It's one of the prettier remaining TIE ships, so I wouldn't mind it. Empire need some more support ships.
TIE/SR: "Scout"
I really like a fair bit of these suggestions.
And I
really
hope FFG will release the TIE Scout someday. I'd buy three of 'em just on the merit of it all.
1/3/4/0 stat line. Focus, Target Lock, Barrel Roll for actions. 2x System Upgrades, 2x Crew.
PS: 1/4/6/7
1 and 4 are both generic squadron members (pick appropriate TIE Scout Squadrons). 4, 6, and 7 each get an Elite Talent slot.
6 is a named pilot from one of the aforementioned squadrons. His ability: You may treat all other friendly ships within range 1 as PS+1.
7 is a named pilot from the other aforementioned squadron. His ability: Whenever an enemy ship within range 1-3 acquires a Target Lock, another friendly ship within range 1-3 may acquire a Target Lock on that ship.
As for the dial, make it similar to a hybrid TIE Fighter and TIE Interceptor.
Include a new Systems Upgrade. Targeting Interlink: When you take a Target Lock action, you may pass the blue Target Lock token to another friendly ship within range 1-2.
wow a reasonable suggestion..
So, we can agree that if the TIE/SR appears, it should have 1/3/3/0, 2 system slots, and a low cost?
I'll pitch in and say I don't want it barrel rolling. A LOT of Imperial craft already can, and I think that this should be the one that can't. That way, while it has good agility and a solid dial, it's still
more
vulnerable than its allied TIEs and needs protection.
I'd say 1/3/4/0... that longer superstructure should give some benefit.. 2 systems and 2 crew seem perfect, I'm not sure how I feel about no BR though.. there are references that give this ship decent maneuverability...
So TL, and focus, and evade... hmmm
No BR, one crew, two systems.
Dunno' why it needs target lock.
Focus, Evade.....
Better give it 2 crew then..
With such limited actions you'll want to give it crew and systems..
actually, why not simply give the TIEscout the actions that the epic huge ships have? ie. Coordinate / Jam / Barrel Roll / Focus
Coordinate and Jam are insanely great supportive actions, Focus is a must, and so far every single TIE variant has Barrel Roll so we cant take that out
Or we could to make it different.
Though giving a small imperial ship such an ability would be... Interesting. But I don't know. What does everyone else think?
Can those be given to a small based ship.. I haven't read up on the Epic rules so I have to admit some ignorance here..
Jam is probably too good for 100pt games...especially if we're talking about a sub 15pt ship. Coordinate... Interesting...maybe.
What I worry a out for double systems if future combo problems. 2 crew is going to get hairy soon enough me thinks (let alone 3!) but @ 2 systems abuse seems plausible eventually since systems tend to be d rules already. Maybe a unique title that allows t for one ship but blanket two systems seems like its looking for trouble.
That's what makes it dangerous, friend.
Every ship is a threat.
Star Wars TCG - 'Darkness and Light' Spoiler:
don't play that one.. but nice art on the card for the Scout..
And the imperial transport?
meh.. little lacklustre..
Heretofore my contributions to this thread have been minimal, limited to calling out the TIE/SR for being the most butt-ugly ship in Star Wars. But no longer!
What about an ability that would "clone" another ship's unique pilot ability? I dunno what you'd call it, but this is how I'd tentatively write the rule:
"Choose one ship (friend or foe) within range 1-3, and a different friendly ship within range 1. The friendly ship within range 1 now has the text of the chosen ship's unique pilot ability for the remainder of the turn."
Dunno if this would be good, bad, totally broken...but it would be fun and interesting, right?
I'm thinking it wouldn't see too much competitive play since you'd never be able to rely on your opponent having an ability worth stealing. But it could maybe find a niche in the meta and it would be awfully fun in casual games...
On the other hand, it's still ugly as sin.
Ability steal doesn't make a lot of sense. Most abilities are based on the pilot's familiarity with their ship, alongside their own personalities and mindsets.
By current rules you have a maximum of two jammers on the field at once (5 epic points, 2 EP GR-75s). TIE scouts with Jam would allow twelve jam actions a turn.
That's dealable with. Make the 'Jammer Suite' a systems upgrade with the unique dot. You could do the same with an upgrade to provide co-ordinate.
Precisely 1 fighter capable of the Jam action in a normal dogfight is mean but far from broken given the number of other droids, crew, weapons and pilots who can fling stress around.
That's no different as a rule mechanic to the advanced cloak - but as it's on a seperate card we can limit it independently of the TIE scout.
Other ideas - sensor slots which increase initiative of Other ships at deployment - so if you deploy a TIE scout, you get to deploy two(?) Other ships at pilot skill 12.
Edited by Magnus GrendelSo, we can agree that if the TIE/SR appears, it should have 1/3/3/0, 2 system slots, and a low cost?
I would say no...I don't understand the purpose of 2 system slots. With a weak primary weapon and no option for secondaries, the ship doesn't have any meaningful way of interacting with other ships. If it has good abilities, then that's nice, but I still don't understand what possible combination of systems upgrades could matter.
FCS? No, unless it can give out the TL or use if for something special, the native ability is lame.
Adv Sensors? I guess...but it doesn't seem like this ship will be able to do any meaningful actions
Sensor Jammer? Keeps it alive slightly longer, especially when paired with AS, but at that point you're protecting a ship that can't do anything.
Upcoming enhanced scopes? ehh...don't see a point.
I really think this ship should be in the game, but honestly, short of some massive abilities, I don't understand why people keep saying x2 crew/systems without giving any examples. What exactly do you guys have in mind for this ship?
Got to agree with Cody that Systems slots don't do much for this ship. It'll be one that relies on its pilot abilities as a support ship. I could see it having Coordinate.
Pilot abilities? I'd say it follows the HWK model of one namless pilot and three unqiues. Say, one that gives out tokens (possibly a focus passer), one that has an Intelligence Agent esque ability, and one that impedes the enemy somehow.
To the point about 2 systems slots.. this ship, ideally, would come with new systems upgrades that enhance the ships around it. This is my reasoning for it having 2.. it could FCS and New system upgrade and have extra defense and still enhance those around it.. either somethink like Jendons ability, or maybe a way to toss out focus tokens...
Modern technology shows that there are lots of possibilities for systens upgrades.. electronic warfare is a huge part of many missions... give an electronic benefit to your allies, or a detriment to your opponent..
Possibly a way to strip target locks or focus from enemies... add stress...
Many possibilities...
Plus.. it's a Scout ship.. what did you expect it to do.. scouts are electronically enhanced ships that run when faced with opposition..
Edited by onewayInclude a new Systems Upgrade. Targeting Interlink: When you take a Target Lock action, you may pass the blue Target Lock token to another friendly ship within range 1-2.
There are any number of other possible SUs that could be introduced as well.
Active Sensor Pulse: Action: All enemy ships within your firing arc and within Range 1-3 lose any Focus or Evade tokens. Gain a stress token.
Enhanced Comms: Once per round, when another friendly ship within Range 1-2 would gain a Stress token from an enemy source, you may cancel that Stress.
Deep Scan: Action: Spend a Target Lock to give all friendly ships one bonus Attack die against the targeted enemy ship until the end of the round.
Right. It'd need new cards to come with it, but that's a good thing. Screws with what we know and that keeps ideas chugging along.