Official Conner Net Ruling

By imprezagoatee, in X-Wing

I'm still rereading that email and trying to figure out who's smoking what.

It's certainly a massive nerf for low PS netting, as you no longer know where the target will end up this turn (as you otherwise would with RAW). As for high PS netting, you just lose half of the reason for having connor nets in the first place. Did they just decide that they'd made connor nets OP, and are frantically backpedalling to nerf them or something?

So a Conner net ionizes OR removes the action is what I got from his statement. Is my comprehension off?

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.

I just want to make sure you understand your own post, which exactly matches what I was saying.

Your first and fourth cases are identical in the effect on the ship hit. In each case the ship loses action this round and is ionized next round. Identical.

I just want to make sure you understand your own post, which exactly matches what I was saying.

Your posts sure don't come across like that is what you are saying, because you are arguing with everyone that has been telling you the exact same stuff that I have.

Your first and fourth cases are identical in the effect on the ship hit. In each case the ship loses action this round and is ionized next round. Identical.

they are identical in effect but different in trigger, which is what I said

The results of the 2 cases are the same, but the timing of the trigger is different.

Which is very important because the email ruling is explaining what effects different triggering conditions have

Edited by Forgottenlore

So a Conner net ionizes OR removes the action is what I got from his statement. Is my comprehension off?

Your comprehension is off.

A ship hit with a Conner Net is going to be ionized, the ruling is just clarifying WHEN it will be ionized.

It may or may not loose an action depending on when it hits (or is hit by) the net relative to its own movement.

So a Conner net ionizes OR removes the action is what I got from his statement. Is my comprehension off?

Your comprehension is off.

A ship hit with a Conner Net is going to be ionized, the ruling is just clarifying WHEN it will be ionized.

It may or may not loose an action depending on when it hits (or is hit by) the net relative to its own movement.

If the ship is already ionized, it does not get extra-ionized and the tokens don't carry over to the next round.

So a Conner net ionizes OR removes the action is what I got from his statement. Is my comprehension off?

Your comprehension is off.

A ship hit with a Conner Net is going to be ionized, the ruling is just clarifying WHEN it will be ionized.

It may or may not loose an action depending on when it hits (or is hit by) the net relative to its own movement.

If the ship is already ionized, it does not get extra-ionized and the tokens don't carry over to the next round.

That is correct. The ship is ionized though, just this round instead of next. Like I said, the ruling is just clarifying WHEN it is ionized.

Seriously, are you just arguing to be contrary at this point?

This is putting me off using Conner Nets full stop. It's totally unnecessary. All effects should just simply be applied the following round, rather than the current round in some cases, the following round in others.

although it isn't r.a.w, my group's been playing it as ruled here in order to avoid lawyering

the long and short:

1. conners are incredible regardless

2. without the action step, it's still a guaranteed damage and future control (more of a planning ahead mine than a "bonk! your soontir's f***cked!")

3.mines are traditionally better on low PS (drop before enemy activation) and bombs on higher ps (after everyone's moved) anyway

Edited by ficklegreendice

You know, this whole thing would have been massively less complicated and argumentative if Conner Net had just said, "The detonating ship suffers 1 damage and receives two Ion tokens and one Stress token," instead of this whole skipping-a-phase weirdness.

Of course, that also would have made Conner Nets much more powerful.

This is putting me off using Conner Nets full stop. It's totally unnecessary. All effects should just simply be applied the following round, rather than the current round in some cases, the following round in others.

Memorization from turn to turn is a pain though. Corran is bad enough. There is a reason SLAM gives you a weapon's disabled token. And the Crit has a card up to remind you.

This may not be how you wanted the rulings to go, but it matches with the the in game logic, imo.

I'm still rereading that email and trying to figure out who's smoking what.

It's certainly a massive nerf for low PS netting, as you no longer know where the target will end up this turn (as you otherwise would with RAW). As for high PS netting, you just lose half of the reason for having connor nets in the first place. Did they just decide that they'd made connor nets OP, and are frantically backpedalling to nerf them or something?

