TIE/x1 Explored

By SableGryphon, in X-Wing

Since the ship was released in Wave 1, the ship most clearly outmatched has been the TIE Advanced. While durable, the ship was expensive and was unable to find a home in lists due to the lack of firepower. Here is a ship that could last under fire, but could not do much else. With limited upgrade options and newer, more powerful ships released regularly, there was little help for this craft without a specific remedy.

For those of you who were warned away from the ship, or who have not looked at it in years, here's a quick recap.

Starting at PS2 with the Tempest, this ship costs 21 points and has a missile slot. The Storm costs 23 points and gets PS of 4. Maarek Steele at PS 7 costs 27 points with the powerful ability to choose one of three crits to give the opponent with each successful crit. Vader is 29 points for PS 9 and the ability to take 2 actions without the need for Push The Limit.

commander-alozen.png

One new pilot has been spoiled to be Commander Alozen. PS 5 for 25 points. At the start of combat, he may acquire a target lock.

TIE_Advanced_Move.png

The dial is slightly worse than a TIE Fighter, most notably sacrificing the 1 hard turn for a 1 bank.

Now, we have our fix:

tiex1.png

For free, the ship gets a system slot and a 4 point discount for any upgrade in that slot. Systems are some of the most desirable upgrades in the game, bringing a host of utility to a ship. All but one of the Systems cost 4 points or less, so the TIE Advanced can take almost all of them for free, with the exception costing one point.

In order to build an effective force, it is important to consider all the options.

Enhanced-scopes.png

Enhanced Scopes is an interesting card here, as it allows ships to block effectively. Moving at PS 0 for a Tempest or Storm pilot gives those ships the ability to block low PS ships and to disrupt formations. Able to ensure the ship gets its action is a side benefit, as the ships will move before the board changes. Coupled with Intel Agent on a nearby ship and the Advanced ability to Barrel Roll makes for an effective blocker. If put on Alozen, this PS5 pilot can add Intimidation, to reduce the enemy Agility.

Commander Alozen — TIE Advanced 25
Intimidation 2
Enhanced Scopes 0
TIE/x1 0

Interesting, but there are more alluring tricks ahead.

Fire-control-system.png

Fire Control System is a potent card. After every attack, the ship may gain a TL on the attacker. This is well appreciated as it frees up actions for defense. This can also be quite useful for builds that get some other benefits from Target Locks, such as wingmen for Colonel Vessery. Further, it should be pointed out there is quite an interesting benefit to Cluster Missiles, as the second missile will get a TL for use.

Darth Vader — TIE Advanced 29
Marksmanship 3
Cluster Missiles 4
Fire-Control System 0
TIE/x1 0

Vader can use one action to activate Marksmanship, which acts as a super focus for every attack in a round. The other acquires a TL on the hapless defender. The first attack get no rerolls, but turns Eyes to a Crit and Hits. The second attack gets a TL for rerolls as well. Quite the punch for one round of shooting.

Accuracy-corrector.png

Accuracy Corrector largely supplants FCS for most builds however. This new System means that after attacking, all attack dice may be canceled and replaced by 2 Hits. On a 2 attack die ship, this means that, outside of range 1, every die thrown is an automatic hit. This spikes the damage output as well as meaning that all actions can be used for defense or for position. As a free upgrade, this makes the TIE Advanced scary. A few builds worth highlighting:

Storm Squadron Pilot — TIE Advanced 23
Cluster Missiles 4
Accuracy Corrector 0
TIE/x1 0

One of the usual downsides to Cluster Missiles is that the dice are hard to modify. Here, however, each attack does a minimum of 2 Hits. If the dice on either attack is naturally better, that gets kept.

Darth Vader — TIE Advanced 29
Ruthlessness 3
Cluster Missiles 4
Accuracy Corrector 0
Engine Upgrade 4
TIE/x1 0

Vader is terrifying here. Every attack he makes gets 2 Hits. Any successful attack causes another ship damage. Cluster Missiles allows 2 attacks with at least 4 hits. He can focus/evade or boost/barrel roll every turn without losing offensive power. Exactly the type of existential threat Vader should be.

Advanced-sensors.png

Advanced Sensors is another powerful card. While lacking the raw offense of Accuracy Corrector, the ability to act before moving is quite important. At the least it allows a craft to take actions even while blocked. But with positional abilities, it allows a ship to adjust the position before moving, allowing far more reactionary positioning.

Sadly, it should be noted that Darth Vader should not that Advanced Sensors. He will not get his 2nd action when using it.

