Scum Nym plus action-bombs

By thespaceinvader, in X-Wing Rules Questions

So, Scum Nym's ability:

You may ignore friendly bombs. When a friendly ship is defending, if the attacker measures range through a friendly bomb token, the defender may add 1 result.

What happens when he runs over a friendly action-bomb?

Consensus interpretation seems to be that the bomb remains in play.

But someone on Facebook suggested that it detonates, but he simply doesn't take the damage or effects. He ignores the bomb, but it doesn't ignore him.

Which seems correct to me, albeit it's disappointing, as it makes all those squad ideas where you bring a friend with Cad and a bunch of Cluster Mines to give pseudo-reinforce a LOT harder to pull off.

What are peoples' thoughts on this?

That's a great question. Never thought about the flipside of his ability and I'll bet neither did FFG.

I think you're right about action bombs not ignoring him. My only reservation is potentially the wording. If FFG had worded his ability as "you may ignore the effects of friendly bombs", it would indicate that the action bomb does go off if he runs over it but it has no effect on him. As written there seems to be a little wiggle room for interpretation.

Ignore is ignore. It just stays in play.

This also wedges with the second part of the ability, allowing him to run over the bomb and use it for cover.

3 minutes ago, Ralgon said:

Ignore is ignore. It just stays in play.

This also wedges with the second part of the ability, allowing him to run over the bomb and use it for cover.

The bomb detonates when a ship passes over it. The ship can ignore it, but it still recognises the ship passing over it, is the argument.

I've submitted it to the rules questions line. But I've done that a lot over the last 6 months and received exactly 0 answers since just after the January FAQ release...

18 minutes ago, thespaceinvader said:

The bomb detonates when a ship passes over it. The ship can ignore it, but it still recognises the ship passing over it, is the argument.

I've submitted it to the rules questions line. But I've done that a lot over the last 6 months and received exactly 0 answers since just after the January FAQ release...

Then all we have is the preview. Which specifically mentions conners and proxy mines not detonating

Yup.

I think that's most likely what they are going for, it's just that they didn't word it completely unambiguously.

14 minutes ago, thespaceinvader said:

Yup.

I think that's most likely what they are going for, it's just that they didn't word it completely unambiguously.

What's a lot less clear if we disect it is rebel nym's interaction with action bombs. Does he need to keep using the ability on it or does it stay in play till next triggered?

And if it's the 1st option whats the timing on when the player has to choose?

Edited by Ralgon

It stays in play until next triggered. Same with dial bombs.

That doesn't seem remotely ambiguous, all bombs have specific trigger points, once they've passed, they don't trigger again.

2 minutes ago, thespaceinvader said:

It stays in play until next triggered. Same with dial bombs.

That doesn't seem remotely ambiguous, all bombs have specific trigger points, once they've passed, they don't trigger again.

I'll accept that ( being that how i interpret it anyway), although there is wiggle room to argue the bomb is removed when nym switches bomb target or doesn't declare the triggered action bomb each round as he only changed the timing of the detonation, and the bomb was still triggered.

He prevents it. He doesn't delay it. Detonation is a one time thing, he prevents it at a single trigger point, no more, no less. Next trigger it goes off, unless he uses his ability again.