Maxed up Imperials... 1000 points!

By Gadge, in X-Wing

Just for a laugh i worked out how many points I'd have if I fully loaded everything I have for imperials. I'v not concsicouly done anything 'illegal' or used an 'unique' more than once.

Clearly i dont have all the upgrade cards and some of the choices are not the optimum, just the most expensive or what i might normally or thematically put on a ship.

IT CAME TO 996 POINTS

(it would have been more but i've lost a TIE dial so can only field 7!)

Maxed UP

996 points

39 points
Darth Vader
Unique
During your "Perform Action" step, you may perform 2 actions.
Proton Rockets (3)
Predator (3)
Shield Upgrade (4)
37 points
Soontir Fel
Unique
When you receive a stress token, you may assign 1 focus token to your ship.
Royal Guard TIE (0)
Push the Limit (3)
Hull Upgrade (3)
Shield Upgrade (4)
65 points
Boba Fett
Unique
When you reveal a bank maneuver (, you may rotate your dial to the other bank maneuver of the same speed.
Assault Missiles (5)
Autoblaster (5)
Proton Bombs (5)
Lone Wolf (2)
Mercenary Copilot (2)
Slave-1 (0)
Stealth Device (3)
Proton Torpedoes (4)
46 points
Captain Kagi
Unique
When an enemy ship acquires a target lock, it must lock onto your ship if able.
Enhanced Scopes (1)
Heavy Laser Cannon (7)
Darth Vader (3)
Rebel Captive (3)
ST-321 (3)
Anti-Pursuit Lasers (2)
36 points
Carnor Jax
Unique
Enemy ships at Range 1 cannot perform focus or evade actions and cannot spend focus or evade tokens.
Push the Limit (3)
Royal Guard TIE (0)
Shield Upgrade (4)
Hull Upgrade (3)
24 points
Howlrunner
Unique
When another friendly ship at Range 1 is attacking with its primary weapon, it may reroll 1 attack die.
Swarm Tactics (2)
Shield Upgrade (4)
75 points
Rear Admiral Chiraneau
Unique
When attacking at Range 1-2, you may change 1 of your results to a result.
Expose (4)
Proximity Mines (3)
Moff Jerjerrod (2)
Ysanne Isard (4)
Gunner (5)
Advanced Proton Torpedoes (6)
Dauntless (2)
Experimental Interface (3)
51 points
Rexler Brath
Unique
After you perform an attack that deals at least 1 Damage card to the defender, you may spend a focus token to flip those cards faceup.
Cluster Missiles (4)
Ion Cannon (3)
Outmaneuver (3)
Engine Upgrade (4)
70 points
Kath Scarlet
Unique
When attacking, the defender receives 1 stress token if he cancels at least 1 result.
Concussion Missiles (4)
Heavy Laser Cannon (7)
Proton Bombs (5)
Ruthlessness (3)
Mercenary Copilot (2)
Andrasta (0)
Experimental Interface (3)
Proton Bombs (5)
Proximity Mines (3)
55 points
Major Rhymer
Unique
When attacking with a secondary weapon, you may increase or decrease the weapon range by 1 to a limit of Range 1-3.
Proton Torpedoes (4)
Advanced Proton Torpedoes (6)
Assault Missiles (5)
Cluster Missiles (4)
Deadeye (1)
Proton Bombs (5)
Shield Upgrade (4)
24 points
Mauler Mithel
Unique
When attacking at Range 1, roll 1 additional attack die.
Marksmanship (3)
Shield Upgrade (4)
34 points
Tetran Cowell
Unique
When you reveal a maneuver, you may treat the speed of that meaneuver as "1", "3" or "5".
Outmaneuver (3)
Royal Guard TIE (0)
Hull Upgrade (3)
Shield Upgrade (4)
36 points
Turr Phennir
Unique
After you perform an attack, you may perform a free boost or barrel roll action.
Royal Guard TIE (0)
Opportunist (4)
Shield Upgrade (4)
Hull Upgrade (3)

