This new Cargo upgrade card will be included with the C ROC Epic Ship. "When attacking discard this card to roll 2 additional attack dices". So tonight little 200 pts mini Epic improvised play (my car simply refused to start engine so no King Kong Skull Island).
One of this on a CR 90 (2 Turbolasers) and another on a Raider (1 Turbolaser, Ordnance Tubes + Homing).
My Cells were used to boost one Turbolaser attack against a no shields left Raider, with TL. 4 Reds + 2 extras. Crit, 2 Hits, Eye, 2 Blanks. Reroll blanks with TL. Hit, Eye. Change Eye to Crit. So 2 Crits, 3 Hits, one Eye (useless). Ok.
Raider used them to boost one Homing missile volley vs one Grey Y Wing (a real pain hitting the Raider with his TLT and sniping the shields). Two shields remaining on the Y and Academy Tie on his tail. 4 Reds plus 2 extra Reds. 4 Hits, Eye, Blank. Use TL to reroll Eye and Blank. Hit and Eye. So 5 Hits plus one no use Eye. Pain. Survived Academy's fire but barely.
Conclusion...only one playtest. Cargo slots are very valuable because there are so many good cards. One use, 3 pts. I think a good card and not OP. 2 Reds are quite powerful but only one use so balanced, prior to more playtesting.
Perhaps strange to see Supercharged Ordnance attacks. See it clear firing lasers...whoooooops... Supercool laser...Ok. Supercharged missiles? Yes with Torpedo strikes, not sure abour missiles.
One good Cargo upgrade in my opinion. And this deck of upgrades offers a wide variety of options that you can not experiment in 100/6. Thumbs up.
Edited by Hexdot