Wave 7 New Secondary Weapons

By LtRico, in X-Wing

We're already talking about the new ships, pilots and "Extra Munitions" card, but I haven't seen a dedicated thread to the new Secondary Weapons...so here it is:

YV-666 Hound's Tooth

  • Ion Projector (2x) [Confirmed]
    "Large Ship Only. Modification
    After an enemy ship
    executes a maneuver that
    causes it to overlap your
    ship, roll 1 attack die. On
    a [hit] or [crit] result, the
    enemy ship receives
    1 ion token."
  • Heavy Laser Cannon
    No introduction required.

Kihraxz Fighter

  • Homing Missiles (1x)
    Already known from A-Wing and Slave 1 expansions.

K-Wing

  • Twin Laser Turret (2x) [Confirmed]
    Attack: Perform this attack twice (even outside your firing arc). Each time this attack hits, the defender suffers 1 damage. Then cancel all dice results.
    Requires 1 Turret Slot. 3 RD, Range 2-3, Costs 6Pts.
  • Plasma Torpedoes [Confirmed]
    Attack (Target Lock): Spend your Target Lock and discard this card to perform this attack. If this attack hits, after dealing damage, remove 1 Shield Token from the defender.
    Requires 1 Torpedo Slot. 4 RD, Range 2-3, Costs 3Pts.
  • Advanced Homing Missiles [Confirmed]
    Attack (Target Lock): Discard this card to perform this attack. If this attack hits, deal 1 faceup Damage card to the defender. Then cancel all dice results.
    Requires 1 Missile Slot. 3 RD, Range 2, Costs 3Pts.
  • Conner Net [Conner Net]
    Action: Discard this card to drop 1 Conner Net token. When a ship's base or maneuver template overlaps this token, this token detonates.
    When this Bomb Token detonates, the ship that moved through or overlapped this token suffers 1 damage, receives 2 Ion Tokens, and skips its "Perform Action" step. Then discard this token.
    Requires 1 Bomb Slot. Costs 4Pts.
    http://starwars.wikia.com/wiki/Conner_net

    PhantomFO:
    The picture of the Conner Net also clearly shows an "Action" header in there, so it drops after the move and can be used after an Advanced SLAM.

  • Ion Bombs [Confirmed]
    When you reveal your maneuver dial, you may discard this card to drop 1 Ion Bomb token. This token detonates at the end of the Activation Phase.
    When this bomb token detonates, each ship at Range 1 of the token receives 2 Ion Tokens. Then discard this token.
    Requires 1 Bomb Slot. Costs 2Pts.

TIE Punisher

  • Flechette Torpedoes
    Already known from the E-Wing and Rebel Transport expansions.
  • Plasma Torpedoes [Confirmed]
    Attack (Target Lock): Spend your Target Lock and discard this card to perform this attack. If this attack hits, after dealing damage, remove 1 Shield Token from the defender.
    Requires Torpedo Slot. 4 RD, Range 2-3, Costs 3Pts.
  • Advanced Homing Missiles [Confirmed]
    Attack (Target Lock): Discard this card to perform this attack. If this attack hits, deal 1 faceup Damage card to the defender. Then cancel all dice results.
    Requires 1 Missile Slot. 3 RD, Range 2, Costs 3Pts.
  • Ion Bombs [Confirmed]
    When you reveal your maneuver dial, you may discard this card to drop 1 Ion Bomb token. This token detonates at the end of the Activation Phase.
    When this bomb token detonates, each ship at Range 1 of the token receives 2 Ion Tokens. Then discard this token.
    Requires 1 Bomb Slot. Costs 2Pts.
  • Cluster Mines [Confirmed]
    Action: Discard this card to drop 1 cluster mine token set. When a ship's base or maneuver template overlaps a cluster mine token, that token detonates.
    Requires 1 Bomb Slot. Costs 4Pts.

    At the cost of 4Pts, the Cluster Mine comes with three templates, of which one is being placed in the middle to determine the positions of the other two fully round templates by its cut-outs.
    Since the corresponding Bomb Rules Card has not been spoiled yet, we do not know which effect takes place when a detonation is triggered.
    However, following the example of "Deathrain vs. Chewbacca" given in the article, we can deduce that each single Cluster Mine token means 2 unmodified Red Dice are rolled against 0 Green Dice:
    As tempting as Enhanced Scopes may be for any TIE punisher pilot, it is a uniquely effective system upgrade for "Deathrain," who can choose to deploy bombs from his ship's front guides. Judge his maneuver correctly, and you can easily fly right up to a ship like the Millennium Falcon to deploy and immediately explode your Cluster Mines for six attack dice against zero defense dice.

Forgottenlore:
"Action: discard this card to drop one cluster mine token SET" and

"When a ship's base or maneuver template overlaps a cluster mine token, that token detonates"

So we know it is dropped all 3 at once and they detonate individually. Which means if a ship overlaps all 3 tokens at once, all 3 will detonate (ouch). We just don't know what they do. (1 die each?).

