to something else - and still no game instruction to throw it away.

The Tel Trevura FAQ entry solves it somewhat - in that you do indeed skip the activation entirely.

Don't get hung up on not having a Clean Up step. Ionization does not force you to skip the Planning phase, you just don't assign a dial during the Planning phase.

But - the problem is epsilon ace's PS changes from 12 to 4, and so cannot activate. It already has a dial - what happens to that dial?

Nothing. You ignore that ship entirely for activation, and next round you would re-set the dial (if, e.g., you'd been hit by a Cluster Mine instead). But you don't because you're ionised. Just clear it off the table.

Problem is if you don't activate - you don't reveal a dial, or execute the maneuver - you don't have a cleanup step, you don't return a 'revealed' dial outside of the play area - strictly speaking, the dial stays unrevealed by the ship. Ionization forces you to skip the planning phase - so you have no reason to retrieve the unrevealed dial to set it to something else - and still no game instruction to throw it away.

The Tel Trevura FAQ entry solves it somewhat - in that you do indeed skip the activation entirely.

This falls under 'use common sense' I think.

I mean, you coudl say that by RAW you leave the dial on the table until the end of the next activation of the ship, but... who cares?

Where in the FAQ does it say that a ship that change PS to a PS that has already activated during the Activation phase loses it's activation?

What I see specifically calls out the Combat phase.

FAQ, pg. 4:
'Additionally, during the Combat phase, if the pilot skill of a ship that has not
activated this phase changes to be higher than the current active ship, that
ship does not become the active ship this phase. For example, if Tel Trevura
has the “Damaged Cockpit” Damage card and is destroyed (for the first time)
by a ship at pilot skill 5, he discards his damage cards. Therefore, his pilot
skill changes to 7 and he cannot become the active ship this phase.'
FAQ, pg. 12:
'If Tel Trevura has the Damaged Cockpit
Damage card and is destroyed (for the first
time) causing him to return to his normal
pilot skill value, if the activation window for
his pilot skill has passed, he does not become
the active ship during this Combat phase. See
"Altered Pilot Skill" on page 4.'
Without anything saying that activation happens differently than is specified in the rules, the ship with the lowest PS that has not yet activated activates next.
RRG, pg. 3:
'During the Activation phase, each ship is activated
one at a time, starting with the ship with the lowest
pilot skill and continuing in ascending order'

Where in the FAQ does it say that a ship that change PS to a PS that has already activated during the Activation phase loses it's activation?

What I see specifically calls out the Combat phase.

FAQ, pg. 4:
'Additionally, during the Combat phase, if the pilot skill of a ship that has not
activated this phase changes to be higher than the current active ship, that
ship does not become the active ship this phase. For example, if Tel Trevura
has the “Damaged Cockpit” Damage card and is destroyed (for the first time)
by a ship at pilot skill 5, he discards his damage cards. Therefore, his pilot
skill changes to 7 and he cannot become the active ship this phase.'
FAQ, pg. 12:
'If Tel Trevura has the Damaged Cockpit
Damage card and is destroyed (for the first
time) causing him to return to his normal
pilot skill value, if the activation window for
his pilot skill has passed, he does not become
the active ship during this Combat phase. See
"Altered Pilot Skill" on page 4.'
Without anything saying that activation happens differently than is specified in the rules, the ship with the lowest PS that has not yet activated activates next.
RRG, pg. 3:
'During the Activation phase, each ship is activated
one at a time, starting with the ship with the lowest
pilot skill and continuing in ascending order'

Combat phase ordering has the same phrasing. It's not a direct FAQ, but the situations are analogous enough that it provides an answer.

(I still think it's a bad answer, but it is a clear one, to me at least)

Where in the FAQ does it say that a ship that change PS to a PS that has already activated during the Activation phase loses it's activation?

What I see specifically calls out the Combat phase.

FAQ, pg. 4:
'Additionally, during the Combat phase, if the pilot skill of a ship that has not
activated this phase changes to be higher than the current active ship, that
ship does not become the active ship this phase. For example, if Tel Trevura
has the “Damaged Cockpit” Damage card and is destroyed (for the first time)
by a ship at pilot skill 5, he discards his damage cards. Therefore, his pilot
skill changes to 7 and he cannot become the active ship this phase.'
FAQ, pg. 12:
'If Tel Trevura has the Damaged Cockpit
Damage card and is destroyed (for the first
time) causing him to return to his normal
pilot skill value, if the activation window for
his pilot skill has passed, he does not become
the active ship during this Combat phase. See
"Altered Pilot Skill" on page 4.'
Without anything saying that activation happens differently than is specified in the rules, the ship with the lowest PS that has not yet activated activates next.
RRG, pg. 3:
'During the Activation phase, each ship is activated
one at a time, starting with the ship with the lowest
pilot skill and continuing in ascending order'

Combat phase ordering has the same phrasing. It's not a direct FAQ, but the situations are analogous enough that it provides an answer.

(I still think it's a bad answer, but it is a clear one, to me at least)

Skipping activation is mentioned twice. Once is in Tel Trevura's FAQ entry, and the other is in the rules clarification section. Both of these entries specifically call out the combat phase. Is there something in the FAQ that indicates that the activation phase?

