Talk:Ion Cannon Turret/@comment-26821248-20150726022849/@comment-25999489-20150728042326

I'm sorry, but all weapons resolve their abilities at the time of the attack, including Ion Cannon attacks. The added benefit is that Ion weapons ALSO issue Ion Tokens, which continue to have an adverse effect on the ship during the next turn. There is nothing wrong with the Ion effect, and there is a lot right with it (hence, it being a not unpopular series of upgrades). Let's, for a moment, entertain the idea that Ion Tokens should have this additional effect. Leebo (crew) becomes more worthless than before. If Corran gets Ioned by a higher PS pilot, does he lose both attacks for the round, or just his one at PS? If he gets hit by a lower PS pilot, does he lose his end phase attack? What about feedback array, do they lose their attack for next turn?

It's not an issue of (as you so insultingly termed it) not using our grey matter, it's an issue that, when you change a common mechanic in a game, the effects tend to be far reaching, and typically create at least as many 'WTF' moments as you are seeking to take away. Back story is a notoriously terrible reason to change in game mechanics, as all of the balance points (who can have what upgrades, and how many points do they cost) are all based around the current (and quite usable) rule set. If you want to shift it up in friendly games with your mates, feel free, but asking for a rules errata to pump up the strength of Ion effects (and necessitate another dozen or so FAQ answers) is not something that makes a ton of sense.