Ion Pulse Missile and its effect

By Scurvy Lobster, in X-Wing Rules Questions

The Ion Pulse Missile card:

Ion-pulse-missiles.png

The Ion token reference card:

gallery_4_2_26127.png

The way I read the cards all ion tokens are removed at the end of the Activation Phase. So the Ion Pulse Missile is primarily a weapon against large ships (that require two ion hits) since normal ships can only suffer the ion effect once and then clears any remaining ion tokens.

Is this the intended idea of the Ion Pulse Missile?

I think the idea is that it will ionise ANY ship. Most useful against ships that have no movement actions or turrets, will be very effective against the Firespray and Xwing.

And/or it could be a weapon needed for epic battles with the Tantive IV and the like.

It is also EPIC on Bombers, who can now dictate the movements of their opponents to drop their explody payloads.

Hmm I was hoping it would ion a small ship for 2 turns...if that's not the case it's not quite as cool anymore.

Hmm I was hoping it would ion a small ship for 2 turns...if that's not the case it's not quite as cool anymore.

It definitely won't do that. What it will do is ionize a large ship in a single hit, which is pretty nice. Large ships will need to be very careful near the edge of the board when this thing is around.

Hmm I was hoping it would ion a small ship for 2 turns...if that's not the case it's not quite as cool anymore.

It definitely won't do that. What it will do is ionize a large ship in a single hit, which is pretty nice. Large ships will need to be very careful near the edge of the board when this thing is around.

I suppose I should point out that this weapon isn't necessarily an alpha strike weapon. Afterall, the first pass is not the best time to ion someone, since they will travel slowly forward and still be attacking you.

The best roll of this weapon is a reserve weapon. This is a toy you put on a craft and keep until it is useful. At 3 points, it's one that you can keep on your craft to use when needed. If the ship dies with the missile unfired, that's sad, but it's not like the 4 or 5 points of pain you get from losing any of the other missiles. Further, not firing it can seriously change how your enemy flies. They won't risk getting near the edge and will try not to point at asteroids. Indeed, that's a pretty powerful effect, far more so than one point of damage and an ion effect.

Remember, the advantage of a weapon is not the effect it causes, but how it impacts the enemy. This may often seem to be the same, but anytime you can adjust how your enemy reacts, you have an advantage.

Edited by SableGryphon

I think it's definitely meant as a heavy ion weapon that can zap a big base ship in a single shot. Nice alternative option to taking a couple of turrets for controlling a Falcon or Firespray or whatever.

Interesting to see this doesn't use up your target lock.

Interesting to see this doesn't use up your target lock.

Woah, I hadn't noticed that. *Goes to look*.

HOLY CRAP YOU'RE RIGHT.

Man, now my Homing/Adv Proton combo only costs 9 points instead of 11, and sets itself up! Sweet!