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Star Wars X-Wing Miniatures Game
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===Secondary Weapons=== Secondary weapons are upgrades that add a new type of attack, usually with special abilities, to a ship. Unless stated otherwise, they're performed instead of a primary weapon attack. They have their own dice pool, range limitations, and ignore normal bonus dice for things like range. Unless otherwise specified, they must still be in your firing arc. *'''Torpedoes:''' In general, torpedoes have more attack dice than a ship's standard attack, along with a different ability, but they almost always require a target lock to fire them and they have limited charges. Torpedoes are primarily used by Rebels, with only occasional Imperial and Scum ships mounting them. Since 2E, they no longer require you to spend a target lock to use them. *'''Missiles:''' Missiles are similar to torpedoes, but with a greater variety of utility. When a Concussion Missile hits, it turns the damage cards on all nearby ships into crits. Use against TIE Swarms for lulz. *'''Cannons:''' Unlike torpedoes and missiles, cannons can be used repeatedly without reloading, but they are focused on doling out effect tokens rather than damage. *'''Turrets:''' Totally overhauled from 1E, which had a bajillion varieties of "Laser turret." Now we just a blaster turret and an ion turret. Goes great with Veteran Turret Gunner. *<s>Bombs</s>''<s>Devices</s>'' '''Payloads:''' Like missiles and torpedoes, payloads are expendable. Unlike them, payloads are dropped out the back of your ship during the Systems Phase. The only defense is good maneuvering.
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