Official Conner Net Ruling

By imprezagoatee, in X-Wing

Here's the rule response from Frank, for those who don't check the rules subforum.

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step. If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has activated this phase, that ship suffers the effects of being ionized next turn and does not skip any “Perform Action” step. If a ship is ionized, executes its 1 straight maneuver, and overlaps a Connor Net, all ion tokens are discarded at the end of the maneuver (including those received from Connor Net).

Thanks for playing,

Frank Brooks
Game Developer
Fantasy Flight Games

The action step bit is nerf for nets on high PS ships, sad.

Here's the rule response from Frank, for those who don't check the rules subforum.

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step. If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has activated this phase, that ship suffers the effects of being ionized next turn and does not skip any “Perform Action” step. If a ship is ionized, executes its 1 straight maneuver, and overlaps a Connor Net, all ion tokens are discarded at the end of the maneuver (including those received from Connor Net).

Thanks for playing,

Frank Brooks
Game Developer
Fantasy Flight Games

The action step bit is nerf for nets on high PS ships, sad.

It doesn't even save the ion tokens for the next planning phase? That blows. I'll believe it once it's in the FAQ and not a minute sooner.

can we get a ruling on the midmove pre-slam bomb drop?? as shown in the example? or is SLAM just a super boost!!

Here's the rule response from Frank, for those who don't check the rules subforum.

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step. If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has activated this phase, that ship suffers the effects of being ionized next turn and does not skip any “Perform Action” step. If a ship is ionized, executes its 1 straight maneuver, and overlaps a Connor Net, all ion tokens are discarded at the end of the maneuver (including those received from Connor Net).

Thanks for playing,

Frank Brooks
Game Developer
Fantasy Flight Games

The action step bit is nerf for nets on high PS ships, sad.

It doesn't even save the ion tokens for the next planning phase? That blows. I'll believe it once it's in the FAQ and not a minute sooner.

That's only if it's an already ioned target, normal targets do save the ions for next round. I was specifically referring the the skipping action step, apparently, if a ship has already activated, and then a net is dropped directly on it, the skip action step does not apply next round, which is a decided nerf for nets on high PS ships. However, they can still drop the net in front of a lower PS ship, so it's only a half nerf.

EDIT: Also, suit yourself waiting for the FAQ, but the same email went to at least 3 people, probably a lot more, so you can probably count on TOs using that ruling. :)

Edited by imprezagoatee

can we get a ruling on the midmove pre-slam bomb drop?? as shown in the example? or is SLAM just a super boost!!

They haven't updated the image from the Slam article yet. Odds are good bombs are allowed.

swx33-slam-action-diagram2.jpg

Here's the rule response from Frank, for those who don't check the rules subforum.

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step. If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has activated this phase, that ship suffers the effects of being ionized next turn and does not skip any “Perform Action” step. If a ship is ionized, executes its 1 straight maneuver, and overlaps a Connor Net, all ion tokens are discarded at the end of the maneuver (including those received from Connor Net).

Thanks for playing,

Frank Brooks
Game Developer
Fantasy Flight Games

The action step bit is nerf for nets on high PS ships, sad.

It doesn't even save the ion tokens for the next planning phase? That blows. I'll believe it once it's in the FAQ and not a minute sooner.

That's only if it's an already ioned target, normal targets do save the ions for next round. I was specifically referring the the skipping action step, apparently, if a ship has already activated, and then a net is dropped directly on it, the skip action step does not apply next round, which is a decided nerf for nets on high PS ships. However, they can still drop the net in front of a lower PS ship, so it's only a half nerf.

It doesn't say netted ships that haven't moved yet save their ion tokens. By that email, if a ship hasn't moved and gets connor'd, it only loses its action this round.

I asked him about Advanced Sensors usage against Conner Net:

If a ship uses Advanced Sensors before overlapping a Conner Net, the “Perform Action” step is already being skipped so no additional effect occurs.

So there you have it. Advanced Sensors can negate the "Skip Perform Action Phase" part of Conner Net.