43 points
"Whisper” #2
Unique
After you perform an attack that hits, you may assign 1 focus token to your ship.
Tactician (2)
Fire-Control System (2)
Outmaneuver (3)
Advanced Cloaking Device (4)
points
Backstabber
Unique
When attacking from outside the defender's firing arc, roll 1 additional attack die.
Shield Upgrade (4)
19 points
Black Squadron Pilot
Veteran Instincts (1)
Shield Upgrade (4)
49 points
Captain Jonus
Unique
When another friendly ship at Range 1 attacks with a secondary weapon, it may reroll up to 2 attack dice.
Proton Torpedoes (4)
Advanced Proton Torpedoes (6)
Proton Rockets (3)
Cluster Missiles (4)
Deadeye (1)
Proton Bombs (5)
Shield Upgrade (4)
49 points
Colonel Vessery
Unique
When attacking, immediately after you roll attack dice, you may acquire a target lock on the defender if it already has a red target lock token.
Cluster Missiles (4)
Ion Cannon (3)
Outmaneuver (3)
Engine Upgrade (4)
20 points
Dark Curse
Unique
When defending, ships attacking you cannot spend focus tokens or reroll attack dice.
Shield Upgrade (4)
43 points
"Echo”
Unique
When you decloak, you must use th template instead of the [forward.png2] template.
Tactician (2)
Sensor Jammer (4)
Outmaneuver (3)
Advanced Cloaking Device (4)
31 points
Kir Kanos
Unique
When attacking at Range 2-3, you may spend 1 evade token to add oneresult to you roll.
Royal Guard TIE (0)
Hull Upgrade (3)
Shield Upgrade (4)
30 points
“Fel's Wrath”
Unique
When the number of damage cards assigned to you equals or exceeds your hull value, you are not destroyed unti the end of the round.
Royal Guard TIE (0)
Hull Upgrade (3)
Shield Upgrade (4)
30 points
Lieutenant Lorrir
Unique
When performing a barrel roll action, you may receive 1 stress token to use the 1 bank_left.png or bank_right.png template instead of the 1 forward.png template.
Royal Guard TIE (0)
Shield Upgrade (4)
Hull Upgrade (3)
19 points
Night Beast
Unique
After executing a green manoeuvre, you may perform a free focus action.
Shield Upgrade (4)
19 points
Winged Gundark
Unique
When attacking at Range 1, you may change 1 of your hit.png results to a critical.png result.
Shield Upgrade (4)

Its official... it *totally* dont need any more imperials.

If i add in the repaint corvette it goes to like 1130 points!

I dont want to even think what my rebel list comes to but tomrrow i'll do the same and find out.

I reckon it would take over a day to fight that out!

1000 vs 1000

Combine your rebels and imperial and let's play over casual

That's on old school bring 'em battle, being everything you got regards of points and throw dice.

Admiral, we got enemy ship in sector 3-7.

its-a-trap-what-happens-when-advertisers

Over vassal I meant. Stupid autocorrect.

Kidding of course, I can hardly get a regular game going without having a stroke.

Imagine all the screwing around it would require to get that going? *shudders*

You have Vader on a shuttle and a adv...

Fair play, that slipped through.

Well that changes it by three points... better revise the whole *highly unlikely to ever happen* plan :)

Have played in a game with about 500 pts per side with no upgrades and we were done in an evening, certainly doable, will have to go and add up my collection now.

I have to add that i've not tried doing this 'legal' with only cards i own. only treating each ship as if every card i own was available for it.

It would be a lot of tricky choices if i could only use upgrades i physically had.

tHis was just a fun list i could do is proxying cards and running off a print out.

BUT....

I think i am going to see how many points of both sides i could field sharing all cards between both sides. it will be tricky as i'll have to do a ship at a time.

I think void states builder will let me do this.

Fair play, that slipped through.

