TIE/SR: "Scout"

By KCDodger, in X-Wing

I'm concerned anything of value would mess with the existing ships, though. All the current ships with system upgrades are offensive based. Since the Scout (in our fantasy world) has no offensive capability, it needs a potent upgrade, but not one that makes other ships OP.

Not saying it can't be done, I just think were doing this backwards

Potentially. It wouldn't be unknown to introduce another special type of thing exclusive to a single ship, see: TIE Phantom and its manner of cloaking.

But yes. Support ships need to be a thing, and we really REALLY do need something not combat intensive.

I could see the Scout having Col. Jendon-like abilities, with a long-range handoff.

That would make it a scout.

what about have the ability to negate upgrades on enemy ships at a certain range?

That'd be jamming, which the TIE Scout isn't really known for. It's a recon vessel and little more.

How about:

Targeting Link (1)

System. Tie Scout Only.

All friendly ships at range 1 add the target lock ability to their action bar.

Active Scan (1)

System. Tie Scout Only.

If at the beginning of the combat phase there are any enemy ships at range [1/2] with an equipped stealth device you may reduce your agility by 1. Then those enemies reduce their agility by 1 but they do not discard stealth device when hit.

Precision Sensors (1)

System. Tie Scout Only.

When attacking [at range blah]/[in your firing arc] the defender ignores any assigned cloak tokens or equipped stealth devices when determining how many defence dice to roll.

Cloak Countermeasures (1)

System. Tie Scout Only.

Enemy ships at range 1 may not perform the cloak action. Remove cloak tokens from all enemy ships at range 1 at the beginning of the combat phase.

OR

Cloak Countermeasures (1)

System. Tie Scout Only.

Enemy ships at range 1 may not perform the cloak action. Enemy ships within range 1 at the beginning of the combat phase must decloak immediately.

Posted this idea in the "counter to turrets" thread, but I only came up with the idea from reading all the great suggestions here.

What do you guys think of this ability?

Jam (I know, I know - come up with a better name!)

ACTION: choose one friendly ship at range 1-3. For the remainder of the turn, the chosen ship may only be targeted and attacked if it is within the attacker's primary firing arc.

Notes: the basic premise would be that the Scout has some sort of EW/countermeasures system which it can use to interfere with the targeting of a ship's turrets. In the other thread, I also proposed the idea of making the ability work on enemy ships, i.e., chosen enemy ship can only attack through its front arc for the remainder of the turn, but I think that's too extreme. Worse, it removes players' options. This version actually adds a lot of options. Which ship do I cast the jamming on? Can I keep my Scout out of range of the turret while keeping it close enough to my own ship to continually cast? If I am the turret player, do I chase down and kill the Scout or try a few maneuvers of my own?\

What do we think?

Could also have an ability that removes target locks or prevents them with one ally within range 1-3.

Cloak Countermeasures (1)

System. Tie Scout Only.

Enemy ships at range 1 may not perform the cloak action. Remove cloak tokens from all enemy ships at range 1 at the beginning of the combat phase.

OR

Cloak Countermeasures (1)

System. Tie Scout Only.

Enemy ships at range 1 may not perform the cloak action. Enemy ships within range 1 at the beginning of the combat phase must decloak immediately.

While I like the idea of something that counters cloaking, because I'm not a fan of the Phantom, it doesn't make sense that this would be in the Imperial repertoire. Why would the Empire develop something to counter itself?

(I'm sure we can all think of possible reasons, but let's not get too convoluted here.)

I was gonna mention this as well but didn't want to rain on his parade.. lol.. I understand that in tourneys you could play another imp list, but realistically it doesn't make sense to me either.. but.. if it isn't a Scout specific then the point is moot..

An idea for a named pilot ability...

"Non unique crew abilities may be resolved on friendly ships at Ranges 1-3 instead of onboard the scout"

(assuming 2x crew slots)

eg, use 2 navigators onboard the scout to make 2 ships extra slippery, have 2 intel agents use other ships sensors to boost their spying range, 2 merc copilots to boost 2 ships range 3 attack (ok, that's pretty lame, but you get what I'm saying), recon specialist would let 2 ships get 2 focus tokens IF they chose to focus that rd...

etc, etc

This rewards you for filling the scout with crew.

