Secondary weapons are upgrades that feature the "ATTACK:" header in their card text. They provide additional types of attack other than a ship's primary weapon that hit especially hard or disable the enemy.
Rules[]
The attacker chooses to use a secondary weapon when declaring a target. To use a secondary weapon, the attacker must meet all requirements indicated in the card's text, and the desired target must be inside the attacker's firing arc and at the weapon range specified on the card. If all requirements are met, the attacker can declare that it is using the secondary weapon during the "Declare Target" step, and it rolls the number of attack dice indicated by the red attack value on the card during the "Roll Attack Dice" step.
- Range combat bonuses do not apply during secondary weapon attacks.
- Secondary weapons use the ship's primary firing arc unless the card (or another effect, e.g. Nera Dantels) specifies otherwise.
- The "ATTACK (TARGET LOCK):" header indicates that the attacker must have a target lock on the defender. The attacker does not need to spend this target lock unless instructed by the Upgrade card.
- The "ATTACK (FOCUS)" header indicates that the attacker must have a focus token. The attacker does not need to spend this focus token unless instructed by the Upgrade card.
Secondary Weapons[]
Torpedoes Page[]
Missiles Page[]
Cannon Page[]
Turret Page[]
Hardpoint Page[]
Chart of upgrades[]
Upgrade | Type | Squad Points | Attack Dice | Special |
---|---|---|---|---|
"Hot Shot" Blaster | Illicit | 3 | 3 | Discard |
"Mangler" Cannon | Cannon | 4 | 3 | 1 critical |
Adv. Homing Missiles | Missile | 3 | 3 | Face up damage |
Advanced Proton Torpedoes | Torpedo | 6 | 5 | 3 blanks > focus |
Assault Missiles | Missile | 5 | 4 | Splash damage |
Autoblaster | Cannon | 5 | 3 | Hits not cancelled |
Autoblaster Turret | Turret | 2 | 2 | Hits not cancelled |
Blaster Turret | Turret | 4 | 3 | Spend 1 focus token |
Cluster Missiles | Missile | 4 | 3 | perform attack twice. |
Concussion Missiles | Missile | 4 | 4 | 1 blank to hit |
Dual Laser Turret | Hardpoint | 5 | 3 | |
Extra Munitions | Ordinance | 2 | - | 1 ordnance token on each |
Flechette Cannon | Cannon | 2 | 3 | 1 stress token |
Flechette Torpedoes | Torpedo | 2 | 3 | 1 stress token |
Heavy Laser Cannon | Cannon | 7 | 4 | change all critical hits to hits |
Heavy Laser Turret | Hardpoint | 5 | 4 | |
Homing Missiles | Missile | 5 | 4 | no Evade tokens |
Ion Cannon | Cannon | 3 | 3 | 1 damage, 1 ion token |
Ion Cannon Battery | Hardpoint | 6 | 4 | 1 critical hit, 1 ion token. |
Ion Cannon Turret | Turret | 5 | 3 | 1 damage, 1 ion token |
Ion Pulse Missiles | Missile | 3 | 3 | 1 damage, 2 ion tokens |
Ion Torpedoes | Torpedo | 5 | 4 | 1 ion token to target and all ships at range 1 |
Plasma Torpedoes | Torpedo | 3 | 4 | target loses 1 shield after damage |
Proton Rockets | Missile | 3 | 2 | extra attack dice equal to agility |
Proton Torpedoes | Torpedo | 4 | 4 | Change 1 focus to hit |
Quad Laser Cannons | Hardpoint | 6 | 3 | If miss spend 1 energy for 2nd attack |
Scrambler Missiles | Missile | 2 | 3 | 1 jam token |
Snap Shot | Elite Talent | 2 | 2 | attack during the Activation Phase |
Single Turbolasers | Hardpoint | 8 | 4 | Change 1 focus to hit |
Tractor Beam | Cannon | 1 | 3 | no damage, assign tractor beam token |
XX-23 S-Thread Tracers | Missile | 1 | 3 | 0 damage, TL for all range 0-2 |
All items (45)