Edited by Rydiak

Here's the rule response from Frank, for those who don't check the rules subforum.

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step. If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has activated this phase, that ship suffers the effects of being ionized next turn and does not skip any “Perform Action” step. If a ship is ionized, executes its 1 straight maneuver, and overlaps a Connor Net, all ion tokens are discarded at the end of the maneuver (including those received from Connor Net).

Thanks for playing,

Frank Brooks
Game Developer
Fantasy Flight Games

The action step bit is nerf for nets on high PS ships, sad.

It doesn't even save the ion tokens for the next planning phase? That blows. I'll believe it once it's in the FAQ and not a minute sooner.

That's only if it's an already ioned target, normal targets do save the ions for next round. I was specifically referring the the skipping action step, apparently, if a ship has already activated, and then a net is dropped directly on it, the skip action step does not apply next round, which is a decided nerf for nets on high PS ships. However, they can still drop the net in front of a lower PS ship, so it's only a half nerf.

It doesn't say netted ships that haven't moved yet save their ion tokens. By that email, if a ship hasn't moved and gets connor'd, it only loses its action this round.

Yes it does, bolded. Suffering the effects next turn, because you keep the ions, because that's what ions always do until cleared.

Here's the rule response from Frank, for those who don't check the rules subforum.

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step. If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has activated this phase, that ship suffers the effects of being ionized next turn and does not skip any “Perform Action” step. If a ship is ionized, executes its 1 straight maneuver, and overlaps a Connor Net, all ion tokens are discarded at the end of the maneuver (including those received from Connor Net).

Thanks for playing,

Frank Brooks
Game Developer
Fantasy Flight Games

The action step bit is nerf for nets on high PS ships, sad.

It doesn't even save the ion tokens for the next planning phase? That blows. I'll believe it once it's in the FAQ and not a minute sooner.

That's only if it's an already ioned target, normal targets do save the ions for next round. I was specifically referring the the skipping action step, apparently, if a ship has already activated, and then a net is dropped directly on it, the skip action step does not apply next round, which is a decided nerf for nets on high PS ships. However, they can still drop the net in front of a lower PS ship, so it's only a half nerf.

It doesn't say netted ships that haven't moved yet save their ion tokens. By that email, if a ship hasn't moved and gets connor'd, it only loses its action this round.

Yes it does, bolded. Suffering the effects next turn, because you keep the ions, because that's what ions always do until cleared.

Wrong section.

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step.

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has activated this phase, that ship suffers the effects of being ionized next turn and does not skip any “Perform Action” step.

If a ship is ionized, executes its 1 straight maneuver, and overlaps a Connor Net, all ion tokens are discarded at the end of the maneuver (including those received from Connor Net).

3 triggers. Two tell you what to do with the ion tokens, the bolded trigger by omission says you ignore the ion component of being bombed.

This is good to know. Played someone today who insisted it was done differently. Just a little confused why they have to FAQ these things in and don't include it on the reference card...

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step. If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has activated this phase, that ship suffers the effects of being ionized next turn and does not skip any “Perform Action” step. If a ship is ionized, executes its 1 straight maneuver, and overlaps a Connor Net, all ion tokens are discarded at the end of the maneuver (including those received from Connor Net).

Thanks for playing,

Frank Brooks
Game Developer
Fantasy Flight Games

so if ship has not yet activated: do maneuver as set and skip action. Ion tokens stay on the ship for next round?

and if ship has activated already: ion maneuver next round. no action to be skipped.

i think that is still a question whether ion tokens are discarded if a dial is already allocated to a ship.

all in all seems a pretty big nerf faq

Edited by Taiowaa

Wrong section.

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step.

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has activated this phase, that ship suffers the effects of being ionized next turn and does not skip any “Perform Action” step.

If a ship is ionized, executes its 1 straight maneuver, and overlaps a Connor Net, all ion tokens are discarded at the end of the maneuver (including those received from Connor Net).

3 triggers. Two tell you what to do with the ion tokens, the bolded trigger by omission says you ignore the ion component of being bombed.