It opens up a ton of possibilities, imo

Non unique crew only to prevent vader ripping the entire imperial battlegroup apart to choke a few pilots, and to prevent a popsicle han solo from appearing in a tie fighter for 1 rd...

The more I think about this, the more I love it

(I know, I know, how modest)

eg, giving navigator ability to Fel or to Boba (ie allowing him to take some other damned EPT for once), letting Rexler Brath double focus (this still gives Fleet Officer a job)

Hell, letting 2 Fleet Officers to be used, and 2 ships get stressed and 4 focus tokens for their actions... it goes on and on!

Hell, even giving gunner to other ships isn't that Borken, imo

Edited by halfyank

Cloak Countermeasures (1)

System. Tie Scout Only.

Enemy ships at range 1 may not perform the cloak action. Remove cloak tokens from all enemy ships at range 1 at the beginning of the combat phase.

OR

Cloak Countermeasures (1)

System. Tie Scout Only.

Enemy ships at range 1 may not perform the cloak action. Enemy ships within range 1 at the beginning of the combat phase must decloak immediately.

While I like the idea of something that counters cloaking, because I'm not a fan of the Phantom, it doesn't make sense that this would be in the Imperial repertoire. Why would the Empire develop something to counter itself?

(I'm sure we can all think of possible reasons, but let's not get too convoluted here.)

Isn't there fluff that the Missile Boat was designed by Thrawn to counter the Defender. Is it not sensible that the Imps would develop a counter to their own cloaking tech?

Now as to the question of why you would take this vs. a rebel list... well that's more difficult. I guess you might need to add a counter rebel skill. Something that affects astromech droids possibly? Or perhaps give the card a discard ability? Maybe make it a choice of effect on discard, either screw with cloaks or disable astromech droids within a given range.?

Hi. I have been following this thread and there is a lot of merit to this idea. I would like to keep the creative juices going and throw some other ideas out there.......

Cost: ?? @ TBD PS

1/3/4/0

Dial: TIE Fighter like

Actions: Focus, Evade, Boost

Upgrades: 2xSystem Slot, 1x Crew slots

Title (unique). TIE Scout only.

Lone Scout A

Cost: 2

During the End Phase, if you have 4 or less Evade tokens, you may leave them on your ship.

Pilot Ability 1: At the start of the combat phase, you may pass 1 evade token to another friendly ship within range 1-3.

Pilot Ability 2: At the start of the combat phase, cancel the target locks of enemy ships w/i your firing arcs up to range 3.

Pilot Ability 3: Friendly ships at rang 1-2 may fire their secondary weapons at an enemy within your arcs and meeting that weapon's range requirements.

New System Cards

Early Warning (1) - At the start of combat, allow 1 friendly unit within range 1-3 to spend 1 Evade token to perform a free Boost or

Barrel Roll action

Linked Target Support (1) - Friendly ships within range 1-2 may fire through obstacles unobstructed.

Those are all pretty awesome! I like them all!

I've been thinking about the TIE scout, and what I came up with:

A2 E3 H3 S0 Focus, Target Lock, Barrel Roll, Evade

Sensor Crew Crew

Dial like interceptor minus 5 speed and 4 straight is white.

Named Pilot 1: One friendly ship at range 1 may choose to make an attack before flipping their movement dial- they may not make an attack later in the turn.

Named Pilot 2: One friendly ship at range 2 using a secondary weapon may spend their target lock on that attack instead of discarding it.

Sensors:

Targeting Relay- 2 points- A friendly vessel within range 2 may spend the Scouts target lock as if it were their own.

Forward Recon- x points- Enemy vessels at range 1 do not get bonus evade dice for range 3 or more

Modifications:

Decoy Beam- 3 points- Imperial Only- Action: A friendly ship at range 1 may perform a free evade action

Jamming Beam- 3 points- Imperial Only- Action: Target an enemy ship at range 1 and give it a stress token

Tractor Beam- 3 points- Imperial Only- Action: Target Enemy ship within your fire arc reduces it's evasion value by 1 for the remainder of the turn

With a hull size similar to a bomber I still feel it should have a minimum of a 4 hull, and even go so far as to say 5 would be best..

Other than that, and that it needs 2 systems upgrades, I like what you have there...

I still think it should have the ability to move ether the enemy or friendly 1-3 ships by speed one in any direct after fleets are deployed.

That's a little ludicrous.

That's a little ludicrous.

Yes. Go to ludicrous speed on this thread!