Munitions: What gives?

By KCDodger, in X-Wing

So I fired off prockets at my little brother's TIE Bomber yesterday, hits were scored- but here's my question.

How exactly do dice interact? Is it, "If one die gets through, full damage" or "Just a higher attack basically"? That's never been very clear to me.

Just like any other attack, 1 hit per hit result, 1 crit per crit result.

Ah, okay. Thank you.

Kinda' wondering what prockets are honestly for.

On most ships, it's just a one-time, 5-dice attack. However, ships with Reload could potentially use them more often.

They can be brutal with Kimogilas and other missile carriers that have reload, though in many cases you might find better options. One nice thing is that with them being range 1-2 now you have a bit more of a window to use them if you can get that bulleye arc lined up.

9 hours ago, JJ48 said:

On most ships, it's just a one-time, 5-dice attack. However, ships with Reload could potentially use them more often.

They make him a bit spendy, but prockets + protorps on Redline makes him hella scary.

Its not clear what your question means, but since no one else has said this:

Attacker rolls dice, then defender can modify attack dice if able, then attacker modifies attack dice.

Defender rolls dice, then attacker can modify defense dice if able, then the defender modifies defense dice.

Then you compare results. Each evade results removes one hit results, if there are no hit results left the evade can remove critical results.

If any hits or crits are left each deals a damage (or critical damage).

So the benefits of munitions are they usually let you roll more dice than the your primary attack would. Also, if they have the missile looking symbol, then the defender cannot get an extra defense die at range 3.

I used proton rockets on Darth Vader last night. I was able to use supernatural and Vader's ability to get to range 1 of Luke (while not in his arc), with him in my bullseye. Those 5 dice were brutal, and did a load to Luke. At the beginning of my game, my opponent asked why I wouldn't just use the built in x1 ability and use a missile for range 3. After the attack he agreed that they are a decent list building choice. Proton Rockets are (relatively) better at range 2, since I get 4 dice when at range 1 anyway (when I have the defender locked), but adding more dice is extremely powerful.

I find them slightly easier to line up at R2 as well, less fine margins for the bullseye arc.

I've had them on 3 A-Wings (plus Wedge) and the list is either amazing or terrible depending on how many I manage to fire ?

I run prockets with Marksmanship on Jake and they affect most games. Usually I get a chance to fire them (upgrade to "always" when opponent has brought a large base ship), and when I don't it's usually because my opponent is sacrificing actions and/or position to avoid them.

My Holy Grail is lining up Jake's bullseye on the object of an Arvel block. It's only happened twice so far, but when it does, it's glorious.

So far I had them in my Scum Lando list, with Han Gunner. They are good to have for your front arc (bullseye only, but still) while your turrets are set to the sides. So far I have gotten them off in every game and they are deadly.

Edited by Dwing