quick ruling required - bomb timing with quickdraw

By Viperhook, in X-Wing Rules Questions

During a furball, a bomb detonate and hits two ships. One is quickdraw. He wants to shoot the other ship that would be destroyed by the bomb. Is it possible ? Does he have the time to attack before the bomb kills the other one ? Any timing chart for bombs ?

Edited by Viperhook

All damage is dealt simultaneousy. The ship is gone before Quickdraw fires.

Why would you want to attack a ship you know is already dead? Seems like a waste of a 1-per-round ability.

4 minutes ago, Innese said:

All damage is dealt simultaneousy. The ship is gone before Quickdraw fires.

This is correct, and here is a little more detail:

Bomb damage is simultaneous, but it is still resolved against 1 affected ship at a time. The player controlling the bomb decides the order in which affected ships suffer the bomb’s effects.

If the player controlling a bomb chooses to damage Quickdraw first, and Quickdraw loses a shield, then Quickdraw’s ability triggers from the bomb damage. However, the bomb must be resolved completely before moving on to any other game effects, so Quickdraw has to wait until all the bomb damage is resolved before resolving the attack from the pilot ability.

(See “Resolving Simultaneous Effects” on page 7 of the FAQ.)

Why would you want to attack a ship you know is already dead? Seems like a waste of a 1-per-round ability. ---> To steal the kill and get the points. Anyway thanks for the answer.

24 minutes ago, Viperhook said:

Why would you want to attack a ship you know is already dead? Seems like a waste of a 1-per-round ability. ---> To steal the kill and get the points. Anyway thanks for the answer.

You don't have to kill the ship to get the points, it just has to not be on the table at the end of the match.

48 minutes ago, Innese said:

You don't have to kill the ship to get the points, it just has to not be on the table at the end of the match.

Methinks this is regarding a " Heroes of the Aturi Cluster " campaign game, where stealing a kill is advantageous to individual pilots as it adds to their experience point total.

At my local store, we often have a "furball night" as part of our league, where it's an six-to-eight-man free-for-all... you get points for kills, negative points for suicides, respawn at the end of round if you die, and play for roughly 1.5 hour rounds (amidst some other game-balancing rules). Occasionally, we play for prizes... normally, though it's for bragging rights.

11 hours ago, emeraldbeacon said:

At my local store, we often have a "furball night" as part of our league, where it's an six-to-eight-man free-for-all... you get points for kills, negative points for suicides, respawn at the end of round if you die, and play for roughly 1.5 hour rounds (amidst some other game-balancing rules). Occasionally, we play for prizes... normally, though it's for bragging rights.

Got it, as I said in the first three words, during a furball ;)