Will update this list as more information becomes available.

What we can deduce already:
- Dropped munitions (Mines, Bombs) will see the addition of 3 new types with potentially vastly different capabilities. The Cluster Mines can be expected to wall off an area or line of approach, the Ion [Mine] causes both Small and Large ships to be ionized and the Conn[XXX] [bomb] template looks different enough to have a new and surprising effect. EDIT: Thanks to bernh for pointing out the Conner Net http://starwars.wikia.com/wiki/Conner_net
Each of those individually apparently has the potential for decent damage and board control, but I am convinced that by mixing them with the existing dropped and fired ordnance we will see their true potential.

- Advanced Homing Missiles appear underwhelming at first, coming in with 3RD and a more restricted range of 2 than then regular Homing Missiles at 4RD. Until further effects are known, only Major Rhymer intuitively appears to be a good carrier of those as it allows him to fire them at R3, denying the enemy the +1GD while bumping his own attack to 3RD.

- More info is needed on the Plas[ma?] Torpedoes, but hopefully it allows the X-Wing and other single torpedo slot ships to field it more effectively than the Proton and Advanced Proton torpedoes.

- Nothing too much to speculate on the Twin L[aser?] Turret, except that 2x cards per expansion and no visible restrictions mean it is intended to find its way on the Y-Wing and HWK-290.

- The Ion P[XXX] Modification (?) could be a mash-up of the Hotshot Blaster and Feedback Array.

As others have pointed out in their discussion about the "Extra Munitions" Card, bombs and their carriers seem to be the primary beneficiary of Wave 7.

What do you think?
Comments, speculation on effects, tactics and so forth are highly encouraged!

UPDATE June 29:
Plasma Torpedoes, Conner Net and Ion Bombs are now confirmed and their stats and effects added.

UPDATE July 30:
Added entire Advanced Homing Missile text & picture link.

Ion Projector is partially spoiled, final effects still missing (see linked picture).

Edited by LtRico

So, my questions about Cluster Mines

1) Are they placed all at once, or are the secondary tokens placed only after the primary one detonates?

2) If they're all placed at once, do they all detonate simultaneously (Basically making them a really big Proximity mine), or do they each detonate individually?

3) If they detonate individually, can an unlucky ship trigger two of them, or perhaps even three?

I'm leaning toward detonating individually, and can hit a ship twice, but I'm unsure how they'll be placed.

Ion P[XXX] means Ion Pulse, obviously

Ion P[XXX] means Ion Pulse, obviously

I'm pretty sure there is an R following the P, so no, it's not that obvious.

Ion P[XXX] means Ion Pulse, obviously

I'm pretty sure there is an R following the P, so no, it's not that obvious.

Projector? Or is the spacing off for that?

@Tipperary:
Could very well be Ion Projector Something - added as possibility.

Ion P[XXX] means Ion Pulse, obviously

I'm pretty sure there is an R following the P, so no, it's not that obvious.

Projector? Or is the spacing off for that?

Ion Projector, most obviously

The picture of the Conner Net also clearly shows an "Action" header in there, so it drops after the move and can be used after an Advanced SLAM.

For a new munition to have 3 dice and a specified range it has to be really good.

Fluff-wise I could see them bypassing green dice entirely, because the target is locked and can't evade the missile. That would be super cool.

Edited by chilligan

So, my questions about Cluster Mines

1) Are they placed all at once, or are the secondary tokens placed only after the primary one detonates?

2) If they're all placed at once, do they all detonate simultaneously (Basically making them a really big Proximity mine), or do they each detonate individually?

3) If they detonate individually, can an unlucky ship trigger two of them, or perhaps even three?

I'm leaning toward detonating individually, and can hit a ship twice, but I'm unsure how they'll be placed.

We can make out on the cluster mine card

"Action: discard this card to drop one cluster mine token SET" and

"When a ship's base or maneuver template overlaps a cluster mine token, that token detonates"

So we know it is dropped all 3 at once and they detonate individually. Which means if a ship overlaps all 3 tokens at once, all 3 will detonate (ouch). We just don't know what they do. (1 die each?).

Now, it has two large ship only cards that read: Ion Pr- (protection?)(projector?)(pricing?)(production?)

After? ...

executes ...

causes? ....

ship, roll....

a [kaboom] or ....

enemy ...

1 ion token.

Is this a better pursuit laser? I hope this isn't a discard effect, because holy crap. I swear to GOD, if this is scum only, I will take a sharpie to cross that part out.

Updated the list - thanks to all pointing out stuff!

Someone suggested the Ion Projector might works like an Ion version of Anti Pursuit Lasers, since it looks like it involved overlapping and has a hit symbol on it for damage or potential effect trigger (ala APL). I think this is pretty likely.

