There has been discussions about the Z-95 as the rebel swarmer all over. People await the Headhunter to see in every upcoming wave - now in wave 4 i think its the time for the Z-95.
I'm pretty sold that it will be straight forward with 2-2-3-1 and a missile upgrade slot.
So a no-brainer here, left for the point costs.
Now what I think is that the Z-95 will come along with a new weapon: the Mag Pulse.
Some of you will remember the Mag Pulse from Star Wars computer games.
Basically its a missile that overloads the targets weapon systems. Thats right, target ship can't use its weapons for a brief amount of time. How could this look like in X-Wing?
Here is the first attempt to translate the Mag Pulse to X-Wing:
Mag Pulse (3) (Missile Upgrade)
Attack [Target Lock]: Spend your target lock and discard this card to perform this attack. Hits does not do any damage. For each uncancelled [hit] or [critical hit] the ship receives 1 Mag Pulse token. Attack: 3. Range 1-3.
Mag Pulse Tokens: (Rule Card Text)
For each token assigned, reduce the attack value of your primary weapons and cannon upgrades by 1 (to a minimum of 0). Use an action to remove one token. Large ships must have at least 2 assigned tokens to suffer the effect of 1 token. So if a large ship has assigned 3 tokens, it suffers only the effect of 1 token. A large ship may remove up to 2 tokens with an action.
Edited by TheRealStarkiller