It seems pretty clear when looking at the rules for the Conner Net:

Detonation: The affected ship suffers 1 damage,

easy enough

receives 2 ion tokens,

This is where the ion rules apply. Ion tokens only go away after one executes the white forward maneuver listed in the ion rules. If a ship is already assigned a dial, then it collects two tokens, reveals its dial, and resolves the ion tokens at the start of the next turn. If the ship has an ion token from the previous turn and hasn't activated yet, then the ion tokens just get added to the pool of ions that gets cleared when it next activates.

and skips its "Perform Action" step.

As there is no token assigned for this effect, and all effects go away at the end of the round unless the rules say otherwise, it makes sense that this only applies for the round in which the bomb detonates. The Advanced Sensors ruling also makes sense, as it only says "skip the Perform Action step," and not "This ship cannot peform actions this turn." The Perform Action step is a specific item in the order of activation that Advanced Sensors bypasses.

None of these seems like a big nerf. It seemed pretty clear from looking at the rules as written how it would work. They're still really strong, especially for lower-PS ships who can prevent actions and lock down where the target ship will be next turn.

but it matches with the the in game logic, imo.

It does.

The problem really isn't the effects of the Conner Net, it's the ion rules and rules templating in general.

If the ion rules were phrased "A ship that begins the round with an ion token..." a lot of these issues would disappear.

Likewise, if the card specified "... skips its action phase this round" That issue wouldn't really be an issue.

So a Conner net ionizes OR removes the action is what I got from his statement. Is my comprehension off?

Your comprehension is off.

A ship hit with a Conner Net is going to be ionized, the ruling is just clarifying WHEN it will be ionized.

It may or may not loose an action depending on when it hits (or is hit by) the net relative to its own movement.

Would help if Frank's response was all inclusive of the steps and didn't assume certain facets.

I think FFG made this ruling so that a player is never caught completely off guard when one of their ships gets netted. If you set a maneuver for your ship, it should never be cancelled by your opponent's actions before your ship has a chance to move. That way, you can set your maneuver dials for the next turn knowing which of your ships will be ioned.

Open the spoiler for a diagram explaining what happens if a ship gets hit by a Connor Net before activation:

Consider the following situation: Player A is flying 3 Blue Squadron Pilots in formation, and Player B has an Advanced Scopes-equipped Deathrain nearby, carrying a payload of Connor Nets.

I I I

B B B -- D

(lines indicate ship facing)

Player A sets all his BSP's dials to a 2-bank, intending for all the ships to stay in formation. But Deathrain moves first, pulling up next to the B-Wing formation and dropping a Connor Net on one of them.

I I I

B B >B< -- D

(>B< indicates netted BSP)

The unfortunate pilot takes a damage and two ion tokens, and will have to skip his Perform Actions step this round. But he will still carry out a 2-bank maneuver alongside his squadmates, as his dial was already "locked in" for the turn. The ion tokens are NOT cleared from the netted BSP after this maneuver.

/ / /

B B >B<

-- D

In the following turn, Player A will set the dials for his two leftmost BSPs, while the netted BSP must perform a 1-straight maneuver because it has ion tokens. But Player A knows this will happen, and can assign maneuvers to his other ships with this knowledge in mind.

If the netted BSP had its assigned maneuver forcibly changed to a 1-straight by the Connor Net, the final ship arrangement would look like this instead:

/ /

B B I

>B<

-- D

Player A would be blindsided by the Connor Net deployment, and his ships would be thrown out of formation. This would be very unfair to Player A, and would work differently than any other situation in X-Wing. The FAQ'd version looks awkward on paper but makes the most sense in practice.

TL;DR: The FAQ version of the rules is sensible and works a lot more elegantly in practice than the email's cumbersome wording suggests.
Edited by Covered in Weasels

Would help if Frank's response was all inclusive of the steps and didn't assume certain facets.

It would help if Frank's response had used the enter key a couple times.