Apparently Plasma Torpedoes are designed to take out shields. This makes sense, since large base ships are a problem and large base ships tend to have more shields. It it generates more bonus damage (or a damage over time effect on shields only) they might have nice use in curbing the large ship dominance. Maybe they could do double damage versus shields, or crits are converted to hits against shields (like Bossk's).

I quite like the idea doing damage over time but only against shields, but given there is no token to signal this I find it unlikely.

Ion P[XXX] means Ion Pulse, obviously

I'm pretty sure there is an R following the P, so no, it's not that obvious.

Projector? Or is the spacing off for that?

Ion Projector, most obviously

Clearly Ion Papanoida

Updated the Twin Laser Turret entry with the information from this thread.

Apparently, the TLT comes with 3 RD, shoots at Range 2-3 and has a price tag of 6 Pts.

However, we can't make out the entire text of the card just yet.

I have seen the comments about Major Rhymer being able to extend the Advanced Homing Missile to Range 3 several times. I just wanted to point out that he can also decrease it to Range 1, so Rhymer can fire the AHM at any range.

Edited by KineticOperator

Thanks for this enlightment, KineticOperator.

Thanks for this enlightment, KineticOperator.

Lol. :)

I was hoping to actually read news about the Advanced Homers...

Updated the OP with information from the K-Wing article.

Only the Advanced Homing Missile, Cluster Mines and the Ion Pr??? remain unspoiled.

Lots of Ion out there, lots of board control....and I have to admit, I rather like the Plasma Torpedoes...discuss your Wave 7 Secondary Weapons here!

I am really excited for Plasma Torpedoes either on Nera Dantels and/or Horton Salm. A cheap 4 dice attack (3 for 1 or 5 for 2, maybe even a fail safe to reduce risk further) but to make it even better they basically have +1 damage when fired at B-wings and they can completely strip the shields off of any large base ship in the game (except Hound's Tooth) granted C3PO and Falcon title mitigate this a bit but still

My thoughts on the K-wing upgrade spoilers.

Ion Bomb another way to place 2 ion tokens on large based ships but no damage. I think the 0 damage is going to be a real downside to this and it won't make bombs that much more in play. At the cost of a seismic charge. I would take the seismic charge instead.

Conner Net Much like proxy mine but with the ion Pulse effect and kills an actions. Finally something for control builds. This would only be good in lists that use proxy mines but have 1 or more point to spend. As for which is better I think proxy mines do have slightly more surface area but the conner nets detonation is better. Still not much done for bombers though.

Plasma Torpedo Not too enthused about this, it really is only good against ships with 5 shields on them when you get the chance to shoot. Or at least have 4 shields remaining. 4 Firepower is decent but with the infamous target lock spending you will have to rely on spending a focus tokens for modifying hits. I could see this work against B-wings, maybe the Falcon or decimator as an opening salvo, but at 4 points no more than 1 will ever be used. And that would just be to strip shields off a 4+ shield ship.

Twin Laser Turrets This was already spoiled during a production shot leak if you could read Spanish. So this is really the Autothruster, C-3P0, Evade token counter being able to throw more dice than amount of guaranteed evades you can get while only doing a small amount of damage. I can see Soontir and phantoms having trouble with this. I can also see it used against high damage mitigation fortress builds such as Falcon w/C-3PO+title and Kenkirk w/Emperor+Issard being able to throw more than 2 hits. Damage mitigation planning will work against this as if you can cancel an attack you would but if you cant then it would be best to save your tokens and C-3PO as it would only do 1 damage. Also allowing 1 attack to go through does stop Gunner/Luke from taking effect. Also a turret secondary weapon at range 3 I can see this being used alot on Horton and on Hwks. Lets hear it for the big H.

Bombardier EPTs Rebel Crews have a lot of good options for Crew from Kyle Katan to Chewbacca. There is also Recon Specalist one of the best crew for many small based ships. There are quite a few underpowered crew like Saboteur which could be used with Advanced SLAM. Still though you could get more chances with Saboteur than with Bombardier which will only give you a max use of 2 time per game.

Advanced Slam Extra actions is always good. however these are actions that are not used on the same turn so don't even think about focus. TL mostly the focus will not be good one 1 evade as for the passing mechanic the rebels have better options. You might see EU more than this as EU allows you to attack after performing this action.

As for the K-wing I will say that I was worried that FFG was spoiling things way ahead of release. But there is no dial so it was not that much spoiled. The spoilers at this time is somewhat understandable as leaks sort of already posted information about cards and upgrades. Being 1 more point than a B-wing you could almost see how 4 of these could take to the table. However 2 firepower on a turret doesn't seem to do so well and you would only have 4 points left to spend. I could see this being as tanky as a Y/B-wing but a little bit faster. I would be surprised if I see the 1 hard turn even if it is red.

Fixed me mistaking the Bombardier for an EPT. It is a crew upgrade instead but put my thoughts on it and the problems are sort of the same for crew as for most new EPTs.

Edited by Marinealver

Bombardier is a crew not an ept.