Cluster Mines and Tel

By Cr0aker, in X-Wing Rules Questions

This came up in a game on vassal. 1st cluster kills Tel. Tel overlaps all 3 mines. Do all 3 detonate before Tel dies, or do the last 2 detonate after Tel comes back?

Thanks!

If a ship executes a maneuver in which its maneuver

template and/or base overlaps multiple proximity mine

tokens, all of the proximity mine tokens detonate, even

if the ship is destroyed by the first token it overlaps

If a ship executes a maneuver in which its maneuver
template and/or base overlaps multiple proximity mine
tokens, all of the proximity mine tokens detonate, even
if the ship is destroyed by the first token it overlaps

Page 13 of FAQ

<VaynMaanen (Released Only)> - If a player has simultaneous effects that resolve from the same trigger, that player resolves the entirety of one effect (and any subsequent effects from that trigger) before resolving the others
<VaynMaanen (Released Only)> - so any effects from each event gets resolved
  
Trying to see if there is an official ruling on this somewhere as it could be both ways.

Not 100% certain this is how it works, but since each token detonates separately (You roll 2 dice 3 times rather than 6 dice at once) I believe it goes like this:

Tel overlaps all 3 tokens > Roll for token #1 > Apply damage > Tel 'dies' for the first time, gets brought back with 1 hull > Roll for token #2 > Apply damage > Etc

Rules leave it ambiguous as the FAQ contradicts this, so I am hoping for a clearer answer. Both could be correct as it stands right now.

I don't think that Tel's resurrection interrupts the detonations. He completes his move, each mine is rolled for, damage taken and if the ship wasn't Tel, it would be removed after the last mine damage was rolled. The ship's movement is completed before any damage is rolled for.

In Tel's case, he's resurrected after the last mine detonates and damage taken.

Edited by Stoneface
Clarification

The FAQ on Proximity Mines simply clarifies that all triggered bomb tokens detonate, even if the ship was destroyed by another detonation. The player controlling the mines may resolve all triggered mines in any order, but they are still resolved one at a time, and they all must be resolved even if the detonation is wasted on a destroyed ship.

In the specific case of Tel Trevura overlapping three Cluster Mine tokens: If token #1 destroys Tel, then his ability interrupts the resolution of any other mines. If he is destroyed again by token #2, then his destruction interruptss the resolution of the last token. Token #3 still detonates, even though the ship that triggered it is already gone.

Edited by jmswood
22 hours ago, jmswood said:

The FAQ on Proximity Mines simply clarifies that all triggered bomb tokens detonate, even if the ship was destroyed by another detonation. The player controlling the mines may resolve all triggered mines in any order, but they are still resolved one at a time, and they all must be resolved even if the detonation is wasted on a destroyed ship.

In the specific case of Tel Trevura overlapping three Cluster Mine tokens: If token #1 destroys Tel, then his ability interrupts the resolution of any other mines. If he is destroyed again by token #2, then his destruction interruptss the resolution of the last token. Token #3 still detonates, even though the ship that triggered it is already gone.

I've been giving this some thought and came up with two questions.

First, would Tel lose both oh his lives from a TLT or Cluster Missile attack?

Second, is there precedence for a pilot ability to interrupt the attack sequence?

59 minutes ago, Stoneface said:

I've been giving this some thought and came up with two questions.

First, would Tel lose both oh his lives from a TLT or Cluster Missile attack?

Second, is there precedence for a pilot ability to interrupt the attack sequence?

1.) No. See the Timing Chart on page 8 of the FAQ. Ships are not destroyed until step 10. Both parts of a Cluster Missile or TLT happen before step 10.

2.) Timing Chart again. The opportunities for card abilities to resolve during an attack are typically pretty clear if you follow the Timing Chart. All of the unclear ones I know of have specific FAQ entries. (Example: Quickdraw, as the card is written, could interrupt Step 7, but Quickdraw's FAQ entry specifies Step 9.)

19 minutes ago, jmswood said:

1.) No. See the Timing Chart on page 8 of the FAQ. Ships are not destroyed until step 10. Both parts of a Cluster Missile or TLT happen before step 10.

2.) Timing Chart again. The opportunities for card abilities to resolve during an attack are typically pretty clear if you follow the Timing Chart. All of the unclear ones I know of have specific FAQ entries. (Example: Quickdraw, as the card is written, could interrupt Step 7, but Quickdraw's FAQ entry specifies Step 9.)

(Face palm) Got it! Didn't consider the CMs being three separate attacks, just one "attack" performed three times.

Decaf just doesn't work like the high test did.

Thanks!

14 minutes ago, Stoneface said:

(Face palm) Got it! Didn't consider the CMs being three separate attacks, just one "attack" performed three times.

A Cluster Mine is one bomb upgrade that deploys three bomb tokens. The tokens function independently after they are placed in the play area.

Please don't call it an attack. No bombs currently in the game perform an attack. (Not saying it couldn't happen in the future. There are mines in Star Wars that shoot ships.)

3 hours ago, jmswood said:

1.) No. See the Timing Chart on page 8 of the FAQ. Ships are not destroyed until step 10. Both parts of a Cluster Missile or TLT happen before step 10.

I think this is not correct. Destroyed ships are removed at step 10, but in page 22 (Timing chart for performing an attack questions) states that abilities that trigger after a ship is destroyed (as Tel's) resolve after damage cards are dealt. The ship is destroyed , but its cards remain active until step 10.

So Tel can lose both "lives" to a TLT/cluster missiles attack.

@Willy Jarque I missed that entry on page 22. Good catch.

7 hours ago, Willy Jarque said:

I think this is not correct. Destroyed ships are removed at step 10, but in page 22 (Timing chart for performing an attack questions) states that abilities that trigger after a ship is destroyed (as Tel's) resolve after damage cards are dealt. The ship is destroyed , but its cards remain active until step 10.

So Tel can lose both "lives" to a TLT/cluster missiles attack.

Indeed. FAQ 4.3.3 p14: "Tel Trevura - Tel Trevura’s ability triggers at the end of the “Deal Damage” step and before any “after attacking” or “after defending” abilities trigger."