So Guidance Chips is out. It does make some Missile / Torpedo builds more viable. but which Missiles or Torpedoes to use with which ship(s)?
Personally I feel that low cost missile / torps with range of 2-3 gained the most on ships which have limited amounts of sec. weapon slots. The problem with missiles and torps has always been that each shot cost a number of points and still hasn't been addressed by Guidance Chips.
Assault Missiles; 5 pts, 4 Attack, Range 2-3, Effect: If hits, AOE range 1 splash 1 damage.
Pricey. But the Guidance Chip lessens the cost of discarding TL. Not sure if it's worth the 5 pts however.
Homing Missiles: 5 pts, 4 Attack, Range 2-3, Effect: Defender cannot spend evade tokens against the attack.
Pricey and situational. Requires TL but doesn't require TL to be discarded however.
Cluster Missiles: 4 pts, 3 Attack, Range 1-2, Effect: Attacks twice.
Was good against low Agi targets, and still is with Guidance Chips. Only first attack is modified.
Concussion Missiles: 4 pts, 4 Attack, Range 2-3, Effect: You may change 1 of your blank results to a Hit result.
Cheapest 4 attack missile. Guidance Chip mods 1 Die, while Concussion Missiles mods one more Die, lessening the cost of discarding TL.
Adv. Homing Missiles: 3 pts, 3 Attack, Range: 2; Effect: If this attack hits, deal 1 faceup Damage card to the defender. Then cancel all dice results.
Range 2 maybe a pain. Requires TL but doesn't require discard of TL, so isn't really changed by Guidance Chips.
Ion Pulse Missiles: 3 pts, 3 Attack, Range: 2-3; Effect:If this attack hits, the defender suffers 1 damage and recieves 2 ion tokens. Then cancel all dice results.
Cheap as far as missiles get. Requires TL but doesn't require discard of TL, so isn't really changed by Guidance Chips.
Proton Rockets: 3 pts, 3 Attack, Range: 1; Effect: You may roll additional attack dice equal to your agility value, to a maximum of 3 additional dice.
Cheap as far as missiles get and deady. TL is not a requirement to use this so Guidance Chips can help. Can be deadly on Agi 3 missile carriers especially cheap ones (A-wing, TAP, etc).
XX-23 S-Thread Tracers: 1 pts, 3 Attack, Range: 1-3; Effect: If this attack hits, each friendly ship at Range 1-2 of you may acquire a target lock on the defender. Then cancel all dice results.
Cheap swarm support. Sacrifices an attack. TL is not a requirement to use this so Guidance Chips can help.
Advanced Proton Torpedoes: 6 pts, 5 Attack, Range: 1; Effect: You may change up to 3 of your blank results to Focus results.
High cost, high attack, close range. Guidance Chip lessens the cost of discarding TL, and up to 3 Focus can also be changed. Not sure if it's worth the 6 pts however.
Ion Torpedoes: 5 pts, 4 Attack, Range: 2-3; Effect: If attack hits, AOE range 1 splash 1 Ion token.
High cost, high attack. Guidance Chip lessens the cost of discarding TL, and secondary effect requires 1 hit only. Rather expensive, doesn't affect large ships with no Ion tokens.
Proton Torpedo: 4 pts, 4 Attack, Range: 2-3; Effect: You may change 1 of your Focus results to a Critical Hit result.