Well that changes it by three points... better revise the whole *highly unlikely to ever happen* plan :)

2 if you drop the advanced to Maarek Steele

This is fun! I say we join forces to crush the rebellion!

too many ships (1469/1500)

=======================

TIE Advanced: Darth Vader (29 + 11)

+ Expose (4)

+ Concussion Missiles (4)

+ Experimental Interface (3)

TIE Advanced: Maarek Stele (27 + 11)

+ Marksmanship (3)

+ Concussion Missiles (4)

+ Shield Upgrade (4)

Lambda-class Shuttle: Colonel Jendon (26 + 24)

+ Heavy Laser Cannon (7)

+ Weapons Engineer (3)

+ Gunner (5)

+ Fire Control System (2)

+ ST 321 (3)

+ Engine Upgrade (4)

Lambda-class Shuttle: Captain Yorr (24 + 24)

+ Heavy Laser Cannon (7)

+ Gunner (5)

+ Flight Instructor (4)

+ Sensor Jammer (4)

+ Engine Upgrade (4)

Firespray-31: Boba Fett (39 + 26)

+ Deadeye (1)

+ Homing Missiles (5)

+ Heavy Laser Cannon (7)

+ Seismic Charges (2)

+ Rebel captive (3)

+ Slave I (0)

+ Stealth Device (3)

+ Ion Torpedoes (5)

TIE Bomber: Captain Jonus (22 + 21)

+ Determination (1)

+ Proton Torpedoes (4)

+ Proton Torpedoes (4)

+ Proton Rockets (3)

+ Proton Rockets (3)

+ Proton Bombs (5)

+ Munitions Failsafe (1)

TIE Bomber: Major Rhymer (26 + 23)

+ Predator (3)

+ Proton Torpedoes (4)

+ Proton Torpedoes (4)

+ Proton Rockets (3)

+ Proton Rockets (3)

+ Proton Bombs (5)

+ Munitions Failsafe (1)

TIE Bomber: Gamma Squadron Pilot (18 + 20)

+ Proton Torpedoes (4)

+ Proton Torpedoes (4)

+ Proton Rockets (3)

+ Proton Rockets (3)

+ Proton Bombs (5)

+ Munitions Failsafe (1)

TIE Bomber: Gamma Squadron Pilot (18 + 20)

+ Proton Torpedoes (4)

+ Proton Torpedoes (4)

+ Proton Rockets (3)

+ Proton Rockets (3)

+ Proton Bombs (5)

+ Munitions Failsafe (1)

TIE Defender: Rexler Brath (37 + 17)

+ Lone Wolf (2)

+ Concussion Missiles (4)

+ Heavy Laser Cannon (7)

+ Shield Upgrade (4)

TIE Defender: Colonel Vessery (35 + 18)

+ Outmaneuver (3)

+ Cluster Missiles (4)

+ Heavy Laser Cannon (7)

+ Shield Upgrade (4)

TIE Defender: Onyx Squadron Pilot (32 + 12)

+ Assault Missiles (5)

+ Ion Cannon (3)

+ Shield Upgrade (4)

TIE Defender: Onyx Squadron Pilot (32 + 12)

+ Assault Missiles (5)

+ Ion Cannon (3)

+ Shield Upgrade (4)

TIE Defender: Onyx Squadron Pilot (32 + 12)

+ Assault Missiles (5)

+ Ion Cannon (3)

+ Shield Upgrade (4)

TIE Defender: Onyx Squadron Pilot (32 + 12)

+ Assault Missiles (5)

+ Ion Cannon (3)

+ Shield Upgrade (4)

TIE Fighter: "Howlrunner" (18 + 5)

+ Swarm Tactics (2)

+ Hull Upgrade (3)

TIE Fighter: "Mauler Mithel" (17 + 5)

+ Outmaneuver (3)

+ Targeting Computer (2)

TIE Fighter: Black Squadron Pilot (14 + 4)

+ Wingman (2)

+ Targeting Computer (2)

TIE Fighter: Black Squadron Pilot (14 + 5)

+ Ruthlessness (3)

