Talk:Alpha-class Star Wing Expansion Pack/@comment-47.186.12.191-20170828203958/@comment-454133-20170828234605

Good point, and plasma aren't the only scary ones but they're maybe the meanest & leanest of the pack (best bang for the points).

The 3 and lower-cost munitions (that have to be discarded on use) are:


 * Ion Pulse Missiles (3): I never see these used, though with infinite use they could be good against inagile large ships to walk them off the board (which is normally hard to do).


 * Prockets (3): Quite decent on a two agility ship


 * Adv. Homing Missiles (3): These could be scary.  Repeatable shield-piercing crit... though you have to be at the right range and hit still.


 * Cruise Missiles (3): Already scary, and now would be reuseable every turn.  Not necessarily trivial to attack every turn because you can't always go max speed, but still quite good.


 * Tracers (1): Neat utility option!


 * Flechette Torpedoes (2): Full damage + stress, but only 3 dice.  Overall good, though Flechette Cannon is better for about the same result (no token required).


 * Plasma Torpedoes (3): Really good damage for the price, and no special tricks like relying on your manuever speed for dice.  Solid.


 * Seismic Torpedoes (2): Basically clear the map of obstacles for your large buddies :D

So maybe it's cost 2 and less, and only when attacking (so no seismic... if that even matters)? Or some other restriction, like you can't roll more than 3 attack dice? We'll have to wait and see.