Lt. Blount-Ion Pulse Missile

By Greatjawa, in X-Wing Rules Questions

To clarify, If Lt Blount fires a Ion Pulse Missile, is he sure to get his target ionized? The Missile states that if it hits, the target receives 1 damage the ion tokens. So even if all hits are cancelled, Lt. Blount still hits.

Yes, that's correct.

Yup. Nobody even needs to touch the dice when he fires an Ion Pulse missile.

He gets 2 ion tokens on the target and deals 1 damage. Useful combo in a number of situations without too many points.

I have a question about this though (mostly with the Ion Pulse Missiles, not Lt. Blount)

What good does it do to have 2 Ion Tokens, since they all come off after the end of the round?

It seems like a waste and that the only reason you would take Ion Pulse Missiles is against a Huge Ship to deplete energy. But since Imperials don't have a huge ship, what's the point of having this included with rebel pilots?

Large ships require 2 ion tokens to get ionised. Hence good vs them!

I have a question about this though (mostly with the Ion Pulse Missiles, not Lt. Blount)

What good does it do to have 2 Ion Tokens, since they all come off after the end of the round?

It seems like a waste and that the only reason you would take Ion Pulse Missiles is against a Huge Ship to deplete energy. But since Imperials don't have a huge ship, what's the point of having this included with rebel pilots?

Just in case your question reflected an error in understanding and not just a typo.

Ion tokens do not come off at the end of the round. They come off the first time a ship makes an ionized move (the forced 1 straight). So next turn, no matter what your Ion Pulse Missile hit, that ship will not place a maneuver dial, will do a white 1 straight and remove all ion tokens. Huge ships obviously still place their dial, but lose the 2 energy.

Edited by KineticOperator

Right, thank you KO, it was more of a hasty-typo than an actual misunderstanding. The point is, the very next time the ionized ship does that, they remove ALL tokens.

So the Ion Pulse Missile (for Rebels) only gets it's full value against Large Ships: in being able to ionize them with one attack. Is that right or is there a further use that I'm missing?

So the Ion Pulse Missile (for Rebels) only gets it's full value against Large Ships: in being able to ionize them with one attack. Is that right or is there a further use that I'm missing?

That's the main use.

Ion tokens also prevent huge ships from gaining energy for each token, so an Ion Pulse into a Transport or CR90 will mean -2 energy for them next turn.

And if Blount has the modification Munitions Failsafe he really wants to "miss" (but still deal the damage and ion tokes), so he can do it all over again? If he could reroll any dice he would reroll the successes, right?

And if Blount has the modification Munitions Failsafe he really wants to "miss" (but still deal the damage and ion tokes), so he can do it all over again? If he could reroll any dice he would reroll the successes, right?

Blount can't miss. His attacks are always considered to have hit, so Munitions Failsafe will never activate.

Ah, ok!