Note: I'm assuming that deplete tokens are the same as strain tokens, but for attack. i.e.:
"A ship is depleted while it has at least one deplete token. While a depleted ship attacks, it rolls 1 fewer defense die. The deplete token is a red token.
- After a depleted ship attacks, it removes 1 deplete token.
- After a depleted ship executes a blue manoeuvre, it removes 1 deplete token."
<Engage freakout drive>
Deplete tokens will slow the game . Remember captain Rex and his fair-ship rebels from 1.0, where your attacks were absorbed into nothingness? Well, now anyone that can land a missile shot will hand out a deplete token, a jam token, and a crit to boot. I enjoy playing X-Wing, and I enjoy it most when ships are taking damage and exploding (even if they are my own ships). Games are less fun when they drag on forever, but now Mag-Pulse Warheads are here to help you make sure all your games go to time.
</Disengage freakout drive>
On a calmer note, these missiles have a few redeeming features. They have to hit to take effect, but more importantly, they do damage. This means that even if games are dragging on, people are still taking damage. Furthermore, we don't know the points value for these. My hope is that they will be expensive and scale with initiative to very high costs indeed, because a mag-pulse warhead is most dangerous early in combat.
All the same, I'd have much preferred to see this missile do only a crit and a jam. This is still a very powerful effect, and one that I'd be quite interested in equipping on a scyk or z-95 so that I can soften up a target for my other ships to shoot.
Personally, I'm looking forward to the mirror counterpart to these missiles that deals out a strain token. Firing those will be much more fun, because it will make things go "boom" not "pfft".