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===Ion Cannons=== * '''Generally Good''' **'''Heavy Ion Emplacements''' - The ion cannon version of Assault Concussion Missiles. Use with a blue crit and exhaust the card to drain 1 shield from the targeted hull zone and both adjacent shields. Since this occurs before damage is dealt, your opponent can't Redirect the shield damage away. HIEs are the standard ion choice for big ships throwing enough blue dice to reliably generate a critical. **'''Ion Cannon Batteries''' - Blue crit effect; force enemy to discard a command token, losing a shield if they have none. These are good strictly for their token removing, but it's meta dependent. Cards increasingly rely on tokens, but in turn more commanders and upgrades are able to supply them on demand. They're slightly cheaper than heavies and don't exhaust, so they're worth considering on ships with enough blue dice in multiple arcs to expect a critical on both their attacks. **'''SW-7 Ion Batteries''' - Unspent blue accuracies count as 1 damage. Which means, yes, your blue dice now are guaranteed damage. SW-7's are best on small ships throwing 1-2 blues at bigger ships that might not bother to brace away such a small attack. **'''Leading Shots''' - Spend a blue die to reroll any number of dice in your attack pool. This is the card that ensures your big ships do the damage they need to with their strong arcs. Pair with Defiance, Opening Salvo, etc to trigger at long range. Leading shots is more often used when you have a lot of red or black dice and maybe one comedy blue that you're willing to sacrifice to improve your black and red dice. * '''Arc Upgrades''' **'''High-Capacity Ion Turbines''' - Adds a blue to each side. Like most dice adding cards it's expensive and uses the modification slot. * '''Situational at Best, Usually Not Encountered''' **'''NK-7 Ion Batteries''' - Blue crit effect; exhaust to make the defender discard one of their defense tokens. At 10 points for an exhaust effect and the defender chooses the discard, the NK-7 is simply not worth using. If it was cheaper, worked on every attack, or hit the attacker's choice, then it'd be a contender for best upgrade in the slot. Instead it's a contender for worst upgrade in the whole game. **'''Overload Pulse''' - Blue crit effect; exhaust all of the enemy's defense tokens. Turns enemy ships into punching bags for the rest of the round, but crits resolve ''after'' defense tokens are spent, so you need another ship to set up your big (cough Avenger cough) attack. **'''MS-1 Ion Cannons''' - Blue crit effect; exhaust one enemy upgrade card. Being exhausted doesn't do anything to cards without an exhaust effect, so very meta dependent. It's cheap at 2 points but for the ships you might spam this on you're generally just better off finding three more points to use SW-7's. **'''Point Defense Ion Cannons''' - Non-huge ships can force attackers at close range (or distance 1, for fighter attacks) to reroll a single die of the defender's choice.
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