23 minutes ago, MaxPower said:I'd think reload is an action that assigns to you a weapon's disabled token (since both ships come with them and the scum ship doesn't have slam). So you have to spend an action and a shot to do it. Then you may reequip a spent missile or torpedo... possibly even a bomb.
This would give the gunboat a fairly unique playstyle: go in, shoot a torpedo, slam out, use advance slam to reload. This explains how the pilot ability of the ace may come in handy: every other turn you will focus on defense, before you go back in with your recharged cluster missiles (come on, guys, lets's face it: gunboats should fire cluster missiles.) Perhaps this way we'll get a bit of mad flying like the striker?
Personally, I would love that, since I dig reengages. Just feels so dog-fighty...
P.S.: I'd recon the scum ship comes with a mod that gives reload to ordinary ships. Considering that would be a modification, it might not be broken since that would rule out equipping guidance chips and the like.
So this begs a rule question. If you were to equip EM (and both ships can do it) if you choose not to use the token does it stay persistant if the card is discarded then flipped?
The ability to fire twice in 2 turns with all this new alpha strike shiny may make all the difference (especially in a mirror match). But timing it later than simply blowing the token on the 1st shot turns it into an entirely different furball.