I think there would be less confusion if the 3 example cases were just separated by a line or two

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

[email protected]

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.

The ship is still Ionized the following round?

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.

Edit: Nevermind, I read it as trigerring Daredevil iver and over and bumping until the opposing ship was dead, but that was a derp on my part...

Edited by howieloader

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.

Holy crap, is this a thing???

Edit: Nevermind, I read it as trigerring Daredevil iver and over and bumping until the opposing ship was dead, but that was a derp on my part...

yup (there's no once a round limit on dauntless, and it kicks in inbetween daredevil's 1-turn and the stress)

step 1: green manuever

step 2: dauntless "interrupts" maneuver, get stress before check pilot stress; end with no stress :)

step 3: daredevil

step 4: perform 1 hard

step 5: Dauntless, stress

Step 6: daredevil, stress

nested actions, ho!

you'll end up with 2 stress though :(

Edited by ficklegreendice

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.

Holy crap, is this a thing???

Edit: Nevermind, I read it as trigerring Daredevil iver and over and bumping until the opposing ship was dead, but that was a derp on my part...

yup (there's no once a round limit on dauntless, and it kicks in inbetween daredevil's 1-turn and the stress)

step 1: green manuever

step 2: dauntless "interrupts" maneuver, get stress before check pilot stress; end with no stress :)

step 3: daredevil

step 4: perform 1 hard

step 5: Dauntless, stress

Step 6: daredevil, stress

nested actions, ho!

you'll end up with 2 stress though :(

Daredevil is already so good on Oicunn, that just makes it better... 2 stress coukd be worth it in some scenarios...

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.

The ship is still Ionized the following round?

Yes. I posted a diagram explaining the situation visually at the bottom page 2, maybe that will be helpful for understanding the ruling. Posts are appearing so quickly that the diagram may have been lost in the flood :(

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.

The ship is still Ionized the following round?

Yes. I posted a diagram explaining the situation visually at the bottom page 2, maybe that will be helpful for understanding the ruling. Posts are appearing so quickly that the diagram may have been lost in the flood :(

I saw the spoiler, hadn't gotten through it, but I appreciate the effort.

My issue is Frank didn't explicitly state Ionization occurs in the first example. Not trying to be "that guy," just would have liked more clarity.

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.

The ship is still Ionized the following round?

Yes. I posted a diagram explaining the situation visually at the bottom page 2, maybe that will be helpful for understanding the ruling. Posts are appearing so quickly that the diagram may have been lost in the flood :(

I saw the spoiler, hadn't gotten through it, but I appreciate the effort.

My issue is Frank didn't explicitly state Ionization occurs in the first example. Not trying to be "that guy," just would have liked more clarity.

More clarity definitely would've been nice, but I believe the collective minds of the forum managed to puzzle things out eventually :D

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.

The ship is still Ionized the following round?

Yes. I posted a diagram explaining the situation visually at the bottom page 2, maybe that will be helpful for understanding the ruling. Posts are appearing so quickly that the diagram may have been lost in the flood :(

I saw the spoiler, hadn't gotten through it, but I appreciate the effort.

My issue is Frank didn't explicitly state Ionization occurs in the first example. Not trying to be "that guy," just would have liked more clarity.

While it is a little troublesome, and should have been worded better or explained better on the reference card, this is for sure how this card should work. I mean, this thing could just walk big ships off the board if it manipulated your dial after it had been set.

Can you imagine having an adv sensor, conner net, extra munitions punisher using this thing the other way? Say it starts the turn in front of your YT facing the edge of the board, Adv sensor drops a connor on it, and then the opponent says "Ok, you dont get to turn. you go straight". it does a bank just getting out so the 1 straight from your yt doesn't bump. Doesn't look like the big boy is headed off the board? Next turn- "Ok, I do it again. 1 straight for you. He's dead."

I'm no big fan of large base ships dominating the meta, so this sounds great in theory, but my goodness, the number of table flips would increase infinitely if that's how this worked.