Ah, I see what you're looking at now. But since he doesn't expressly state that the ship in example A does not take the ions, then it should be played according to the RAW, which says they do take the ions. I think this omission is just an error, but now we have a new round of questions to submit. :)

Wrong section.

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step.

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has activated this phase, that ship suffers the effects of being ionized next turn and does not skip any “Perform Action” step.

If a ship is ionized, executes its 1 straight maneuver, and overlaps a Connor Net, all ion tokens are discarded at the end of the maneuver (including those received from Connor Net).

3 triggers. Two tell you what to do with the ion tokens, the bolded trigger by omission says you ignore the ion component of being bombed.

Ah, I see what you're looking at now. But since he doesn't expressly state that the ship in example A does not take the ions, then it should be played according to the RAW, which says they do take the ions. I think this omission is just an error, but now we have a new round of questions to submit. :)

Right, he omits the action skipped by an already ionized ship, too. Safe to assume, but I want to see it all written.

And with this ruling you will never ionize and lose action from the same conner net in the same turn. It will always only be one or the other.

1 damage and either ion or lost action. Tell me that is still worth 4 points.

Frank's response makes Conner Net the most confusing thing in the game to use.

I think it beats out Oicunn with Dauntless, and Daredevil hitting someone and triggering Dauntless multiple times.

Edited by WWHSD

1 damage and either ion or lost action. Tell me that is still worth 4 points.

Both effects can still happen, just not on the same turn and not both against ships that have already activated. No where near as strong as we once thought, but still not entirely garbage.

Edited by Rydiak

How far should the ruling delve into "... and then proceed as normal" before it should no longer be in the FAQ? Why would the ship in the first of the three examples NOT take the two ion tokens "as normal"?

1 damage and either ion or lost action. Tell me that is still worth 4 points.

Both effects can still happen, just not on the same turn and not both against ships that have already activated. No where near as strong as we once thought, but still not entirely garbage.

Only on a ship that hasn't activated yet. 2/3 of the time it's 1 or the other. 1/3 it's both but spread over 2 turns. - Try to remember that after the rest of activation/combat/end/planning phases.

K-Wing came with a no shooting token. it should have included a no action token too.

Edited by ViscerothSWG

I like it. It discourages high-PS Connor's and makes Connor's hit high-ps ships harder.

After reading that response, I'm hoping that there is significant change in the rules coming and that this is just a stop gap until those are available.

How far should the ruling delve into "... and then proceed as normal" before it should no longer be in the FAQ? Why would the ship in the first of the three examples NOT take the two ion tokens "as normal"?

None of the 3 follow the conner net card as written. One ignores the ion tokens but probably does lose action, one ignores the skip action step but does ionize. The 3rd probably spreads both effects over 2 separate rounds.

With something so complicated and unintuitive, it would be nice to have it fully, officially, written out at least once.

Edited by ViscerothSWG

Frank is just being succinct and not going too far into the explanations. I can see the logic.

In the first example, once you set the dial, you can't suffer the Ion Effect, since you check that in the planning phase. So, you would still receive the Ion tokens, even if he didn't mention them, probably due to how the question was worded. You would still skip the peform action step and receive the Ion tokens.

In the second example, they are trying to avoid creating more hold over things you need to remember. Coran's attack is bad enough, and others use tokens to remind you.

And the third makes sense if you think about. it. You purge all Ion tokens after you suffer the effects of Ion tokens. You have received Ion tokens while you were resolving the Ion token effect. Thus, they go with all the others.

As for Advanced Sensors, it makes sense, especially if you realized that it doesn't work with Vader.

Edited by Sithborg

How far should the ruling delve into "... and then proceed as normal" before it should no longer be in the FAQ? Why would the ship in the first of the three examples NOT take the two ion tokens "as normal"?

None of the 3 follow the conner net card as written. One ignores the ion tokens but probably does lose action, one ignores the skip action step but does ionize. The 3rd probably spreads both effects over 2 separate rounds.

With something so complicated and unintuitive, it would be nice to have it fully, officially, written out at least once.

