The card is an interesting one. At 0 points, it can't hurt anyone who wasn't reliant on a different modification... so the real question is how does it meet the varying ships in the game in terms of meeting their hopes and dreams for finally throwing ordnance about?
It's a mini-super-focus; it can affect a blank as easily as an eye, and if you've three attack, it's an auto-crit instead of an auto-hit. For a couple of our pilots, this is pretty big.
Let's take a look at how they're feeling...
Ecstatic
B-wings
Nera Dantels - Give her EM + Proton Missiles and either PTL, Deadeye, and/or FCS, and you've got a monster. That extra die modification was all she ever needed, especially on the Deadeye'd Focus + TL stack; she had the rerolls, now she's got a mini super-focus.
VI Ten Numb - Suprise winner; Flechette Torpedoes + EM + this costs the same as a Mangler cannon, gives guranteed odds of letting a crit through... and stresses the target in the process. If you can't afford the extra two points for EM, this could fill a spot a Mangler couldn't do the same.
Y-Wings
Horton Salm - might actually look at Proton Torpedoes again. Maybe. Rerolling blanks, changing an eye to a crit, and then changing a spare blank and/or eye to another hit is pretty reliable punch... whether it's worth it when he's already packing an almost-inevitable TLT? An interesting question. Plasma Torpedoes are also perfectly sensible, of course.
Redline - Who doesn't want very-nearly-automatic triple-hit cluster missiles? You'll lose the autothrusters, but that was always a desperation pick anyway. This Redline is a mayfly strapped to a firework - his life is inevitably short, but it shall be glorious.
N'dru - The classic Lone Wolf + Custer Missile/Homing Missile pairing just got even more vicious. Alas, he doesn't qualify for the automatic crit, per se, but for the same reasons as most others, if you weren't investing in something esoteric like EU or a spare Hull Upgrade on him, this only helps. And he already enjoyed his missiles, oh yes. ![]()
Interested
A-Wings, TIE Adv Prototypes: An extra boost to Procket reliability. But it's competing with autothrusters, so this'll be generics-only, which... well, we've not seen many to start with; I'm not sure this changes that much. That the TAP does it a point cheaper than an A-wing with two more 1-speed moves on its dial in the process is a death knell to the ProtoProcket build anyway, so I guess we'll have to wait and see whether that extra 5 points makes for a useful list anywhere. It might.
Firesprays - specifically, the Slave 1 title.
Scum Kath - Bomber builds were taking EM anyway. If she wasn't using EU, yet for some reason had 4-5 points to spare that aren't going to go to EU (I know, I know... bear with me
) she can pick up a pair of Concussion or Homing Missiles to hurl forward, and woe betide anything that's in her path in either direction.
Scum Boba - Would love this with Cluster Missiles. ...If he wasn't wedded to EU, anyway. ![]()
Imperial Boba - Here's an interesting edge case: He can use his bank-switching to substitute for EU when arc-hunting aces. Which means the mod slot is free. He has no mechanical efficiencies over a generic missile launch beyond this fact (Notice how everyone in the 'ecstatic' column was already relatively decent with their munitions before this?), but it does mean he's less welded to EU than his Scum brethren.
Other Z-95s - There've been the odd build out there that employs, eg, Cracken + Bandit swarms to spam TL+Focus'd alpha strikes. This upgrade can only help increase the odds of the sweet, sweet 4-hit shots coming up, at no extra cost. It doesn't solve the other challenges, and it was never meant to. Blount is amused (he never needed it, but sure!); Leachos eyes it with hope and wonder... and then his middling PS puts him back in his place. ![]()
TIE Advanced - Vader likes his Prockets, and... might not already have EU. Accuracy Corrector Cluster Missiles weren't doing anything better with their modification slot anyway, so now they have a decent shot at landing a couple 3-hit rolls to go with the 2-hit ones that come standard.
Disappointed
TIE Bombers - Yes, Really. They were all excited with the Long Range Sensors card letting them reach out and touch someone. It involved calling your shots, but a TL+Focus stack was the best you could ever achieve with ordnance, so a mechanic making this a viable proposition on generics at all was wonderful. It's no longer the best you can achieve, and the humble Bomber is left facing 'pick one'. Make no mistake, mechanically speaking they probably fall into the 'interested' category... but it's now an opportunity cost, when they'd finally had hopes of having proper wind in their sails.
Jake Farrell - one of the top Procket users in the game... but to emphasise this fact, you're asking him to give up his Autothrusters. Ahahahano.
Generic Punishers - Do you want FCS+Guidance Chips, or do you want Long Range Sensors and something else? Either way, you're going to be expensive once you get even a single EM ordnance stack on you, and you still pop like a B-wing. No autothrusters, either. You're better... but you still cost enough that you might as well just run Redline or DeathRain, bud. ![]()
Generic Firesprays - one of the few 3-attack ships able to carry Extra Munitions, and the only 3-attack ship able to pack Long Range Scanners (And enjoy the benefits without munitions being loaded up at all)... has no further reason to expect to break out the explodey toys. Really, it's the same problem as the TIE Bombers & Punishers, but worse - there was already a buff out there for them, and now they're forced to choose when they really were hoping for, y'know, both. Unlike TIE bombers, the Firespray was never an especially interesting weapons platform though, so this helps even less.
X-wings - Integrated Astromech means the slot is filled. And if it isn't, it's because you're a T-70 and are taking Autothrusters instead. Sorry dudes, no trench runs for you!
Ambivalent
Everyone Else - Do you have a missile or torpedo tube? Do you habitually use your modification slot for antyhing else? No? Then this can only help. Whether this is enough will largely depend on whether you or your ship had the capabilities to make ordnance an interesting choice all along. What might we see, then? Obviously this depends on the slot:
Torpedoes: We might see some cheap Flechette-torpedoes being flung from 3-attack ships more often; that free auto-crit can make a 2pt + TL investment a potentially interesting pick as a re-engagement tactic. You only had 3 dice anyway, so critting a blank is as reasonable as rerolls...
Missiles: Again sticking with cheap, the Thread Tracers and Ion Pulse Missiles both got more accurate, even if they don't hurt any extra. That'll help. The more expensive stuff... well, you probably still won't bother unless you're already in the 'Interested' column. ![]()
Really, that's my biggest beef - I get that the modification slot is the only option broadly applicable enough for such a widespread upgrade slot. By releasing the upgrade, ordnance is now not so much '4 dice, often with fewer modifications' as it is '3 dice, and a free hit/crit'; mechanically this might just be what they needed to finally reach the value proposition. But it's at an opportunity cost for one of the more diverse slots in the game, and quite a few ships were already using that slot pretty heavily, thanks. For them, this is no fix at all.