Commander Alozen — TIE Advanced 25
Push the Limit 3

Engine Upgrade 4
Advanced Sensors 0
TIE/x1 0

Alozen can now boost and barrel roll before moving, due to PTL. Further, his ability to gain a TL ensures his damage remains decent. The positional advantages are huge here. Against arc wielding ships, this could well lead to victory against overwhelming odds, given enough time. He becomes a highly mobile ship. If a missile is added, he can add quite the punch.

Sensor-jammer.png

Sensor Jammer is an upgrade that is far more powerful than usually given credit for. On low PS ships, it acts as an offensive upgrade, forcing an enemy to spend a focus or lose damage, resulting in them not having focus for defense. On high PS ships, this proves defensive, as the attack may force the target to spend the focus there and lose a Hit when returning such an attack.

Commander Alozen — TIE Advanced 25
Push the Limit 3
Sensor Jammer 0
TIE/x1 0

Here we have an incredibly defensive TIE Advanced that still packs a punch. Able to Focus and Evade every turn, it can withstand a great deal of firepower. Worse, every shot against him suffers from Sensor Jammer. At the start of combat, he gets a TL that will allow him to modify attacks. This is 28 points that is extremely difficult to get off the board.

adv-targeting-computer.png

When performing a primary weapon attack on a ship you have a target lock upon, and not spending that lock, a Crit result is added to the results. This is not changing a result, it adds a whole extra result, increasing damage. This lock is not spent, so it will be there next turn. This adds a huge amount of punch to the craft along with a few obvious limitations. The ship must telegraph its target in advance and won't be able to modify the rolled dice with that lock. It is also susceptible to Target Lock shenanigans from sources like Wes, Kagi, and Expert Handling.

It should be pointed out that the decision point for adding this Crit result is after the dice are rolled. So, if at range 1 against a target with an evade token and three blanks are rolled, it may be preferable to spend the TL as normal. This is rare, but could be quite important.

Commander Alozen — TIE Advanced 25
Predator 3
Advanced Targeting Computer 1
TIE/x1 0

Maarek loves this new System. The historical problemwith Maarek is that his ability worked so rarely. With 2 attack dice and a high PS, he just didn't have the attack dice to get crits through, especially against shielded targets. Now, however, Maarek is fearsome.

At a high PS, he can acquire a lock easily against most prey. Predator allows him to reroll at least 1 die when attacking, the ATC will add an extra Crit result. His ability helps ensure the target will be effectively crippled. On subsequent turns, if his victim is still alive, he can use his action for defense or barrel roll.

These are all great squad components, but how can one exploit this effectively? The great thing about this is the Empire suddenly has a good ship in the 21-28 point range, opening up huge squad building options. Thus, some interesting squad ideas follow.

Academic Tempest
Tempest Squadron Pilot — TIE Advanced 21
Accuracy Corrector 0
TIE/x1 0

Tempest Squadron Pilot — TIE Advanced 21
Accuracy Corrector 0
TIE/x1 0

Tempest Squadron Pilot — TIE Advanced 21
Accuracy Corrector 0
TIE/x1 0

Academy Pilot — TIE Fighter 12

Academy Pilot — TIE Fighter 12

Academy Pilot — TIE Fighter 12

A simple squad to start. 6 ships, all nimble and fast. Three of the ships have extremely reliable damage output while able to focus all actions on defense or positioning, while the other three are excellent blocks of low point value. The Academy is well regarded for good reason. This squad is 99 points and is a serious threat in the right hands.

Further, because nothing in this list is predicated on proximity, such as Howlrunner, this list can be run in different ways depending on the opponent. This list functions perfectly fine in a formation, as the dials are very similar. Similarly, this list can be broken into two sub-formations, one for each ship type, to maximize the maneuverability of each facet. Finally, the ships can easily be flown independently.

Critical Mass
Tempest Squadron Pilot — TIE Advanced 21
Advanced Targeting Computer 1
TIE/x1 0

Tempest Squadron Pilot — TIE Advanced 21
Advanced Targeting Computer 1
TIE/x1 0

Rear Admiral Chiraneau — VT-49 Decimator 46
Veteran Instincts 1
Moff Jerjerrod 2
Intelligence Agent 1
Mercenary Copilot 2
Engine Upgrade 4

First, we have two Tempest pilots, both with ATC. These craft are quite a threat but are difficult to kill. Everything discussed about ATC holds true here. Couple this with a Rear Admiral Chirpy. Chirpy's natural crit ability is enhanced with a Mercenary Copilot, ensuring that there is nowhere to hide from the punishment this ship can inflict. VI makes this Decimator PS 10. Engine Upgrade, at PS 10, ensures that Chirpy can boost out of arcs reliably. Moff Jerjerrod adds a touch of defense to the ship allowing it to throw crew out the airlock to appease the damage deck gods. Intel Agent can help determine movement for higher PS ships so the Tempests can reach, though his job is mostly airlock duty. Together, it's a tough list with a surprising bit of punch, and every shot will have the potential to cripple the target, if not destroy it outright.

