Deploying a Phantom when the Ghost dies to an Asteroid

By theBitterFig, in X-Wing Rules Questions

This didn't quite come up at a local tournament yesterday (I dialed in a clean maneuver), but I wanted to have a better understanding of the sequence of an Attack Shuttle deploying. Consider: a Ghost has 1 hull remaining (no relevant critical damage), dials in a maneuver which lands it on an asteroid. Likewise, what if a Ghost lands on a Proximity Mine?

(a) The Ghost rolls for damage first, and if it suffers fatal damage deploys the shuttle when being destroyed (that is, 1 facedown damage, no attacks).

(b) The Ghost has executed a maneuver, so can deploy the Phantom as normal (no damage, executes a maneuver, performs an action of it didn't overlap, it may shoot this round). Then, it rolls for damage and might be destroyed by the asteroid or mine roll.

From looking at discussions and the FAQ for R2-D2, I think it would be (a) for mines, and (b) for asteroids, with the sequence being:

1. Potential mine damage; if it kills Ghost, use destruction-deployment.

2. Deploy as normal.

3. Potential asteroid damage.

However, I'd like to turn this over to the forum for confirmation.

It looks like you have it right.

Mines trigger "when a ship executes a maneuver", which I would think is before "after executing a maneuver" so you will likely roll for damage before having a chance to deploy the phantom.

Asteroids and Debris both roll for damage after the "perform action step" which occurs after you have already executed your maneuver, and thus after the "after executing a maneuver" trigger.

15 minutes ago, joeshmoe554 said:

It looks like you have it right.

Mines trigger "when a ship executes a maneuver", which I would think is before "after executing a maneuver" so you will likely roll for damage before having a chance to deploy the phantom.

Asteroids and Debris both roll for damage after the "perform action step" which occurs after you have already executed your maneuver, and thus after the "after executing a maneuver" trigger.

Yeah, hit the mine, it detonates. In the case of the asteroid, it would be up to the pilot of the Ghost. You could deploy before rolling for damage in case you do blow up but would avoid the destruction ejection damage to the Phantom, or hope the dice are in your favor and hold the Phantom, but would be forced to deploy if the Ghost does take that 1 damage.

Keep in mind in the case of the asteroid that if the deployment causes the phantom or it's deployment template to overlap the asteroid that it too would be subject to the additional damage roll.