Ordance Tubes on Big Ships

By Deagles, in X-Wing

Easy one to answer:

Ion Tokens

Some card abilities may cause a ship to receive an ion token. Huge ships do not suffer the standard effects of ion tokens. Instead, when a huge ship gains energy during its “Gain Energy” step, reduce the amount of energy it gains by one for each ion token assigned to it. Then remove all ion tokens from the ship at the end of the Activation phase.

Ion Tokens

Some card abilities may cause a ship to receive an ion token. Huge ships do not suffer the standard effects of ion tokens. Instead, when a huge ship gains energy during its “Gain Energy” step, reduce the amount of energy it gains by one for each ion token assigned to it. Then remove all ion tokens from the ship at the end of the Activation phase.

Yeah, thus always bugged me from the moment the huge ships first came out. It meant that a badly ionized huge ship was going to pour on the gas and go faster than it would have if it hadn't been ionized.

Ion Tokens

Some card abilities may cause a ship to receive an ion token. Huge ships do not suffer the standard effects of ion tokens. Instead, when a huge ship gains energy during its “Gain Energy” step, reduce the amount of energy it gains by one for each ion token assigned to it. Then remove all ion tokens from the ship at the end of the Activation phase.

Yeah, thus always bugged me from the moment the huge ships first came out. It meant that a badly ionized huge ship was going to pour on the gas and go faster than it would have if it hadn't been ionized.

Yeah, so they can just blaze away and not even lose the energy, so to speak.

Your ability to modify the dice is really slim.

Captain Jonus for the Imperials and Esege Tuketu for the Rebels are all dice modification you could hope for in Epic Play.

Drive-by: I took a Raider with Ordnance Tubes to a tournament a while back and had fun.

You HAVE to have Weapons Engineer on it for the Target Locks, and munitions that don't spend the TL are amazing.

Just a thought, would keeping Dutch Vander near the CR90 help in this case? When he aquires a TL, the Corvette can as well (which the Weapons Engineer doubles). This provides your target locks without taking up your valuable actions. I realise he is a bit expensive just as a source of Target Locks but if you were thinking of taking a Stresshog anyway, paying 5 points extra for that ability seems like a decent option.

I like them because they aren't expendable and they're on a ship that's solid enough to hang around for a while, the two drawbacks to their use on snub fighters. Also, I love how they give me close-in weapon support, like my "little friend" I served with in the Navy (that also resembled an astromech), the CIWS.

ORD_Phalanx_CIWS_Firing_lg.jpg

Does CIWS stand for Close-In Weapon Support or was that just a happy coincidence ?

You HAVE to have Weapons Engineer on it for the Target Locks, and munitions that don't spend the TL are amazing.

Just a thought, would keeping Dutch Vander near the CR90 help in this case? When he aquires a TL, the Corvette can as well (which the Weapons Engineer doubles). This provides your target locks without taking up your valuable actions. I realise he is a bit expensive just as a source of Target Locks but if you were thinking of taking a Stresshog anyway, paying 5 points extra for that ability seems like a decent option.

Not tremendously. The actions are divided by section, and the competing action for the TL is Coordination. What's probably cuter is having Dutch Focus, then have the CR90 Coordinate him to TL, which then lets the CR90 get two Target Locks. Combo this with the Dodanna's Pride title and you can get a free action on another ship. Probably not actually worth all the points (+9?), but cute.