TIE/SR: "Scout"

By KCDodger, in X-Wing

Gentlemen.

I'm willing to bet very few of you are familiar with this Imperial Craft.

This, is the TIE/SR, "Scout" fighter. It is equipped with a powerful sensor package, capable of hyperspace travel, holds a crew of three, and even has a widely used civilian variant.

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The TIE Scout, whilst unknown to many of us, is prevalent in this galaxy, far, far away.

What I propose, is this fighter, as The Empire's answer to this.

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"Captain Lackwit of all people, wants a counter to his beloved ship?"

You're **** right I do. Metallic love of my life or not, I feel like The Imperials -desperately- need one.

So, let's get started.

First off, we'll address that the TIE/SR only has one laser cannon. So let's go with the herpderp of laser cannon count = firepower, and give it a Firepower of 1. Now, it makes sense if it's the counterpart to the HWK, which is the real reason I advocate the 1 Firepower. As for Agility, I'd give it 3.

"Whoa, 3? IT's bigger than most TIEs though."

But also valuable, soft, and needs some kind of defense. It can't mount a turret, like the HWK. But you bet your plasteel can that it'd have systems slot. To boot, no shields. So it's like a weaker-firepower TIE, with support options. I'm sure two pilots would offer support options, similar to Kyle and Jan. But the Systems slot is where it really shines. It's not the offensively competent HWK, but it IS agile in comparison.

And yes. I'd include crew.

As for the dial? Iunno.

So, what do you guys think? Would the TIE scout be a boon, with its sensor packages, support options, systems... As a direct counterpart to the HWK?

Edited by Captain Lackwit

Yeah, it would, and i think for the dial it would be similar to a squints dial, because in Empire at War they desribe TIE Scouts as having great manueverability and agility.

I haven't flown the HWK, but I'll give a provisional thumbs-up to the TIE Scout (which, as I slip into my sash and pin on another geek badge, I'll mention I've been familiar with since the mid-90s from Decipher's SWCCG).

Yeah, it would, and i think for the dial it would be similar to a squints dial, because in Empire at War they desribe TIE Scouts as having great manueverability and agility.

Huh, as an avid user of TIE Scouts in EaW, I cannot say I've ever noticed that.

I always lead an attack force with them, use the Sensor Ping ability, and pop in an offensive force right where the rebels don't want it. Love these things. Support craft are underrated in everything.

I haven't flown the HWK, but I'll give a provisional thumbs-up to the TIE Scout (which, as I slip into my sash and pin on another geek badge, I'll mention I've been familiar with since the mid-90s from Decipher's SWCCG).

Well, I must say I'm impressed! I'm only familiar with them thanks to EaW- and what a force multiplier they are in that! I'd really, REALLY like to see the TIE scout in this game, entirely because it's... Unique, among Imperial craft. It has an identifiable appearance that you won't confuse with other craft. (Say, TIEs and TIE Vanguards) and would serve a role that's... basically unfilled at the moment.

Yeah the Lambda can provide support but... Eh. It's kind of expensive to just be a support craft.

Yeah, it would, and i think for the dial it would be similar to a squints dial, because in Empire at War they desribe TIE Scouts as having great manueverability and agility.

Huh, as an avid user of TIE Scouts in EaW, I cannot say I've ever noticed that.

I always lead an attack force with them, use the Sensor Ping ability, and pop in an offensive force right where the rebels don't want it. Love these things. Support craft are underrated in everything.

Yeah, in the description of the ship they say 'Armed with a light laser cannon, what it lacks in firepower, it makes up for in manueverability and agility"

Yeah, it would, and i think for the dial it would be similar to a squints dial, because in Empire at War they desribe TIE Scouts as having great manueverability and agility.

Huh, as an avid user of TIE Scouts in EaW, I cannot say I've ever noticed that.

I always lead an attack force with them, use the Sensor Ping ability, and pop in an offensive force right where the rebels don't want it. Love these things. Support craft are underrated in everything.

Yeah, in the description of the ship they say 'Armed with a light laser cannon, what it lacks in firepower, it makes up for in manueverability and agility"

Excellent. Then 3 agility is right on the money.

That 1 firepower's gonna' hurt badly though. But, such is balance and logic.

So, for stats:

1 Attack

3 Agility

3 Hull

0 Shields

Focus/Barrel Roll/Evade

System/Crew/Crew

17 Points

Does that sound right?

Edited by tiefanatic

That sounds fairly solid. Though maybe just a little pricier? I don't know.

That sounds fairly solid. Though maybe just a little pricier? I don't know.

Yeah, i would have priced it at about 19 points but to make it really useful you have to give it upgrades, so i left out some points for that.

That sounds fairly solid. Though maybe just a little pricier? I don't know.

Yeah, i would have priced it at about 19 points but to make it really useful you have to give it upgrades, so i left out some points for that.

That's something I was considering. I have a feeling that properly kitted out, it'd be around... 32ish points.

