Deadman's switch and bomb timing

By dotswarlock, in X-Wing Rules Questions

Here is a perticular scenario that I have encountered while playing on the FlyCasual simulator: a ship with 1 hull left is equippped with deadman's switch and drops a proton bomb with the express purpose of blowing himself up (and having both blast affect the enemy). When the bomb blows, you have the option in the simulator to choose which ship is affected first. If you select yourself, you activate deadman's switch, which can rip off a shield of an enemy ship prior to the proton bomb resuming its effect. Should the deadman's switch destroy the last of the enemy's shield, that means a crit for him.

My question is, does this timing make sense? The notion of "interrupting" the bomb's effect to deal deadman's switch damage can be confusing, but its fun when it works :P

I'd probably argue that the DMS damage is added onto the end of the queue since it was triggered later, but I don't think the timing information is granular enough to be clear.

Hmm. This is an interesting one; arguably, the bombing player would get to choose the order in which the ships are affected by the bomb, so that part checks out. According to the RR, any effects triggered after a ship is destroyed occurs immediately before the ship is removed. It galls me to say it, but I think it does work, the Deadman's Switch damage has to be resolved first in this circumstance. The destroyed ship is removed immediately, and before it goes, the DMS goes off.

I'd not rely on the interaction at a tournament without getting TO confirmation, however.

6 hours ago, thespaceinvader said:

I'd probably argue that the DMS damage is added onto the end of the queue since it was triggered later, but I don't think the timing information is granular enough to be clear.

I agree with this. In general, the first thing added to the queue is the first thing resolved.