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