Losing the opportunity to make an attack which is optional isn't quite the same as losing an activation in which mandatory steps occur.

Where in the FAQ does it say that a ship that change PS to a PS that has already activated during the Activation phase loses it's activation?

What I see specifically calls out the Combat phase.

FAQ, pg. 4:
'Additionally, during the Combat phase, if the pilot skill of a ship that has not
activated this phase changes to be higher than the current active ship, that
ship does not become the active ship this phase. For example, if Tel Trevura
has the “Damaged Cockpit” Damage card and is destroyed (for the first time)
by a ship at pilot skill 5, he discards his damage cards. Therefore, his pilot
skill changes to 7 and he cannot become the active ship this phase.'
FAQ, pg. 12:
'If Tel Trevura has the Damaged Cockpit
Damage card and is destroyed (for the first
time) causing him to return to his normal
pilot skill value, if the activation window for
his pilot skill has passed, he does not become
the active ship during this Combat phase. See
"Altered Pilot Skill" on page 4.'
Without anything saying that activation happens differently than is specified in the rules, the ship with the lowest PS that has not yet activated activates next.
RRG, pg. 3:
'During the Activation phase, each ship is activated
one at a time, starting with the ship with the lowest
pilot skill and continuing in ascending order'

Combat phase ordering has the same phrasing. It's not a direct FAQ, but the situations are analogous enough that it provides an answer.

(I still think it's a bad answer, but it is a clear one, to me at least)

Skipping activation is mentioned twice. Once is in Tel Trevura's FAQ entry, and the other is in the rules clarification section. Both of these entries specifically call out the combat phase. Is there something in the FAQ that indicates that the activation phase?

Losing the opportunity to make an attack which is optional isn't quite the same as losing an activation in which mandatory steps occur.

No there's not. As I mentioned in the post you just quoted.

There's no formal FAQ, but there's an FAQ for an analogous situation.

If you or the OP are concerned, you know where the rules questions form is.

Where in the FAQ does it say that a ship that change PS to a PS that has already activated during the Activation phase loses it's activation?

What I see specifically calls out the Combat phase.

FAQ, pg. 4:
'Additionally, during the Combat phase, if the pilot skill of a ship that has not
activated this phase changes to be higher than the current active ship, that
ship does not become the active ship this phase. For example, if Tel Trevura
has the “Damaged Cockpit” Damage card and is destroyed (for the first time)
by a ship at pilot skill 5, he discards his damage cards. Therefore, his pilot
skill changes to 7 and he cannot become the active ship this phase.'
FAQ, pg. 12:
'If Tel Trevura has the Damaged Cockpit
Damage card and is destroyed (for the first
time) causing him to return to his normal
pilot skill value, if the activation window for
his pilot skill has passed, he does not become
the active ship during this Combat phase. See
"Altered Pilot Skill" on page 4.'
Without anything saying that activation happens differently than is specified in the rules, the ship with the lowest PS that has not yet activated activates next.
RRG, pg. 3:
'During the Activation phase, each ship is activated
one at a time, starting with the ship with the lowest
pilot skill and continuing in ascending order'

Combat phase ordering has the same phrasing. It's not a direct FAQ, but the situations are analogous enough that it provides an answer.

(I still think it's a bad answer, but it is a clear one, to me at least)

Skipping activation is mentioned twice. Once is in Tel Trevura's FAQ entry, and the other is in the rules clarification section. Both of these entries specifically call out the combat phase. Is there something in the FAQ that indicates that the activation phase?

Losing the opportunity to make an attack which is optional isn't quite the same as losing an activation in which mandatory steps occur.

No there's not. As I mentioned in the post you just quoted.

There's no formal FAQ, but there's an FAQ for an analogous situation.

If you or the OP are concerned, you know where the rules questions form is.

Rules question submitted.

Unless there is a FAQ entry that I'm missing, there's nothing in the FAQ that instructs you to skip an activation during the activation phase.

What I can find in the FAQ clearly mentions that it applies to the combat phase. The rules clarification bit on page 4 could have just as easily been written more generally if it was meant to apply to the activation phase as well, with Tel Trevura's entry left to be specific.

If you or the OP are concerned, you know where the rules questions form is.

here
This is the question that I submitted. I switched the example to use a proximity mine instead, just to remove the distraction of the ion token and action skipping.



If Epsilon Ace receives a damage card during the activation phase, when does he activate?


Example: Miranda Doni (PS8) with Sabine Wren crew and Proximity Mines equipped activates and drops a Proximity Mine template that overlaps Epsilon Ace. Epsilon Ace takes a point of damage from the mine and a second point of damage from Sabine's effect. Epsilon Aces loses a shield and receives a damage card. Since Epsilon Ace has a damage card, the effect from his ability stops. When does he activate?


A. Since PS4 makes Epsilon Ace the lowest PS ship that has not activated, he is the next ship to activate.


B. He doesn't activate at all this activation phase since PS8 ships have already activated.


c. He activates at PS12 since he started the activation phase with that PS.


D. None of the above.