Talk:Ion Cannon Turret/@comment-26821248-20150726022849/@comment-26821248-20150727000441

Great points Saetta. Bottom line up front: the game developers didn't cover what happens during the combat phase in which a ship is ionized which necessitates an errata to cover what an ionized vessel can and can't do from the time it's ionized until that turn's end phase. This is by far one of best games I've ever played and I appreciate the time and effort that has been put into the game. Nor do I make this recommendation lightly. I understand everything that goes into making a change like this. So, I'd ask you and other X-wingers to "play test" my recommended change during your next "friendly" head-to-head. So, to be clear, this is the change I recommend:

When a ship is assigned an ion token, the effects occur immediately in a manner similar to a ship being destroyed. In other words, a lower skilled pilot ionized by a higher skilled pilot may not conduct attacks, actions (even free actions), spend focus or evade tokens, nor perform any movement for the remainder of that combat phase and the end phase that follows. The Simultaneous Attack Rule would also apply with Ion weapon hits. At the beginning of the next turn, the rules laid out on the Ion Token Reference Card apply.

Or something to that effect.

As for the price of ion weapons, the ion cannon turret is expensive because it's a turreted weapon not because it's ion. Compare the other ion weapons (cannon, missile, todo) with their non-ion counterparts and I think you'll agree it's not the ionization that drives the price up but rather the ability to attack 360*.

So, please play test it and provide feedback. I know how hard it is to make change to the status quo but if I didn't think this was a big oversight, I wouldn't take the time to post. Love the comments/discussion! THANKS.