Talk:Unguided Rockets/@comment-33024157-20180104015520/@comment-31354887-20180104051051

It really kinda depends on what pilot your using and what your using the ship for.

On the Tie Bomber it's best used with Tomax and Crackshot, since you are limited in how you can modify your own dice you can up the chances to hit by repeatedly using crack show to eliminate one of their evades. Captain Jonus is more of a support ship and prefers to take the Tie Shuttle title which removes all his ordance in favor of making him a light crew carrier. Rymer doesn't really benefit from it one way or another as his ability to adjust the range has no effect since it's already range 1-3. "Deathfire" may find it useful as a cheap upgrade to his primary weapon but his ability is bomb-centric and thus it's not a make or break upgrade for him.

"Redline"'s ability is more or less wasted with unguided rockets as her ability to maintain 2 target locks on the same target is useless since they can't modify the rocket's attack. Like Deathfire, his big brother "Dethrain"'s ability focuses on bombs so he can take it or leave it, though you can slap both Unguided Rockets, and the Bomlet Generator onto Deathrain to give him unlimited munitions (and because of unlimited bombs he has theoretically unlimited barrel rolls).

None of the gunboats really prefer Unguided Rockets, as their ability to reload any munitions put on them make literally any other missile more tempted, especially when combined with that fact that one of there titles allow them to fire those missiles even with a disabled weapons token.

The Aggressors are the only ship to prefer them over any other sort of missile because they're cheap, effectively up their primary weapon by 1, and are more or less relegated to being turret boats so after dumping 6 points into them using a TLT you'll rarely want to spring to give them one or two 4 point missiles.