That sounds fairly solid. Though maybe just a little pricier? I don't know.

Yeah, i would have priced it at about 19 points but to make it really useful you have to give it upgrades, so i left out some points for that.

That's something I was considering. I have a feeling that properly kitted out, it'd be around... 32ish points.

That sounds right.

1/3/4/0, Focus, TL, Barrel Roll, 2 Crew, 2 Systems Upgrade.

I think bumping the base hull up to 4 is necessary if only so that a Hull Upgrade can be applied to get it out of the range of effect of Flechette Torpedos. Plus it helps a very little bit to balance out the lack of firepower.

Why the 2 SUs? Nothing else has it. This ship really needs something besides being a cheap Crew carrier, and the ability to pack in a second SU seems like a unique and flavorful option.

Huhm. That's not a bad idea actually. It'd be the only ship that HAD such an option- and that'd make it REALLY stand out.

I love it.

Is that a Tie camel ?

Is that a Tie camel ?

Sorta, actually.

Can it come with the engine upgrade card? :lol:

Gentlemen.

I'm willing to bet very few of you are familiar with this Imperial Craft.

I bet more people know about it thn you think = ] Dont forget that rts game was a hit, also the Scout was in the old 1997 SW card game and was a pretty common card to get, had a pretty high hyperspase travel rateing. It also was in the WOTC Reb rpg book.

Other than that I do believe it should be in this game. Fingers crossed they use the TIE Scout from the card game. It looks like it took up more space BUT it did look bulky.

1/3/4/0, Focus, TL, Barrel Roll, 2 Crew, 2 Systems Upgrade.

I think bumping the base hull up to 4 is necessary if only so that a Hull Upgrade can be applied to get it out of the range of effect of Flechette Torpedos. Plus it helps a very little bit to balance out the lack of firepower.

Why the 2 SUs? Nothing else has it. This ship really needs something besides being a cheap Crew carrier, and the ability to pack in a second SU seems like a unique and flavorful option.

I think the TIE Scouts should have a special ship ability like how Phantoms got a special ability. By having it in your fleet you get to "PING" the enemy fleet. You get to change the deployment of all level 1-3 enemy craft. You ether get full control of how they are deployed, OR you get to move those ships up too 2 in ANY dirction during deployment after the enemy player places there ships.

It's good to see so many advocates for this ship.

I would be leary of pricing it at 17 points. Keep in mind that this thing itself can't actually kill anything. 1 attack is so awful that it's never worth running the HWK without a turret, and if you get the secondary weapons malfunction, you're done. So the generic pilot would be 100% useless. Which means that the true starting point would be at least 19 points for a named pilot (likely without an EPT) who is basically there for his ability, so all of the abilities need to be awesome. You have to want to target the scout first because if its left for last, not only does it not have anyone to buff, but it can't do anything itself.

As such, I would think 14 points would be a better starting place, and then you could have the named start up at 16-17.

That's an interesting proposition.

Gotta agree with Khyros, obviously it would come with some cool crew cards but as it stands it would basically be Sensor Jammer + Flight Instructor + Mara Jade, ram it in R1 and hope it survives long enough to hand out some stress?

Or just hang in back and dole out focus with Fleet Officer? I can think of better ways to spend ~17 pts

Edited by stmack

The TIE Scout has been around for a long time (and its civilian counterpart the Lone Scout A). I remember it back in the days of the old West End Games RPG, so late 80's early 90's by my estimate.

I actually ran a smuggler who used a Lone Scout, as it also had a huge cargo capacity (actually more than the Falcon) of 150 tons. It was a great ship, but unfortunately because it looked so similar to a TIE, I tended to get into a lot of fights. But, that's what modifications are for.

I agree with your stats for the TIE/SR, and think that you could go one further and add a title card to upgrade the ship to a Lone Scout A, giving the ship shields, as the civilian version did have them. Maybe a 4-5 point title to give 2 shields??

The TIE Scout has been around for a long time (and its civilian counterpart the Lone Scout A). I remember it back in the days of the old West End Games RPG, so late 80's early 90's by my estimate.

I actually ran a smuggler who used a Lone Scout, as it also had a huge cargo capacity (actually more than the Falcon) of 150 tons. It was a great ship, but unfortunately because it looked so similar to a TIE, I tended to get into a lot of fights. But, that's what modifications are for.

I agree with your stats for the TIE/SR, and think that you could go one further and add a title card to upgrade the ship to a Lone Scout A, giving the ship shields, as the civilian version did have them. Maybe a 4-5 point title to give 2 shields??

That's not a bad idea actually, a title card like that would be cool.

I haven't flown the HWK, but I'll give a provisional thumbs-up to the TIE Scout (which, as I slip into my sash and pin on another geek badge, I'll mention I've been familiar with since the mid-90s from Decipher's SWCCG).

*SWCCG high five*

There is a reason my e-mail address has been DutchVander for 15 years.