2.0 Ion Cannon/Turret

By Mrk1984, in X-Wing

Sorry if this has been addressed, but with the wording of the Ion Cannon/Turret (doesn't mention uncancelled results), am I correct in saying it works in the following way:

Attacker rolls 3 hits, defender rolls 2 evades.

So the attack hits.

Defender suffers 1 hit, then receives 2 Ion tokens.

Can't say for sure until the 2e rules come out, but if you still cancel a hit/crit for each defense die, then the only results left to spend would be the uncancelled ones anyway.

That's the way it's worded, yes. You spend a result first, then count the remaining for ions.

Note, the effect is not "may" though that would've be very cool.

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Cannons and Turrets apparently get range bonuses, though, so that's a plus.

Edited by ficklegreendice

I guess the question is do you spend all the results you rolled for the effect, or do you only spend your uncancelled results? Hopefully it's the former, or there will be many times you hit with your Ion shot but don't assign any tokens.

Most likely it’s what Vander said. You still have to cancel dice with defense dice, so there aren’t any excess hits beyond the normal.

That would be... very powerful.

It could be argued either way.

A, That's how Ion-s have historically worked. Just get a hit, and then you are golden. This, with the nerf of Ion tokens (need more of them), could make sense. The only difference is, if you mod your dice and you get a really good shot, you get rewarded. Small ships are not punished more than they were before, since ions still fall off. Additional tokens have no effect.

B, On the other hand, 2.0 seemed to move away from this. It might be just a wording issue, that will be cleared up in an FAQ or the rules.

Quote

It could be argued either way   .

Based on what we know currently.

It may well be crystal clear once we actually have the rules.

You spend the dice after the attack hits. The attack doesn't hit/miss until after all dice are neutralized and their totals are compared. For your example the defender would take one damage and zero ion tokens.

It would make sense for me that it would hit and give two Ions. Old rules it would hit and paralyse any small base ship. Now it is the same, but has a chance to get bigger boys too.

Good call, OP.

Good lord, I hope this is how it plays out. As it stands now, they majorly nerfed ion cannons/turrets by removing the combo with stress, and requiring multiple hits before it even does what it's supposed to do.

2 minutes ago, Alpha17 said:

Good lord, I hope this is how it plays out. As it stands now, they majorly nerfed ion cannons/turrets by removing the combo with stress, and requiring multiple hits before it even does what it's supposed to do.

The combo with stress is less relevant, though, because ion now prevents you from taking any action except focus.

But yeah, if ionising even a small base ship requires two uncancelled hit results, I feel like like ICT and IC are pretty much DOA.

It's 1 ion for small, 2 for medium, and 3 for large. Say you roll 3 hits and the defender blanks out. They get one damage and 2 ions. If they manage 1 evade, it's one damage and 1 ion. 2 evades, 1 damage only. If nothing hits, they receive no damage or ions.

Since they know ion and stress were a powerful combo, when you're ionized, you do a 1 blue straight.

40 minutes ago, GuacCousteau said:

The combo with stress is less relevant, though, because ion now prevents you from taking any action except focus.

But yeah, if ionising even a small base ship requires two uncancelled hit results, I feel like like ICT and IC are pretty much DOA.

Depends. If the TIE/D still exists somehow, it might be a worthwhile carrier.

Also, Ion control means now that aside from a defensive focus, they can't get anything. If they catch you in arc after an ion, you are doing it wrong. No lock, no arc rotate, no reposition, nothing. It was really annoying to get a ship ionized, only for it to boost away.

I'm looking forward for Ion control, it was always my favorite. I really hope TIE/D exists so I can bring it with 2 aggressors. All aces, preferably.

23 minutes ago, Kehl_Aecea said:

It's 1 ion for small, 2 for medium, and 3 for large. Say you roll 3 hits and the defender blanks out. They get one damage and 2 ions. If they manage 1 evade, it's one damage and 1 ion. 2 evades, 1 damage only. If nothing hits, they receive no damage or ions.

Since they know ion and stress were a powerful combo, when you're ionized, you do a 1 blue straight.

This is it. I don't know why people are confused or think we have to wait for the rules. It's really quite clear. Roll attack dice. Roll defense. Look at how many hits got through. Each over 1 is an ion token.

Personally , I think it's more powerful this way, at least against the large and medium ships. One Ion Turret has the chance if ionizing a larger ship. Good stuff.

16 minutes ago, Commander Kaine said:

Depends. If the TIE/D still exists somehow, it might be a worthwhile carrier.

