I'm so glad I didn't typo that second word...
For a while, it's been apparent that Torpedoes and Missiles aren't all that great an investment. Many of us have looked at the reasons why, and have come up with expense and action economy. Over the last couple of waves, we've seen:
1) Proton Rockets (Prockets): they're cheap (3 points), require the possession, but not the spending of a token (focus), and can hit very hard (up to a 5 die attack). The biggest drawback they have is the Range 1 requirement.
2) Flechette Torpedoes: They're cheap (2 points), requires the possession and spending of a token (Target Lock), and can hit moderately hard (3 die attack). It can have an effect whether or not it actually hits. The biggest drawback is that the effect only works against ships with (starting) hull values of 4 or less.
3) Ion Torpedoes: They're expensive (5 points), require the possession and spending of a token (Target Lock), Hits fairly hard (4 die attack), and has an on-hit effect (ionization of the target and every ship in range 1 of the target). The biggest drawback is the expense. The fact that it was released at the start of the 2 ship meta probably doesn't help.
4) "Hot Shot" Blaster: They're Cheap (3 points), require no tokens to fire, can fire out of arc, at ranges 1-2, and hits moderately hard (3 die attack). The biggest drawback is the use-once nature of all munitions.
So: Types 1 and 2 are taken fairly often. Ion torpedoes are almost never taken. How often are you folks seeing Hot Shots Blasters? How much success are you seeing folks have with them? As we look forward to Wave 7, with it's Bomber* love, should we hope Fantasy Flight is looking at the "Hot Shot" Blaster as it's model?
*Oh gods! What if they mean a love for "Redbull Bomber", the StarCraft 2 Terran who's in his last year of pro play before he has to do his military service?!