Droppiing bombs clarification:

By DurochD, in X-Wing Rules Questions

Correct, doing them does not use your Action.

However, you cannot drop a bomb, do your move, and then Action-drop a second bomb in the same turn.

Correct, doing them does not use your Action.

However, you cannot drop a bomb, do your move, and then Action-drop a second bomb in the same turn.

What if the second bomb was a different type of bomb, like say a Connor Net that does require an action? Or is it simply 1 bomb per turn and that's it?

Or is it simply 1 bomb per turn and that's it?

One bomb per turn is it. Doesn't matter what kind of bomb it is.

My question: can you drop a bomb directly on another ship and it detonate, or does a ship have to fly into a bomb to detonate?

Yes, you can drop a bomb directly onto another ship. And it will normally cause it to detonate immediately.

You can drop the "action:" keyword bombs (also called mines by the fan base, but not the rules) onto another ship and they will detonate immediately, but the "before your dial" bombs, like the ion bomb, detonate at their normal time because they don't care whether someone overlaps them or not.

Both kinds of bombs are "Bombs" as far as the rules go and you can only drop a single bomb each round.

The "before the dial" bombs are free to drop, but because they only detonate at the end of the phase, it can be difficult to catch higher PS pilots in the blast radius because they can see where the bomb is and potentially boost or barrel roll out of range (or simply have not gone where you expected them).

I assume that when dropping a connor net token or cluster mine token that overlaps multiple ships, only 1 ship is affected (similar to the proximity mine)?

Correct.

Keep in mind however that a cluster mine is actually 3 separate tokens, each of which can hit a single ship.

Edited by Forgottenlore

My right brain disagrees with my left brain on this one. Picture this: Captain Oicunn's maneuver takes him through a set of cluster mines and bumps a ship on the other side. Unable to complete the maneuver, his large base moves back along the template until he's touching the other ship and overlapping two cluster mine tokens. Unfortunately for Ramsey (Oicunn's first name, naturally) his ship is badly battered and the first mine destroys him. In my mind's eye (and the way it should be according to my right brain), the ship glides into the first mine and is destroyed and there are no other effects because there's nothing left to detonate the second mine or smash into the ship on the other side. But, by the "teleport" conceptualization of the maneuver rule (left brain - always with the "buts"), the ship simply appears at the furthest point along the guide that it can fit and thus BOTH overlapped mines detonate even though it only took one to destroy him AND, since his maneuver resulted in contact, the other ship suffers a damage thanks to Oicunn's special ability.

Care to quash my inner turmoil?

Care to quash my inner turmoil?

Conservation of mass, conservation of momentum. The shotgun spray of debris from the forward-moving ship is still dense enough to trigger the second mine, and even after the second mine there are still enough massive fast-moving pieces to bang up the primary buffer panel on whatever unlucky ship Oicunn was trying to ram.

Really, the more ridiculous idea is that a cluster mine small enough that you can drop three at once from a bomb chute could completely annihilate a VT-49 Decimator such that it no longer presents even a navigational hazard to other ships.

I see your point. My hemispheres are reconciled. Thank you!