Tie Fighter Missle Pod Idea

By Char The Comet, in X-Wing

I have been an empire player ever sense I started play X-wing however I like the idea of a lower cost point ship (Headhunter) with a missile slot. Sure now rebels have more anti swarm, but with

the possibility of rebel list becoming more swarm like themselves what does the Empire get?

I had an idea today about a Tie Fighter only Mod that would cost 1 point and would give the Tie fighter a missile slot. It would read something like (don't hate I just thought of this) "Modification"

"Add one missile icon to your upgrade bar, after using a missile secondary weapon, lower your evasion by one till the end of the combat phase".

Imagine having a make shift missile pod on a small tie fighter and after you let off the volley

the pod is disengaged so the pilot has to be careful flying right after.

This leaves one major issue however of Tie Fighter not having a target lock, So that leaves you with the EPT ties and Deadeye. Or the new rockets from rebel aces.

Just a thought and wanted to share, what do you all think?

I'd get rid of the agility modifier and cost it at 0. Missile weapon upgrades are already expensive enough without having to pay for a missile slot.

i’m sure Imperials will get a cheap missile ship at some point (well….cheaper than the TIE Advanced or TIE bomber at least), but i do like your idea, it’s a good “quick fix” modification that I could totally see happening.

Except you need to add a targeting Computer for a TL. What about making it a Title.

Except a 2 point TC plus say a 1 point Title an are you not then better of paying 3 points for a 6 Hull Tie Bomber?

Edited by Rambler

I honestly believe this would break Proton Rockets...

Beyond that, the Bomber is a better delivery system.

"Add one missile icon to your upgrade bar, after using a missile secondary weapon, lower your evasion by one till the end of the combat phase".

How about the other way around? Adding the missile lowers your evasion (missiles are heavy and TIEs are lightweight). After the missile is used, your evasion returns to normal. You could also jettison the missile unfired if you needed your evasion back.

You also need TL to fire a missile.

Edited by moppers

The 16 point tie bomber with six hull is amazingly cost effective! Going lower would not only give you a fragile ship but one with a low PS, helping to make sure you lose your missile investments before you get to use them. I think the imperials have it good right now with what they have.

It was actually quite common for TIEs to be outfitted with missile pods for Concussion or Advanced Concussion missiles. I wouldn't be surprised to see something like that happen some day.

Lots, read all, ships in the video games had missiles. However in this game I say just use the bomber. They are gorgeous and tough and blow big holes in snarky rebel faces.

Tie + missile would mean proton rockets, way too cheap and way too good. 15 pts plus whatever the upgrade costs.

If the upgrade was restricted to concussion missiles only then maybe...

I don't see the point of adding so much investment in a ship that can be killed in the first attack round especially with a lower defense. It would cost as much as a tie bomber.

IMPERIAL ACES 2!!!!

with

the possibility of rebel list becoming more swarm like themselves what does the Empire get?

Phantoms & Defenders.

I'd sooner see missiles added to Interceptors, who can take two modifications.

I love this game but I don't like how ordinance plays. It seems rarely used and often point are better spent elsewhere. I would like to see a full change to the rules. Something like, for every 50 points you get 4 ordinance points to spend. Then you can pay extra if you wish. I think missiles etc should be more common on the board.

I love this game but I don't like how ordinance plays. It seems rarely used and often point are better spent elsewhere. I would like to see a full change to the rules. Something like, for every 50 points you get 4 ordinance points to spend. Then you can pay extra if you wish. I think missiles etc should be more common on the board.

I think that's why we're seeing a lot of great new missiles and torpedoes for only 3 points. Ion Pulse have been absolutely great in the games I've used them (especially in Epic), and I look forward to trying out Proton Rockets on Defenders or Vader.

If the upgrade was restricted to concussion missiles only then maybe...

.

Once we make this restriction life becomes a lot easier in designing such a card:

- Take the Concussion Missile card as a base to work from.

- Make the card a TIE Fighter only modification rather than a missile slot.

- Add a line to the card that the fighter gains the Target Lock action.

- Add a line to the card that the fighter's agility is reduced by 1.

Once we do the above, it basically gives us a concussion missile that doesn't take up a missile slot. Until the missile is fired the carrying fighter loses a point of agility and gains the target lock action, but after the missile is fired the TIE goes back to normal.

Well chardaan costs -2 points, so in theory it should cost +2 points to ADD a missile slot to a ship that doesn't have it. Maybe make it +3 if they don't have a target lock action so they gain that as well.

Rather than give them a targeting comp, I say let them "dumb fire" by using, or just having, a focus. That keeps the card from being a targeting computer. It also keeps the bomber as the superior ordinance platform.

I have been an empire player ever sense I started play X-wing however I like the idea of a lower cost point ship (Headhunter) with a missile slot. Sure now rebels have more anti swarm, but with

the possibility of rebel list becoming more swarm like themselves what does the Empire get?

I had an idea today about a Tie Fighter only Mod that would cost 1 point and would give the Tie fighter a missile slot. It would read something like (don't hate I just thought of this) "Modification"

"Add one missile icon to your upgrade bar, after using a missile secondary weapon, lower your evasion by one till the end of the combat phase".

Imagine having a make shift missile pod on a small tie fighter and after you let off the volley

the pod is disengaged so the pilot has to be careful flying right after.

This leaves one major issue however of Tie Fighter not having a target lock, So that leaves you with the EPT ties and Deadeye. Or the new rockets from rebel aces.

Just a thought and wanted to share, what do you all think?

To be honist all SW ships can be modded and I am expecting to see mod cards that allow a ship to be modded with everything we have except turrets maybe. Turrets should be a mod ships with multi crews can have only maybe.

To me a "missile equipped TIE Fighter" is going to end up being a TIE Bomber by the time things are done. Missiles may be expensive but they still pack some punch. IF you were going to allow a TIE Fighter to carry one I'd have the modification cost posts and also have the Fighter's Agility GREATLY lowered while it is carrying ordnance. As for the TL requirements the ship will just need to figure out how to get around that on its own; I guess if this was a title that means the modification could go to targeting computers.