Okay for missiles in no particular order but the first one.
- Concussion Missiles best if you have a focus token with you.
Darth Vader (TIE Advanced)
Simple you can focus and TL for double your attack. Even if you wiff you are guaranteed 1 hit. Runner up would be Kaa'to Leeachos With the ability to steal a focus can almost guarantee the focus token with the TL on the same turn. Only downside is ability is range 1-2 while concussion missiles are range 2-3 so some efficiency lost there.
- Assault Missiles Horray for splash damage
Lt. Blount (Z-95)
Since this pilot always trigger hit effects the splash damage is guaranteed even if the defender is unscathed. Best is to target the lowest health ship in the swarm. Runner up would be Krassis Trelix with the ability to re-roll a die for secondary weapon attacks to ensure hits.
- Cluster Missiles The double barreled shotgun of the missiles. Low range but double tap attack.
Krassis Trelix (Firespray-31)
Since this Bounty hunter can reroll 1 dice for secondary weapon attacks she gets 2 dice with this missiles since they count as two separate attacks. The runner up would be N'dru Shulak for the ability to get extra dice when attacking with no support. Only thing is you can still miss with 4 dice and no modification abilties makes this pilot take second place.
- Homing Missiles For a lot of points you get to save your target lock.
Darth Vader (TIE Advanced)
Get a TL and focus and it is impossible to miss with this attack. No need for rerolling abilities it comes with the saved TL. Runner up would be Kaa'to Lecheros again with focus stealing at range 2 though out of luck on range 3. good thing you kept the TL token for re-rolls.
- Ion Pulse Missile Zap those big ships in one shot.
Lt. Blount (Z-95)
Surprised, I think not, this ensures Blount will do atleast 1 damage and is a guarenteed ionization of any ship in the game from the big bad decimator, to dodgy dash, even a phantom will find itself out of control. Runner up would be Krassis Trelix with the rerolls to ensure it hits causing the effect.
- Proton Rockets The missile that everyone has been waiting for.
Rexler Brath (TIE Defender)
You need a focus token to fire this missile but you don't need to spend it. If the attack hits with no focus results guess what you now have a focus token to turn all damage cards face up. Runner up would be Darth Vader who can Focus and TL the rerolls for all those blanks. Though I do have to mention Kaa'to Lecheros ability to steal a focus from the defender at range 1 and use it against them. Sure the attack would be 1 less but 4 attack is still 1 more than what Lecheroes can do at range 1.
- Advanced Homing Missiles The latest thing from the advanced weapons shop that happens to not be a total rip off.
Major Rhymer (TIE Bomber)
The most range restrictive weapon is not much of a concern as far as this pilot ability. Being stuck at range 2 can be troublesome and with tactician all around many people have learned to jump the 2 gap. Now if this weapon was range 1-3 like Rhymer makes it it would be worth the 3 points. Cheaper than APT but not much. Runner up would be Lt. Blount as always with all missiles. Once in range 2 you are taking a crit through any shields you have.
XX-23 S-Thread Tracers Not so much a weapon as much as it is a command from Admiral Akbar (Concentrate all firepower). Does no damage but gives target locks even to those who can't take target lock.
Lt. Blount (Z-95)
No surprise here, Target locks for everyone. Runners up could be Darth Vader or Redline for their ability to make sure the missile hits with extra tokens. However if I had to chose a 2nd place I would pick Redline for the rerolls.
Do you agree with this list? What are your Match ups.
Edited by Marinealver