What expansion has this card? Thanks!
Munitions fail safe?
Defender and Z-95.
It's also a useless upgrade card, so don't waste you time or money trying to track them down.
It's not a useless upgrade. Ships with a single missile slot will benefit from it. For 1 pt. it's cheap insurance.
Guidance Chips seem to be a better bet no?
It's also a useless upgrade card, so don't waste you time or money trying to track them down.
Far from useless; I have a Scum list with two Binayre Pirates and Hot-Shot Blasters. They screen interference and can freely take shots without fear of wasting the HSB.
I've used MF to great effect on the Scum Z95 with Hotshot, just as stuffedskullcat says. Keep firing until you hit. Seems decent for 1pt. All Guidance Chimp does is converts a blank to a hit (or crit) result that is easily evaded, and then your secondary ordnance is gone.
I've used munitions failsafe on nera dantels with flechett torpedoes and deadeye to hand out stress. Whether I hit or miss I'm still happy.
Just about always guidance chips would be better. Three only time you might want MF would be in conjunction with Flechette torpedoes - you can theoretically use them to stress your target, even if they miss, and then do it again.
Though, to be honest, I can't think why you'd want to do that given the lost damage potential for a single stress. Maybe in some sort of combo with Gunner and Bossk? Are there even anh ships that can do a torp and two crew?
EDIT - Ooh, hadn't considered HSB. Also a good use.
Edited by MacchuWADoes munitions fail safe work with hot shot? I thought it technically didn't.
Hadn't considered the HSB. Are you sure MF is compatible with it? I always thought of HSB as cannon of sorts and MF useful for missiles and torpedoes.
Does munitions fail safe work with hot shot? I thought it technically didn't.
Since hot shot is a secondary weapon (aka any upgrade with the [Attack] Header) and Hotshot blaster does discard yes it works.
Munitions failsafe is in a funny spot. It is only as good as said weapons (torpedoes, missiles, hot-shot) are. Yet it only works when those weapons are at its worst as in not hitting. When you take secondary weapons you want it to hit with your attack even if you don't discard it.
Does munitions fail safe work with hot shot? I thought it technically didn't.
It works with secondary weapons and Hot Shot Blaster IS a secondary weapon as it has the Attack header in order to use it. Nothing says where a secondary weapon needs to fit.
Although it may get expensive you could do the Flechette Torp on a B-Wing with a Gunner.
Edit: Was pointed out that the B-Wing/E2 upgrade is a MODIFICATION to give a crew slot. I was thinking it is a Title but because the E2 upgrade and Failsafe are both modification one can not have both of them on the same ship.
Edited by StevenO
Does munitions fail safe work with hot shot? I thought it technically didn't.
It works with secondary weapons and Hot Shot Blaster IS a secondary weapon as it has the Attack header in order to use it. Nothing says where a secondary weapon needs to fit.
Although it may get expensive you could do the Flechette Torp on a B-Wing with a Gunner.
throw in AC so you can cancel all hits and choose not to add 2 hits.
With flechettes you get a benefit even if you miss. Consider it a freebie.
Does munitions fail safe work with hot shot? I thought it technically didn't.
It works with secondary weapons and Hot Shot Blaster IS a secondary weapon as it has the Attack header in order to use it. Nothing says where a secondary weapon needs to fit.
Although it may get expensive you could do the Flechette Torp on a B-Wing with a Gunner.
To fit a crew on a B-wing requires the B-wing/E2 Modification. So you can't take Gunner along with Munitions Failsafe for free stress against targets you expect to miss for the whole game while getting primary weapon attacks.
B-wing lovers should pick up the Ghost for all the Rebel only crew.
Zeb will allow you to shoot at the person you blocked. Sure they can shoot at you too, but they lost their action most likely when they overlapped your ship.
And Ezra will be great on a couple of the named B-wings or even generics.
Edited by VulfWith flechettes you get a benefit even if you miss. Consider it a freebie.
yes as flechette torpedoes says if defender's hull value is 4 or lower. It does not say anything about when hit as say ion pulse missiles or Assault Missiles say.
However it is clarafied that the hull value is based on the starting hull value so a Decimator with 9 damage cards won't take a stress. Aslo you can put a hull upgrade on a HWK or Star Viper and will be immune to the stress effects.
yes as flechette torpedoes says if defender's hull value is 4 or lower. It does not say anything about when hit as say ion pulse missiles or Assault Missiles say.With flechettes you get a benefit even if you miss. Consider it a freebie.
However it is clarafied that the hull value is based on the starting hull value so a Decimator with 9 damage cards won't take a stress. Aslo you can put a hull upgrade on a HWK or Star Viper and will be immune to the stress effects.
What you say is true but most of the ships that hate being stressed have hull values less than 4.
Does munitions fail safe work with hot shot? I thought it technically didn't.
It works with secondary weapons and Hot Shot Blaster IS a secondary weapon as it has the Attack header in order to use it. Nothing says where a secondary weapon needs to fit.
Although it may get expensive you could do the Flechette Torp on a B-Wing with a Gunner.
To fit a crew on a B-wing requires the B-wing/E2 Modification. So you can't take Gunner along with Munitions Failsafe for free stress against targets you expect to miss for the whole game while getting primary weapon attacks.
B-wing lovers should pick up the Ghost for all the Rebel only crew.
Zeb will allow you to shoot at the person you blocked. Sure they can shoot at you too, but they lost their action most likely when they overlapped your ship.
And Ezra will be great on a couple of the named B-wings or even generics.
Ezra and Keyan are a match made in heaven.
I'm thinking Ten Numb might also like to get an Auto damage after a red maneuver.
E2 + Ezra + FCS is not a very big points investment.
Mangler Cannon is nice an all, but you end up with no modify after a red maneuver.
Edited by VulfWith flechettes you get a benefit even if you miss. Consider it a freebie.
Yes, I find them very useful for control, especially on the Starviper. Good for lots of other ships, like Tie Bombers for control.
Hmmm....if you know you are going to face a high agility target, maybe even a Heavy Scyk with Flechette and MF isn't a bad idea?
With flechettes you get a benefit even if you miss. Consider it a freebie.
Yes, I find them very useful for control, especially on the Starviper. Good for lots of other ships, like Tie Bombers for control.
Hmmm....if you know you are going to face a high agility target, maybe even a Heavy Scyk with Flechette and MF isn't a bad idea?
Actually that's a good idea. Typically I fly them naked or one with a cannon. The thought never occurred to me to load flechettes on them. You just gave me an idea for Sunday's game. I'll let you know how it works.
On a Heavy Scyk, just use Flechette Cannon.
The cannon will put a stress on the target only if it hits, but it will effect high hull targets, is only 2 points (+2 for the title) and doesn't run out of ammo if you do 1 point of damage.
Ghost with Tactician, TLT, Accuracy Corrector, and Gunner is guaranteed triple stress on anything in arc at range 2. Pretty sick... Also around 50 points. So there's that.
Guidance Chips seem to be a better bet no?
Yes it is. But it doesn't exist yet. Punishing One and Tie Inquisitor are still on the boat.