Also, Ion control means now that aside from a defensive focus, they can't get anything. If they catch you in arc after an ion, you are doing it wrong. No lock, no arc rotate, no reposition, nothing. It was really annoying to get a ship ionized, only for it to boost away.

I'm looking forward for Ion control, it was always my favorite. I really hope TIE/D exists so I can bring it with 2 aggressors. All aces, preferably.

I feel like that's a pretty big if, sadly.

I just can't see Defenders getting the perks of both 1e titles at once.

I'm not hating on ion control, I love it. I really love that 2e also prevents most actions.

But requiring two uncancelled hits is just so difficult to make reliable. I feel at that point, you're putting in so much investment in the Ion weapon itself and upgrades to get the mods to make it hit reliably that I'd rather just save the points and do the damage instead.

Maybe I'm just not seeing the bigger picture and ion will end up being absolutely vital turret control. I suppose there's a lot of strength in being able to totally deny an opponent from getting arc on you in the next round.

Really will depend on cost, in the end. If i can afford to take an ICT and VTG on a Y-Wing and just leave it pointed in the front arc for double taps, it's a different story.

1 hour ago, Commander Kaine said:

Depends. If the TIE/D still exists somehow, it might be a worthwhile carrier.

Also, Ion control means now that aside from a defensive focus, they can't get anything. If they catch you in arc after an ion, you are doing it wrong. No lock, no arc rotate, no reposition, nothing. It was really annoying to get a ship ionized, only for it to boost away.

I'm looking forward for Ion control, it was always my favorite. I really hope TIE/D exists so I can bring it with 2 aggressors. All aces, preferably.

Also the people complaining about it being weak forget you get a bonus die at Range 1 now.

47 minutes ago, GuacCousteau said:

I feel like that's a pretty big if, sadly.

I just can't see Defenders getting the perks of both 1e titles at once.

I'm not hating on ion control, I love it. I really love that 2e also prevents most actions.

But requiring two uncancelled hits is just so difficult to make reliable. I feel at that point, you're putting in so much investment in the Ion weapon itself and upgrades to get the mods to make it hit reliably that I'd rather just save the points and do the damage instead.

Maybe I'm just not seeing the bigger picture and ion will end up being absolutely vital turret control. I suppose there's a lot of strength in being able to totally deny an opponent from getting arc on you in the next round.

Really will depend on cost, in the end. If i can afford to take an ICT and VTG on a Y-Wing and just leave it pointed in the front arc for double taps, it's a different story.

How nice would it be if the defender was a double sided, one side with the x/7 one with /D.

There’s no way that cancelled hits/crits are going to be dealt as ion tokens.

I like the change. I always felt bad when one ion snuck through onto an ace. Now it’ll take two to do that, which is far less likely. Plus this removes the “auto-hit” trigger from guys like Blount which was always a little lame.

1 hour ago, Mrk1984 said:

How nice would it be if the defender was a double sided, one side with the x/7 one with /D.

That isn't going to happen. What we should be hoping for is a configuration that turns them into Elites and makes them true monsters.

You are more likely to ion a low agility ship then a nimble ship. It's a brilliant system.

"All remaining hit/crit results inflict ion tokens instead of damage"

You roll 3 hits, defender rolls 2 evades. 2 hits are cancelled by evades (they're gone), 1 hit is cancelled to do 1 damage (also gone). There are then no remaining hits to give out ion tokens.

1 hour ago, Icelom said:

You are more likely to ion a low agility ship then a nimble ship. It's a brilliant system.

Exactly. Though nimble ships still aren't going to be happy to take that point of damage, as they usually have far less HP than the low-agility ship.

6 hours ago, TasteTheRainbow said:

There’s no way that cancelled hits/crits are going to be dealt as ion tokens.

I like the change. I always felt bad when one ion snuck through onto an ace. Now it’ll take two to do that, which is far less likely. Plus this removes the “auto-hit” trigger from guys like Blount which was always a little lame.

Blount doesn't auto-hit anymore anyway

48 minutes ago, VanderLegion said:

Blount doesn't auto-hit anymore anyway

Blount nerf!!!! He was too OP in 1.0.

22 minutes ago, heychadwick said:

Blount nerf!!!! He was too OP in 1.0.

Nonsense, Blount got buffed. He's now like a reverse N'Dru. As long as there's a friendly ship within range 0-1 of his target, Blount has the base attack of an X-Wing.

His old ability was basically only good for turning off Stealth Devices or sticking tracers. After that, he was just a Z-95 with a pilot skill of 6-8.

Edited by PhantomFO