Mag-Pulse Warheads

By Okapi, in X-Wing

Anyone got some practice with these? Finally got my vonregs the other day, and while I doubt I'll use them as missile carriers, I figured these could be an interesting alternative to Concussion Missiles on some carriers. I generally prefer to stick missiles on ships with a limited primary firepower. I also think 2 charges might be a little less than ideal for a ship without the reload action, but I might be wrong on that. So far I'm considering these carriers:

  • TIE Punisher: Seems like a decent choice. Access to Passive Sensors, white reload, and there's an I5 available. As budget ordnance there's competition from the Ion Torpedo though.
  • Alpha-class Star Wing: About the same as the Punisher, really, decent with either FCS + AdvSLAM, or Passive Sensors.
  • TIE Bomber. Probably only worth it with Jendon, but you never know. Barrage Rockets is maybe a safer bet on this more fragile body with a red reload. With Jendon, I'm thinking it could be interesting to try a mix of missiles and torps, like Mag-Pulse, Conc, Diamond-Boron and Ion Torp, and fire in the order that makes sense depending on the target.
  • Quinn Jast: The only decent Scum choice I could think of, but it seems strong on him. Getting the lock might prove tricky though.
  • K-Wing: As long as you can go fast and get the lock, point the turret sideways and get stuck in! The fact that MPWH is R1-3 makes it very appealing to a knife fighting lump like that. Maybe a simple build with just the warhead and some Proton Bombs/Seismics?
  • Hyenas: Seems decent here too, on most of them really. Probe Droids lets you get locks, R1-3 prevents your opponent from boosting in and denying you the shot.

Any other suggestions?

Scum Han.

Seriously, Scum Han . He projects 270 degrees of threat while debuffing fools at I6. Give him the title + 4-LOM to ignore the token you’re about to Jam off, and fly with Clusters Torani for maximum railgun shenanigans.

Interesting idea. If you can get close and have 0-0-0 and the title on him, your opponent will have to choose between giving you doublish mods or an extra die for the turret. Maybe even Dengar, to punish tokenless attackers?

I also noticed that Talonbane's ability works with missiles. It's probably not the right upgrade for him, but it does make him more dangerous at R3 while also being an option at R1, and he is I5, making him decently likely to shut down an attacker.

38 minutes ago, Okapi said:

If you can get close and have 0-0-0 and the title on him, your opponent will have to choose between giving you doublish mods or an extra die for the turret. Maybe even Dengar, to punish tokenless attackers?

I’m all for putting those guys in a list to combo with this, but Scum Han gets expensive fast if you try to maximize his abilities. The way I see it, having Mag Pulse out the front + options to shoot at stressed/obstructed enemies out the sides makes him able to pick on targets of opportunity just about anywhere. Whereas going all-in on trying to turn his 2-dice pop gun into a major threat is just going to #FeelsBadMan when you can’t consistently line it up.

Kylo Ren likes having MPWH. On himself or a friend, to set off the Dark Side he's shown someone.

Scum Han seems reasonable.

I feel like high initiative is a must. If you can't leverage the Jam, these don't really seem worthwhile. Sunny Bounder should be solid with them; she has reasonable defenses while Locked, and is high enough Init that you'll have a decent chance to jam someone. Darth Vader without bid might be good with them, and should pretty seriously **** over any opposing Darth Vader. In some ways, MPW seems like a tech choice used to mess with enemy Darth Vaders. There's no way that a Heightened Perception generic Inquisitor with Passive Sensors could be worth the 47 points, but it'd be hilarious to jam folks at Init 7.

But overall, I'm just pretty skeptical. Massed low-init MPW just seem worse than Concussion. If you can land enough hits on someone to make the Depletes matter (they're easily cleared with blues), you probably would have been better off with the full damage of Conc missiles.

Fifth Brother in the Tie Advanced v1 kind of likes it too. He can get another crit out of it. At least I think he can due to the timing of his ability.

Agreed with BitFig, 200 point imp list Vader+MPW+Passive Sensors, where he doesn't care about being first player.

Quickdraw w/ Passive Sensors is also a tremendous candidate. Can link to rotate arc off the lock, attack front or rear.

Edited by Cloaker

Vader seems really good with them, almost to the point you want to bid to be first player if your facing another Vader.

You can use them as a oh **** i stuffed up to dull an attack coming your way, which is nice.

The Ace-Wing corrobarating missile?

;)

20 hours ago, Okapi said:
  • Quinn Jast: The only decent Scum choice I could think of, but it seems strong on him. Getting the lock might prove tricky though.

She has the same problems as Genesis, getting the lock. Also doubtful to ever get to reload (Scyks have no boost, can't run, reload and come back in time, if she gets around to reload, you probably have already won).

N'dru is 1 green die less but 1 point cheaper, 1 Ini higher, and the more dangerous flanker, as even his primary bites. Could maybe be used to draw attention and force difficult decisions on your opppnent.

