1 hour ago, bkcammack said:How reliant seps are on commanding squads is why it exists, and why it’s written the way it is. AI squads are under costed a little when commanded and over costed a bit when they aren’t. Hyperwave signal boost is, to me, a one time pass on having to command squadrons. Pay three points and you still get your full attack value. The downside is that they can’t move and attack. You also get to activate more squads than normal in one turn of the squadron phase. 3 points for some extra squad phase activations plus the “extra” AI dice is pretty cheap.
Adding a black die into a long range shot (and that’s what this card will do most of the time) is extremely powerful. A confire dial lets you add a second black. That’s Commander Sato levels of black dice at long range, without needing a squadron nearby. The downside of that extra long range dice is that ALL adjacent attacks, including against squads, lose power. Otherwise you run into balance issues.
I dunno about that being all that useful for the seps. Droids are penalized severely for not being commanded which means they can almost never be left to the squadron phase once a furball has started. That means one or more ships has to constantly use a squadron dial (and not a token as it would only command one squad from a class that is heavily reliant on swarms of them). This really limits the command dial options of that ship (or often ships). I pictured hyperwave as way for a sep ship to command squads routinely without having to be almost exclusively married to squadron dials to say nothing of the fact that it will often have to be more than one ship married to their squadron dials if you want to bring serious swarms of fighters.
I sort of pictured swivel mount batteries as turrets that normally point elsewhere but have been modified to turn to a non-ideal angle to add firepower to a single side which is why you get only one die worth of bonus (abtsracting the idea that because neither turret fires as efficiently in this direction you only get the net benefit of one full turret). Thematically, I don't picture this interacting with your anti-squadron armament at all because that's a totally different (and likely less powered) form of armament that is effectively omni-directional.