Connor Net FAQ

By TasteTheRainbow, in X-Wing Rules Questions

...IW's work nothing like other weapons primarily because every effect an IW imparts to the target is delayed until some later point in the game.

We've been over this. Ion tokens affect movement, and the ion effect starts as soon as possible--that is, as soon as the ship with an ion token tries to move.

You sound like an old commander of mine when I wouldn't budge on an issue hahaha. I just don't see the fine maneuvering required to execute an attack being possible if you can't maneuver. I can hear the frustration and I don't mean to harass so I apologize. I'll make that my last word on this post.

I picked up my first K-wing today and read the card and noticed something on the conner net card:

To activate the conner net a target must first "move through or overlapped this token", meaning they must have moved to trigger the conner net. Think back to the earlier version of proximity mines, where you could drop it under an ship and it wouldn't go off because a ship didn't overlap it. There has been a fix for proximity mines to now detonate when they are dropped under a ship, but their will have to be one for conner net as well if it is to work as everyone is thinking it should.

If a conner net gets dropped under a ship it doesn't go off until that ship moves through or overlaps the net token, which means we are back to the earlier version of proximity mines in function. That means the dial maneuver is completed then the ion tokens and conner effects get attributed. No dial vs ion movement conflict anymore.

I picked up my first K-wing today and read the card and noticed something on the conner net card:

To activate the conner net a target must first "move through or overlapped this token", meaning they must have moved to trigger the conner net. Think back to the earlier version of proximity mines, where you could drop it under an ship and it wouldn't go off because a ship didn't overlap it. There has been a fix for proximity mines to now detonate when they are dropped under a ship, but their will have to be one for conner net as well if it is to work as everyone is thinking it should.

If a conner net gets dropped under a ship it doesn't go off until that ship moves through or overlaps the net token, which means we are back to the earlier version of proximity mines in function. That means the dial maneuver is completed then the ion tokens and conner effects get attributed. No dial vs ion movement conflict anymore.

I believe the intention is that Conner Nets do go off immediately. Cluster Mines are worded the same way as Nets and Prox Mines and FFG specifically said in a preview that Cluster Mines go off immediately when dropped on a ship.

To activate the conner net a target must first "move through or overlapped this token", meaning they must have moved to trigger the conner net.

That would fix the timing issues, but then you have multiple mines that are worded exactly the same functioning differently. Either that, or we go back to prox mines (and clusters) also behaving the old way, but that would be nerfing prox mines, which they just buffed.

I do want to say that this needs clarified fast. I just played 6 games with deathrain with 2 Conner nets and every single time I dropped them it was on a higher PS pilot (we were playing it RAW, that it overrides the currently set dial. It was pretty brutal.)

Came across this problem today and it does seems clear after a reading the rules.

Wording is the same as proxy mines so it is activated immediately the target can be chosen and receives 1 damage and 2 ion tokens. Some people have said that a ship must move to receive this but based on the wording that's not correct. It says overlapped which a ship would be same as a roid, not like bumping when a ship has to retreat until it is not overlapping.

For a ship which has moved(also completed actions) it has passed the part from Ioning where it removes the Ion tokens so it will stay for next turn.

For a ship which has not moved but is overlapped then it has passed the planning phase part of being Ioned so it already has chosen a maneuver. But that is irrelevant because no where in the Ion rules does it say if you had chosen a maneuver you can perform it. So you are just slotting in to the part where you only perform a white 1 forward(Juno possibly 2 forward). Then remove applicable Ion tokens.

But the part which may need an FAQ is skips its "perform action step". This is not attached to the Ion token so is only on the round the target is hit, so lower pilots don't care.

Also:

Core Rule Book states that in case of conflict between the core rules and a card, the card has precedence.

Ion Token Rules come in a card

In case of conflict (ship ionized but with a dial assigned) the Ion Token Card has precedence before the Core Rules.

So the Ship ignores the steps for Activation in the Core Rules and follow those in the Ion Card Token.

The ship would move 1 forward, without revealing its dial, then in the case of Conner Net also skip its perform action step, then move the face-down dial out from the table and next to the pilot card, without revealing it.

Does it sound okay?

Yep that's basically right, dial is irrelevant so you can keep it hidden or show but you still only do a 1 white forward.

That's interesting about cards taking precedence over rules. I wonder if there is an FAQ that doesn't get precedence over whats written on a card.

Also:

Core Rule Book states that in case of conflict between the core rules and a card, the card has precedence.

Ion Token Rules come in a card

In case of conflict (ship ionized but with a dial assigned) the Ion Token Card has precedence before the Core Rules.

So the Ship ignores the steps for Activation in the Core Rules and follow those in the Ion Card Token.

The ship would move 1 forward, without revealing its dial, then in the case of Conner Net also skip its perform action step, then move the face-down dial out from the table and next to the pilot card, without revealing it.

Does it sound okay?

i also agree with this and will add my llittle tidbit.

On the Ion Token rules card it states, " A ship with an Ion token assigned to it follows special rules during these phases:",

nowhere does it mention "in the following order or steps".

But the part which may need an FAQ is skips its "perform action step". This is not attached to the Ion token so is only on the round the target is hit, so lower pilots don't care.

I agree and FAQ would be nice for this part as well, but why would it not skip the next turn's Perform Action step? Tokens are not necessary for all effects, otherwise Corran could double tap every turn. I do think it should probably read "skips its next "Perform Action" step".

I also agree with most here that RAW, even if a ship has a dial set, if it has the ion tokens before it activates, it must do the 1 straight and clear the ions. But can/should that ship still reveal the dial? This can matter for dial reveal things like bombs...

Although, the more I think about it, the more I wonder if RAI is for the ions to take effect next round, but unless we hear otherwise from an official source, we should play RAW. In any case, when dropped directly on a ship, the net has different interactions on higher/lower skill pilots, which is odd.

Considering the number of questions we have had about this card, it's strange they didn't have an FAQ update ready before the wave launched. I've also submitted a rules inquiry, we'll see if they respond.

Considering the number of questions we have had about this card, it's strange they didn't have an FAQ update ready before the wave launched.

It does seem like this wave has more, and more severe, issues than normal.

Edited by Forgottenlore

It does seem like this wave has more, and more severe, issues than normal.

Considering how many glaring inconsistencies this wave has brought with it, it does strike me as odd that this wave didn't come ready-faqed right out of the gate.