Missile is a category of Upgrades in X-Wing. Missiles are a type of secondary weapons, characterized by the need of a having a Target Lock and discarding the Missile card to Attack.
Ships that can equip a Missile are:
- TIE Advanced
- YT-1300 (not including Outer Rim Smuggler)
- Firespray-31
- A-Wing
- TIE Defender
- TIE Bomber
- Z-95 Headhunter
- YT-2400
- M3-A Interceptor (if equipped with "Heavy Scyk" Interceptor Title)
- YV-666
- Kihraxz Fighter
- K-Wing
- TIE Punisher
- Special Forces TIE
- TIE Advanced Prototype
- Scurrg H-6 Bomber
- TIE Aggressor
- M12-L Kimogila Fighter
- Alpha-class Star Wing
Missile | Introduced in | Squad Points | Restrictions | Dice | Range | Other Text |
---|---|---|---|---|---|---|
Cluster Missiles | Wave 1 | 4 | Spend a Target Lock | 3 | 1-2 | Perform this attack twice. |
Concussion Missiles | Wave 1 | 4 | Spend a Target Lock | 4 | 2-3 | When you peform this attack you may change 1 of your blank results to a hit result. |
Assault Missiles | Wave 2 | 5 | Spend a Target Lock | 4 | 2-3 | If this attack hits, each other ship at Range 1 of the defender suffers 1 damage. |
Homing Missiles | Wave 2 | 5 | Requires Target Lock | 4 | 2-3 | The defender cannot spend evade tokens during this attack. |
Ion Pulse Missiles | Wave 4 | 3 | Requires Target Lock | 3 | 2-3 | If this attack hits, the defender suffers 1 damage and recieves 2 ion tokens. Then cancel all dice results. |
Chardaan Refit | Rebel Aces | -2 | A-Wing only. | N/A | N/A | none |
Proton Rockets | Rebel Aces | 3 | Requires Focus | 2 | 1 | You may roll additional attack dice equal to your agility value, to a maximum of 3 additional dice. |
Advanced Homing Missiles | Wave 7 | 3 | Requires Target Lock | 3 | 2 | If this attack hits, deal 1 faceup Damage card to the defender. Then cancel all dice results. |
XX-23 S-Thread Tracers | Wave 8 | 1 | Requires Focus | 3 | 1-3 | If this attack hits, each friendly ship at Range 1-2 of you may acquire a target lock on the defender. Then cancel all dice results. |
Unguided Rockets | Wave 11 | 2 | Requires Missile 2 slots | 3 | 1-3 | Don't discard
Your attack dice can be modified only by spending a focus token for its standard effect. |
Cruise Missiles | Wave 11 | 3 | Requires Target Lock | 1 | 2-3 | You may roll additional attack dice equal to the speed of the maneuver you executed this round, to a maximum of 4 additional dice. |
Harpoon Missiles | Guns for Hire | 4 | Requires Target Lock | 4 | 2-3 | If this attack hits, after the attack resolves, assign the "Harpooned!" condition to the defender. |
Scrambler Missiles | Wave 12 | 2 | Requires
Target Lock |
3 | 2-3 | If this attack hits, the defender and each other ship at Range 1 receive 1 jam token. Then cancel all results. |
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