Going back to Scyks, Serissu is really costly right now, but with the tractor Nerf, Mag pulse might be a consideration if you consider flying her anyway already.

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17 hours ago, chrisrivers said:

Fifth Brother in the Tie Advanced v1 kind of likes it too. He can get another crit out of it. At least I think he can due to the timing of his ability.

Probably works, even though FFG again has slightly messed up the text on the card.

Edited by Managarmr
Formatting

They seem to be most cost-effective on two-force inquisitors with heightened perception and passive sensors.

If you can set up a TL and Focus, Lt. Kestal could be good. You will get the hit off most likely. I wonder if anyone has tried Tie Aggressors since the points drop?

Against Huge ships, these Missiles are nasty. Get the shields down and you hit them for a Crit. Not only that, but the Jam will mess with them, especially if a Missile Raider. Also, the Strain doesn't hurt to reduce their effectiveness.

I'm curious to hear about your latest experience with MPWH.

Right now I'm looking at this squad but can't decide if I should use the Warheads or not:

Kylo Ren (76)

"Holo" (54)
Proud Tradition (2)
Mag-Pulse Warheads (6)

“Scorch” (33)

Lieutenant Rivas (27)
Total: 198

View in Yet Another Squad Builder 2.0

The alternative could be putting Optics on Kylo and/or Fanatical on Scorch...

Anything with High Initiative and low primary attack die count. I really like them on Grand Inquisitor with Heightened Perception, flying with Fifth Brother and Seventh Sister. Stripping defence tokens for the other two ships to use their pilot abilities to their fullest is quite good. I also intend to test it in my 4xI4 Rebels on Jake, shooting first to strip defence tokens for the rest of the team to punish.

Empire

  • Grand Inquisitor (52): Heightened Perception (3), Mag-Pulse Warheads (6)
  • Seventh Sister (43): naked
  • Fifth Brother (42): naked
  • "Echo" (51): Passive Sensors (3)

Rebel Alliance

  • Ten Numb (48): Fire-Control System (2), Autoblasters (3), Stabilized S-Foils (2)
  • "Dutch" Vander (40): Proton Torpedoes (13), R3 Astromech (3)
  • Garven Dreis (X-Wing) (47): Servomotor S-Foils (0)
  • Jake Farrell (36): Mag-Pulse Warheads (6)
Edited by Schanez

Scum

  • Han Solo (Scum) (54): Trick Shot (4), Mag-Pulse Warheads (6), Lando's Millennium Falcon (3)
  • Fenn Rau (68): Predator (2)
  • Dengar (53): Predator (2), Punishing One (5)

Total: 197

Or replace Dengar with 4-LOM with title and AS for the same points. But the above list is i666. ;)

Had great fun with Mag-Pulse the other weekend hunting a raider (epic obv) - 2x Separatist Bomber Hyena Bombers with just Mag-Pulse, now obviously hunting and Epic is a bit of a special case, but saving the Mag's for after the shields were down (12 skill 3 vultures will do that) and the crits were devastating

There's a lot of people screaming about the sky falling about aces again. So maybe its a good time to remind people that this is why we try things and ask about things and talk about new tricks.

I used Mag Pulse VERY successfully in my recent for-fun-T2 build going up against BOBA FENN-T1 of all things. I used the missile forward arc trick = meaning, you put your turrets to your side, and then take aTL for a pseudo forward arc at all ranges. This was one of the rare cases where "area denial" and not even firing the missile was very effective. Adding a possible arc to shoot at was definitely 6 points. Fenn didn't want to take a R2 forward arc Mag Pulse (with critical and strain), so opted to just focus up in my side arc.

(Other than that though, I've wanted to use Mag Pulse 0 times in practice and in theory, it costs too much)

Leia Organa (79)
Sense (5)
Mag-Pulse Warheads (6)
Ezra Bridger (14)
Magva Yarro (8)
Kanan Jarrus (12)
Shield Upgrade (4)
Hull Upgrade (3)
Millennium Falcon (3)

Bandit Squadron Pilot (22)

Bandit Squadron Pilot (22)

Bandit Squadron Pilot (22)
Total: 200

View in Yet Another Squad Builder 2.0

This list is a lot of fun.

Tried it out on Redline, and it wasn't half bad. Reasonably cheap, full mods, has reload. Pretty decent way of shutting down another agility 1-2 I5 ace that failed to get out of the way. The synergy with Juke isn't bad either, making him a decent wingmate for Whisper or Rexler. Chuck in a couple of blockers (Strikers/Fighters/Interceptors) or another I5 ace (Tomax, the Grand Inquisitor, Duchess) and I think you have a pretty decent list. No need for a bid, you'll want to shoot first anyway.

Actually facing Whisper with this guy seems hilarious. A Phantom hit by a Mag-Pulse before it gets to shoot is one useless Phantom.

I'm also thinking Airen Cracken might get some use out of the missile, possibly with a Failsafe in case the dice, well, fail.