IMHO it sounds like the ion rules need a reworking. Hopefully, something comes out soon.
Well, here is how I see it:
- Maranda does her move and drops the coner's net as described.
- Since it is placed under Talonbane, it detonates immediately. Talonbane recieves 1 damage, 2 ion and must skip his perform action step.
- Now Talonbane activates and he already has a dial, the planning phase is also passed, so that does not take effect here. Talonbane therefore performs his manoeuver as planned, but must skip his perform action step as written. The 2 ion tokens remain since the condition for their removal has not been met.
Next turn:
- Planning phase: Talonbane has ion tokens, so he cannot assign a dial.
- Activation phase: do the 1 white forward, remove the ion tokens as written.
- Combat phase: the ship can attack as normal
- (So overal: he is ionned in the same way that we are used to)
That's how I see it, anyway.
Sounds reasonable; and I assume Talonbane can attack and evade this turn (the one in which he's netted) as well? What about actions and abilities triggered by attacks (e.g. boosts and barrel rolls)? Perhaps it should be called the Conner Can-O-Worms haha.
