Ordnance tubes are an absolute game-changer in the Epic Format. This little mod is going to let us turn our Corvettes into mean, nasty missile/torpedo-boats. A few general thoughts:
1. Epic ships don’t have focus actions. (unless Esege works... those damned synergistic rebels!)
a. No tracers or prockets (duh) and Advanced Protons aren’t great .
b. Gunnery and Ordnance experts allow you to change up to two blanks a turn into hits.
2. You can fire once with each secondary weapon with no energy concerns. So long as you have targets in arc.

3. You can keep firing at a target so long as you have target locks.
a. Munitions that do not require the target lock will be extra useful. Keep shooting till they die!
b. Weapons engineer is your new Ugnaught buddy.
c. Impetuous title on Raider is scary-good against swarms.
4. Synergy is tricky but not impossible with Huge ships.
a. Imperials can use Jonus for rerolls.
b. Rebels can (apparently) use Esege for focus!
So, we are looking for missiles that:
- Roll lots of dice because modification is tricky
- Don't spend lock if possible because modification is tricky
- Give us some free dice modification
Well let’s look at the different missile options then.

Advance Homing
+ Keep TL for mod
+ Ignores shields!
+ Cheap
- Only 3 dice
- Range 2 restriction
=Can absolutely maim Huge ships and cheap enough to spam. Range restriction is going to require fancy flying.
Assault
+ 4 Dice
+ Free damage!
- Spend lock
= Swarm Killah!
Cluster
+ Covers range 1-2 gap
+ 2 attacks (duh)
- Spend lock
- Huge ships =/= action economy
=Better left to action efficient small ships (Scum epic with glitterstim?!?!)
Concussion
+ 4 dice
+ Free blank to hit, with gunnery and ordnance you're going to love blanks
- Spend lock
= Decent option if you want to avoid carrying the gunnery and/or ordnance teams
Homing
+ 4 Dice
+ Can help hit dodgy buggers
+ Keep the TL
- Expensive
=Only option to get a four dice attack and still have the TL for modification. Evade token ban is just icing.
Ion Pulse
+ Double ion. Ramming speed! or chew up energy on opposing Huge.
+ Keep the TL.
+ Cheap.
- Only 3 dice and max 1 damage
=Potentially a good option especially when paired with stress mechanics. Keeping the TL makes this the most reliable ion dealing ordnance. Can get two of these for the price of one ion battery.
Proton Rockets
=NEXT!
XX-23 S-Thread Tracers
=Even if you could, there are better places for a no damage attack.
Advance Proton Torpedoes
+ 5! Dice!
+ Covers range 1 gap
- Spend TL
- Range 1 only
- Expensive
- Changes results to eyeballs and you can't focus.
=Not going to work. Even Han crew can't help here as you spend the TL
Flechette Torpedoes
+ Cheap
+ Can stack stress on small targets even if you miss
- Spend TL
- Only 3 Dice
=Decent cheap stress option. Cheap enough to pair with ion ordnance.
Ion Torpedoes
+ 4 Dice
+ Free ion on top of damage
- Spend TL
- Expensive
=Less ion but more potential damage than Ion Pulse Missiles. I think the spent TL makes this the less attractive ion option.
Plasma Torpedoes
+ 4 dice
+ Free extra damage on shielded targets
+ Cheap
- Spend TL
=Cap Ship Killah! But maybe overshadowed by...
Proton Torpedoes
+ 4 dice
+ Eyeball to a crit? Yes, Please!
- Spend TL
=Did FFG just give us a place for our 40 different Proton Torpedo cards?... Maybe.
Closing Thoughts:
Ordnance is not going to simply replace all the big guns in every situation but they can be a good option that is cheap, not energy dependent and can cover the close range gap. Dutch, Esege and Roark will make your CR-90 much better and a Jonus rolling with your Raider will be insane. With smart building and good flying, the Corvettes might be able to hold their weight against fighters again.
Edited by gamblertuba