Having Two Ion Dischargers on a Lancer

By D00kies, in X-Wing Rules Questions

What's the community's understanding on having two Ion Dischargers trigger on a Lancer? Do both resolve, or only the one that removed the Ion token?

Short answer: only the one that removed the token.

Long answer: when you receive the token, both would trigger and you would pick one to resolve first. It would do its thing, removing the token. The second one would then find itself without a token to remove and therefore fizzle.

Edited by DR4CO

That's what I assume, that the removal is needed for part of the process

1 hour ago, D00kies said:

That's what I assume, that the removal is needed for part of the process

That, and although things can trigger simultaneously, they generally get resolved one-at-a-time.

6 hours ago, Parravon said:

That, and although things can trigger simultaneously, they generally get resolved one-at-a-time.

Would two IDs be effective against an EMP device or an Ion Pulse Missile?

It would, but you need a lot of EMP Device in your meta to be worth it... on a Large Ship, one is enough to prevent EMP anyway

9 minutes ago, Stoneface said:

Would two IDs be effective against an EMP device or an Ion Pulse Missile?

For the EMP device, I have no idea how (strategy wise, not game mechanics wise). A lancer is the only thing that can have 2 of them (so far), which means that an ally is probably the source of the EMP and in order to use them, you need to be at range 1 of the enemy (who was EMPed?). It seems like such a convoluted strategy instead of simply keeping the lancer out of range prior to detonating.

It would be a specific use counter. There's a couple of players that like the up close and personal type of combat and the OP brought this to mind. Drop a EMP, everybody in R1 gets two ion tokens, the Lancer sheds both tokens, she's clear for the next turn and the beatings commence.

A corner case no doubt but something to think about.

15 hours ago, Stoneface said:

It would be a specific use counter. There's a couple of players that like the up close and personal type of combat and the OP brought this to mind. Drop a EMP, everybody in R1 gets two ion tokens, the Lancer sheds both tokens, she's clear for the next turn and the beatings commence.

A corner case no doubt but something to think about.

Except you don't need two... only one is enough, large ship are ionised at two, having one ion token mean nothing.

39 minutes ago, muribundi said:

Except you don't need two... only one is enough, large ship are ionised at two, having one ion token mean nothing.

Forgot that small detail!