Ion giving bombs Rules?

By Blail Blerg, in X-Wing

If my PS2 bomber drops a conner net under Han before he moves at PS9, do the ion tokens cancel his literal next move (the one he set a dial for this turn) or the next turns' move?

Next turn's move. The card specifies detonation at the end of the activation phase, so it would go off after he moves.

Conner net would have him not reveal a dial and move 1 forward this same turn. Ion bomb would be next turn.

Conner net would have him not reveal a dial and move 1 forward this same turn.

Not according to the Advanced Sensors/Leebo ruling made elsewhere. It would do the same thing as the Ion Bomb. You'd lose the action this turn, and be ionized next turn.

Other issue is a Conner Net dropped on a ship that has already moved that turn. Assuming they lose the action on their next turn?

Conner:

Action: Discard this card to drop 1 Conner net token. When a ship's base or maneuver template overlaps this token, this token detonates.

Detonation: The affected ship suffers 1 damage, receives 2 ion tokens, and skips its "Perform Action" step. Then discard the token.

compare to

Prox Mines:

Action: Discard this card to drop 1 proximity mine token.

When a ship executes a maneuver, if its base or maneuver template overlaps this token, this token detonates.

From the proximity mine faq:

Note that a Proximity Mine token that is dropped
on a ship is placed under the ship’s base and does
immediately detonate. A ship is also considered to be
overlapping a Proximity Mine token when it executes a

maneuver, decloaks, or performs a boost or barrel roll.

so, the timing is really important

For ion effects, refer to the ion reference card (or rules in the FAQ). As long as the tokens are present, refer to the card instead of the normal operation of phases. For Ion bomb, you start at the combat phase (the ship may attack as normal) and continue on until the tokens fall off.

For conner net, the dial stays down (no sensors), the ship performs a 1-foward and discards the ion token, and then the ship skips its action step.

"Perform Action" step is after moving, so if a ship moves into Conners it gets 2 ion tokens and immediately loses its action. Since it already moved, its keeping its ion until next turn. Sensors would dodge the action-denial completely.

the Leebo ruling is nowhere to be found in the faq which,considering its relevance now and 2 waves ago, is curious

Edited by ficklegreendice

I'll try to elaborate more on Conner Net. I'm pretty certain Conner Net works like this:

Situation #1:

1. If Conner Net is dropped directly on a ship, Conner Net detonates on the ship. Place 2 ion tokens on that ship, that ship cannot perform actions this round.

2. The ship performs the dial it already has placed. The ship cannot perform actions after completing the movement.

3. The next round, the Ion tokens prevent the ship from placing a dial, and the ship must move 1 white fwd.

Situation #2:

1. Ship's movement template or final position causes the Conner Net to detonate on the ship. Place 2 ion tokens on that ship, that ship cannot perform actions this round.

2. The next round, the Ion tokens prevent the ship from placing a dial, and the ship must move 1 white fwd.

What I'm saying is, the Ion tokens applied by Conner Net will not affect the ship until the next round, no matter what. There is already a dial assigned to the ship, so it will move using that dial.

Ion Bombs will not affect the ship until NEXT round as well, since they detonate at the end of the activation phase.

the Leebo ruling is nowhere to be found in the faq which,considering its relevance now and 2 waves ago, is curious

I agree that the rules give instructions for what to do in specifc phases while a ship has an Ion token and it makes more sense to use those rules than something that was in an email from Alex Davy about a different situation with no explanation of how the rules support the ruling. For all we know, the reason that Leebo and Advanced Sensors interact the way that they do is because the trigger for revealing the dial has already passed and revealing the dial is inevitable once Advanced Sensors is used.

Edited by WWHSD

From the proximity mine faq:

Note that a Proximity Mine token that is dropped

on a ship is placed under the ship’s base and does

immediately detonate. A ship is also considered to be

overlapping a Proximity Mine token when it executes a

maneuver, decloaks, or performs a boost or barrel roll.

Did they change the FAQ on prox mines back? That quote looks like what it used to say, but the FAQ was changed a while ago to be that the prox mines detonated immediately if they were dropped right on top of a ship.

If prox mines (and, by extension, Conner nets) were changed back so they don't detonate until after after the detonating ship moves, that would solve al the timing problems I believe.

... base and does immediately detonate ...

Did they change the FAQ on prox mines back? That quote looks like what it used to say, but the FAQ was changed a while ago to be that the prox mines detonated immediately if they were dropped right on top of a ship.

If prox mines (and, by extension, Conner nets) were changed back so they don't detonate until after after the detonating ship moves, that would solve al the timing problems I believe.

I think you might be seeing a phantom "n't" in that block. I know that I did. The way they choose to word that is awkward.

Edited by WWHSD

I'll try to elaborate more on Conner Net. I'm pretty certain Conner Net works like this:

Situation #1:

1. If Conner Net is dropped directly on a ship, Conner Net detonates on the ship. Place 2 ion tokens on that ship, that ship cannot perform actions this round.

2. The ship performs the dial it already has placed. The ship cannot perform actions after completing the movement.

3. The next round, the Ion tokens prevent the ship from placing a dial, and the ship must move 1 white fwd.

Situation #2:

1. Ship's movement template or final position causes the Conner Net to detonate on the ship. Place 2 ion tokens on that ship, that ship cannot perform actions this round.

2. The next round, the Ion tokens prevent the ship from placing a dial, and the ship must move 1 white fwd.

What I'm saying is, the Ion tokens applied by Conner Net will not affect the ship until the next round, no matter what. There is already a dial assigned to the ship, so it will move using that dial.

Ion Bombs will not affect the ship until NEXT round as well, since they detonate at the end of the activation phase.

Actually, reading the Ion rules again, I think Situation #1 is partially wrong. Ion rules quoted from FAQ:

Some card abilities, such as the “Ion Cannon Turret” Upgrade card, can cause a ship to receive an ion token. A ship with an ion token assigned to it follows special rules during these phases:

• Planning Phase: The owner does not assign a maneuver dial to this ship.

• Activation Phase: The owner moves the ship as if it were assigned a white [ 1] maneuver. After executing this maneuver, remove all ion tokens from the ship. It may perform actions as normal.

• Combat Phase: The ship may attack as normal.

The activation phase text does NOT appear to be dependent on the planning phase's text being carried out. Read literally, the activation phase instructions do not care if there is a dial or not, if there is an Ion Token (or two on a large ship) before the maneuver is executed, it will execute a white 1 maneuver.

This is of course barring an errata change in the Ion rules wording.

Edited by imprezagoatee

There is a point of contention:

Is "following" referring to the text or the order of phases?

There is a point of contention:

Is "following" referring to the text or the order of phases?

I never thought I'd ask you this... but can you elaborate? I think you mean to say that the rules might be saying the instructions must be executed in order. I don't believe this is the case, but it's possible that's what they intended (obviously in wave 1, they weren't thinking about Ion mines/bombs that would be released in wave 7). In any case, until now that's been the only order they could be taken in.

I also realized there are 2 more situations:

Situation #3:

A ship executes maneuver, then takes a barrel roll boost, or SLAM action that detonates a Conner Net. Since they already started their perform action step, I think the skip action step would be next turn, but it's less clear.

If the action was a free one during combat phase (Turr or Cracken come to mind), it would definitely be next turn.

Situation #4:

A ship decloaks, detonating a Conner Net. Same as 2 really, they get the Ions after the planning phase, but before a maneuver is executed.

Edited by imprezagoatee