Official Conner Net Ruling

By imprezagoatee, in X-Wing

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. No reason it wouldn't be.

Enhanced scopes are nice.

And just as a PSA there is only one "o" in lose. Loose means not tight.

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 :(

For the record step 6 is illegal and what stops the bump train from just killing someone infinitely.

how would it be infinite?

you can't repeat actions so there's no way to spam daredevil, unless I am wrong and could spend all day running Tycho around in circles

Edited by ficklegreendice

If you were to drop a connner net ( or proximity mine) so that it overlapped two ships, which ship gets to activate the token and take the damage?

I can't find any reference to this in the 3.1.1 FAQ.

If you were to drop a connner net ( or proximity mine) so that it overlapped two ships, which ship gets to activate the token and take the damage?

I can't find any reference to this in the 3.1.1 FAQ.

It is somewhere in the FAQ. The gist is, the player dropping the mine gets to decide which ship it detonates on.

This is why I was planning to run Conner Nets with Ion Bombs. Conner them turn 1; Ion Bomb them turn 2, when you know where they'll be - and they'll clear the first set of tokens before the second set is applied.

If you were to drop a connner net ( or proximity mine) so that it overlapped two ships, which ship gets to activate the token and take the damage?

I can't find any reference to this in the 3.1.1 FAQ.

It is somewhere in the FAQ. The gist is, the player dropping the mine gets to decide which ship it detonates on.

Ahh found it. pg13 under proximity mine clarifications, I was looking under the cards errata and the bomb section. :)

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

I don't understand. Why couldn't you drop a bomb before your SLAM? The rules say a SLAM action counts as a full maneuver. They also say that to perform a SLAM, you choose and execute a manuever on your dial. Since you can drop a bomb before revealing a maneuver dial, you can drop a bomb before you SLAM, yeah?

They also say that to perform a SLAM, you choose and execute a manuever on your dial. Since you can drop a bomb before revealing a maneuver dial, you can drop a bomb before you SLAM, yeah?

Because choosing a maneuver from a list of maneuvers that are on your dial does not involve setting a dial and then revealing it.

In fact, the new rulebook makes it even clearer that "Executing a Maneuver" is different from "Revealing a Dial".

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.

I invite you to reread the Ion rules again. Specifically:

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 straight> maneuver. After executing this maneuver, remove all ion tokens from the ship. It may perform actions as normal.

Note that in the rules there is nothing that make the ion rules dependant on other ion rules having occured.

This means that in the rules as written, if a ship has ion tokens when it activates in the activation phase, it ignores its dial (if it has one set) and instead performs a white straight 1 maneuver. It then removes all ion tokens. This in turn means that if you managed to put ion tokens onto a ship before it activated, you would know where it's moving to that turn.

Frank's change is boils down to changing the rule to something along the lines of the following:

Activation Phase: If the ship had ion tokens in the Planning Phase, the owner moves the ship as if it were assigned a white <1 straight> maneuver. After executing this maneuver, remove all ion tokens from the ship. It may perform actions as normal.

This means that Conner Nets no longer have the immediate ionising power that they had before, which is a massive nerf. It also means having to track extra variables, that we didn't need to before such as when a ship received tokens.

I suppose the real issue though is whether or not they at least put this errata into clear terms with a rewritten rule, or whether or not they just FAQ it as giving results contrary to the actual rules.

how would it be infinite?

you can't repeat actions so there's no way to spam daredevil, unless I am wrong and could spend all day running Tycho around in circles

That's what I was pointing out, you can't repeat it in the same turn but your step 6 was the second use of daredevil listed. Though now that I'm rereading maybe that was to indicate where the stress from daredevil kicks in?

how would it be infinite?

you can't repeat actions so there's no way to spam daredevil, unless I am wrong and could spend all day running Tycho around in circles

That's what I was pointing out, you can't repeat it in the same turn but your step 6 was the second use of daredevil listed. Though now that I'm rereading maybe that was to indicate where the stress from daredevil kicks in?

ouioui!