Proximity Mine w/Multiple Potential Victims

By RoosterOnAWire, in X-Wing Rules Questions

The Proximity Mine info says " When this bomb token detonates, the ship that moves through or overlapped this token rolls 3 attack dice and suffers all damage and critical damage rolled. Then discard this token."

A couple of questions:

1.) What if the token was dropped directly where a ship ended its movement on the previous turn, and another ship moves through or overlaps the token before the first ship had a chance to move a way from it? Do both ships suffer damage?

2.) What if two pilots of the same PS level move through/overlap the token? Do they both take the damage, or just the one the player chooses to have move through/overlap it first?

In both cases, if I read the text of the card strictly then I think just one ship can be damaged from the mine regardless - but in either of the examples I gave, it seems to me like more than one ship would make sense to take damage.

In both cases, only the active ship will take the damage. The Proximity Mine isn't actually a blast area weapon - it might help to think of it like a magnetic mine, that if you get too close to homes in on your ship and detonates.

endOfTurn3.jpg This happened in one of my last games. I flew with a double firespray + howlrunner list (the same ship configuration that beat me in the vassal semi-finals, but with significant differences in the upgrade card selection) with the intent of making a wall of proximity mine by flying both firespray in a line, then diverging into a perpendicular line as you can guess from the picture.

The forward mine was dropped on a X-Wing, so it did not detonate. That same X-Wing moved into the backward one, rolling 3 blanks (sigh). My Howlrunner flew into the forward one, taking 1 damage.

I haven't seen dramatic proximity mines in live games yet. Another occurence was when I flew a 1-hull remaining Wedge through a mine, also rolling 3 blanks/eyes.

They never seem to do any damage for me when I use them. The dice are too fickle I guess. I just started using Seismic Charges instead since you know you're guaranteed to do at least some damage. Plus they don't cost the Action to drop.

Ignoring crits, the distribution should be:

0: 12.5%

1: 37.5%

2: 37.5%

3: 12.5%

The Prox Mines trade multi-target damage and the action requirement for a decent chance of doing multiple damage to the same target, the critical hit chance, and less worry about hitting your own ships.

So, here's a scenario...you drop 2 proximity mines...near each other, and your opponent actually flys (template hits) both mines. My take is they roll 6 dice (3 for each mine), that could be particularly nasty...however, difficult to pull off. Or he hits one...is destroyed...does the second stay on the board, by the faq, I believe the second mine would NOT detonate.

Edited by jetsetter

I think both mines would detonate. You resolve them one at a time, but once the trigger condition is met there aren't any other checks.