Ion Pulse Missiles question

By Schmarbs523, in X-Wing

So when Miniature Market put the Z-95 on sale I decided to finally finish up my wave 4 purchases and get four. They came in the mail today so I opened one up to look at the upgrade cards, specifically the Ion Pulse Missiles since they intrigued me the most. I really liked the sound of the mechanics of the card...up until I read the rules card for ion tokens. According to the rule card, after a ship has made it's 1 straight maneuver the card states to remove ALL ion tokens on the ship. All? This part of the rule makes me wonder what the point of dishing out two ion tokens even is if they'll both be removed after the movement phase of the next turn. Am I reading this card incorrectly or has an amended rule been made or are Ion Pulse Missiles as useless as they seem?

Large ships require two tokens for the ion effect to kick in.

Yo need two tokens to ion a large ship.

I think they should change the rule and let us brick a falcon off the edge with ions =D

All of a sudden Defenders are actually scary.

And Lambdas can use the ion cannon, which no one really uses.

Buffs the Y-wing!

I'm just kidding. But one can dream...

Yeah, Ion Pulse Missiles were made for three reasons:

1) Instantly ionizing a Large ship.

2) Completely neutering a Huge ship for one round.

3) Anti-Phantom/Interceptor tech for Lieutenant Blount.

Generally Cannons and Turrets will be more effective against Small ships.