+ Targeting Computer (2)

TIE Fighter: Black Squadron Pilot (14 + 5)

+ Ruthlessness (3)

+ Targeting Computer (2)

TIE Fighter: Black Squadron Pilot (14 + 5)

+ Ruthlessness (3)

+ Targeting Computer (2)

TIE Fighter: "Dark Curse" (16 + 2)

+ Targeting Computer (2)

TIE Fighter: "Backstabber" (16 + 2)

+ Targeting Computer (2)

TIE Interceptor: Soontir Fel (27 + 8)

+ Push the Limit (3)

+ Royal Guard Tie (0)

+ Autothrusters (2)

+ Stealth Device (3)

TIE Interceptor: Turr Phennir (25 + 8)

+ Push the Limit (3)

+ Royal Guard Tie (0)

+ Hull Upgrade (3)

+ Autothrusters (2)

TIE Interceptor: Tetran Cowall (24 + 8)

+ Push the Limit (3)

+ Royal Guard Tie (0)

+ Hull Upgrade (3)

+ Autothrusters (2)

TIE Interceptor: Lieutenant Lorrir (23 + 5)

+ Royal Guard Tie (0)

+ Hull Upgrade (3)

+ Autothrusters (2)

TIE Interceptor: Carnor Jax (26 + 8)

+ Push the Limit (3)

+ Royal Guard Tie (0)

+ Hull Upgrade (3)

+ Autothrusters (2)

TIE Interceptor: Kir Kanos (24 + 5)

+ Royal Guard Tie (0)

+ Hull Upgrade (3)

+ Autothrusters (2)

TIE Interceptor: Royal Guard Pilot (22 + 8)

+ Push the Limit (3)

+ Royal Guard Tie (0)

+ Hull Upgrade (3)

+ Autothrusters (2)

TIE Interceptor: Royal Guard Pilot (22 + 8)

+ Push the Limit (3)

+ Royal Guard Tie (0)

+ Hull Upgrade (3)

+ Autothrusters (2)

TIE Interceptor: Saber Squadron Pilot (21 + 6)

+ Push the Limit (3)

+ Hull Upgrade (3)

TIE Interceptor: Saber Squadron Pilot (21 + 6)

+ Push the Limit (3)

+ Hull Upgrade (3)

TIE Interceptor: Saber Squadron Pilot (21 + 6)

+ Push the Limit (3)

+ Hull Upgrade (3)

TIE Interceptor: Saber Squadron Pilot (21 + 6)

+ Push the Limit (3)

+ Hull Upgrade (3)

TIE Phantom: "Whisper" (32 + 11)

+ Veteran Instincts (1)

+ Recon Specialist (3)

+ Advanced Sensors (3)

+ Advanced Cloaking Device (4)

TIE Phantom: "Echo" (30 + 11)

+ Veteran Instincts (1)

+ Recon Specialist (3)

+ Advanced Sensors (3)

+ Advanced Cloaking Device (4)

TIE Phantom: Shadow Squadron Pilot (27 + 11)

+ Recon Specialist (3)

+ Sensor Jammer (4)

+ Shield Upgrade (4)

VT-49 Decimator: Rear Admiral Chiraneau (46 + 22)

+ Predator (3)

+ Ion Torpedoes (5)

+ Proton Bombs (5)

+ Weapons Engineer (3)

+ Mara Jade (3)

+ Intelligence Agent (1)

+ Anti-Pursuit Lasers (2)

VT-49 Decimator: Commander Kenkirk (44 + 28)

+ Ruthlessness (3)

+ Ion Torpedoes (5)

+ Proton Bombs (5)

+ Ysanne Isard (4)

+ Moff Jerjerrod (2)

+ Gunner (5)

+ Dauntless (2)

+ Anti-Pursuit Lasers (2)

For the good mental sanity, try to don't use generic pilots, it gets the game too slowwwww, because you have too many ships, but it's a wonderful idea, please share the potos of the skirmish, greettings.