The first case causes the ship to loose its action this round and be ionized next round.

The second case causes the ship to be ionized next round and not loose an action

The third case (which is VERY unlikely to ever happen) has the ship being ionized this round AND loosing its action. In this case the Net's tokens don't provide any additional ion effect because the ship was already ioned.

We should, perhaps, add a fourth case, which is the expected, normal use of the net, when a ship that is NOT already ionized runs over a net during its movement it will loose its action this round and be ionized next round.

I can't quite tell if you are correctly understanding all those effects, but that is what the ruling says.

Edited by Forgottenlore

How far should the ruling delve into "... and then proceed as normal" before it should no longer be in the FAQ? Why would the ship in the first of the three examples NOT take the two ion tokens "as normal"?

None of the 3 follow the conner net card as written. One ignores the ion tokens but probably does lose action, one ignores the skip action step but does ionize. The 3rd probably spreads both effects over 2 separate rounds.

With something so complicated and unintuitive, it would be nice to have it fully, officially, written out at least once.

The first case causes the ship to loose its action this round and be ionized next round.

The second case causes the ship to be ionized next round and not loose an action

The third case (which is VERY unlikely to ever happen) has the ship being ionized this round AND loosing its action. In this case the Net's tokens don't provide any additional ion effect because the ship was already ioned.

We should, perhaps, add a fourth case, which is the expected, normal use of the net, when a ship that is NOT already ionized runs over a net during its movement it will loose its action this round and be ionized next round.

I can't quite tell if you are correctly understanding all those effects, but that is what the ruling says.

Your recap matches what I wrote. Your first and fourth case are the same case.

Wrong section.

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step.

If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has activated this phase, that ship suffers the effects of being ionized next turn and does not skip any “Perform Action” step.

If a ship is ionized, executes its 1 straight maneuver, and overlaps a Connor Net, all ion tokens are discarded at the end of the maneuver (including those received from Connor Net).

3 triggers. Two tell you what to do with the ion tokens, the bolded trigger by omission says you ignore the ion component of being bombed.

Ah, I see what you're looking at now. But since he doesn't expressly state that the ship in example A does not take the ions, then it should be played according to the RAW, which says they do take the ions. I think this omission is just an error, but now we have a new round of questions to submit. :)

I agree here. It does not explicitly say a ship that has not activated does NOT get the ion tokens, nor does it say that the ship immediately clears the ion tokens it receives. You only EVER clear your ion tokens after performing a 1 fwd that has been forced upon you by being ionized. And in that case, you clear every single Ion token on the ship, even ones just put on it by Conner net.

This means 2 things.

1. Higher PS ships that get a Conner Net dropped on them receive 2 ion tokens that do not clear until the next phase.

2. You cannot continuously Ionize a higher PS ship with Conner Net, since the tokens it receives clear when it performs a 1 fwd.

@ViscerothSWG

I understand where you are coming from, but because Frank doesn't explicitly say the not-yet-activated ship for some silly reason receive the ion tokens, you pretty much HAVE to infer that they are applied, and they are not immediately cleared, because the ship did not perform the forced 1 fwd maneuver from being Ionized. Also, the Conner Net card does not state that some ships get the Ion Tokens, and others don't. It should be inferred that ALL ships get the Ion Tokens. And that only a dial-less 1 fwd maneuver forced by being ionized on a previous round can clear Ion Tokens.

Edited by phild0

Your first and fourth case are the same case.

No they aren't. In the first case (in the ruling) a net is dropped right on top of a ship that has not activated and detonates immediately, giving that ship 2 ion tokens (which will effect the ship next round) and causing it to skipi ts action step this round when that ship finally activates.

The last case, which I added, has the net being dropped in open space and later being overlapped by a ship during its activation. The results of the 2 cases are the same, but the timing of the trigger is different.

We just want to make sure you understand that if a net is dropped onto a ship that hasn't activated yet, the net will detonate and that ship will skip its action this round and be ionized next round. Because your posts sure sound like you don't understand that.