Vader's Flight School
Academy Pilot — TIE Fighter 12

Academy Pilot — TIE Fighter 12

Academy Pilot — TIE Fighter 12

Tempest Squadron Pilot — TIE Advanced 21
Proton Rockets 3
Accuracy Corrector 0
TIE/x1 0

Darth Vader — TIE Advanced 29
Outmaneuver 3
Proton Rockets 3
Advanced Targeting Computer 1
Engine Upgrade 4
TIE/x1 0

Here, we have 3 Academy Pilots. Known for their effectiveness, they give the list extra firepower and blocking capability. Add to this the Tempest pilot. With Accuracy Corrector, this ship becomes extraordinarily reliable for damage while able to use actions for defense. If the enemy gets too close, Proton Rockets can add a vicious bite.

Vader is the true threat here. Able to take two actions at PS9 is a serious advantage. ATC will rapidly increase his punch. Engine Upgrade allows him to be as agile as an Interceptor. Outmaneuver ensures his prey cannot evade his fury. Proton Rockets can devastate the unwary. In short, this is a vicious, brutal ship to face.

Vessery Advances
Commander Alozen — TIE Advanced 25
Veteran Instincts 1
Advanced Targeting Computer 1
TIE/x1 0

Colonel Vessery — TIE Defender 35
Outmaneuver 3
Cluster Missiles 4

Maarek Stele — TIE Advanced 27
Outmaneuver 3
Advanced Targeting Computer 1
TIE/x1 0

Commander Alozen has an interesting ability. At the start of Combat, he may acquire a Target Lock. This dovetails nicely with ATC as he can always ensure that he has a valid target, even against higher PS targets.

Vessery stands to gain much from Alozen. Vessery can gain a TL on enemies which are already targeted by his allies. Because Alozen can always TL, these two can work together. If Vessery starts with a TL, he can launch Cluster Missiles at his victim and get a TL for both attacks. If Outmaneuver is involved, this could be brutal.

Maarek adds more threat to this list. Able to cripple enemy craft with his ability coupled with ATC, this attack does not spend the TL. Vessery therefore benefits, able to savage the target. Outmaneuver also ensures that his damage goes through. With Alozen having VI, he can fire first at shielded targets to help Maarek land crits on vulnerable hull.

These three ships pair well together and punch outside their weight class.

Proximate Squall
Scimitar Squadron Pilot — TIE Bomber 16
Proximity Mines 3

Scimitar Squadron Pilot — TIE Bomber 16
Proximity Mines 3

Scimitar Squadron Pilot — TIE Bomber 16
Proximity Mines 3

Scimitar Squadron Pilot — TIE Bomber 16
Proximity Mines 3

Tempest Squadron Pilot — TIE Advanced 21
Advanced Targeting Computer 1
TIE/x1 0

A variation on my Worlds list. 4 Scimitars poss a daunting threat. Capable of withstanding heavy fire, these Imperial warhorses are quite capable in battle. Further, the Proximity Mines they carry are able to damage or destroy enemy vessels in the activation phase, often before they move.

Added to this is a Tempest. This is a tough, durable fighter, well capable of surviving. With the ATC, it can provide the ability to cripple the enemy. The list is rough to defeat, especially in 75 minutes. At 98 points, it gains initiative against most opponents, or those two points can be spent on further improvements.

Lightning Strike
Storm Squadron Pilot — TIE Advanced 23
Accuracy Corrector 0
TIE/x1 0

Storm Squadron Pilot — TIE Advanced 23
Accuracy Corrector 0
TIE/x1 0

Storm Squadron Pilot — TIE Advanced 23
Accuracy Corrector 0
TIE/x1 0

Maarek Stele — TIE Advanced 27
Predator 3
Advanced Targeting Computer 1
TIE/x1 0

Storm Squadron Pilot, a name we have not heard in many years. These forgotten craft are the PS4 TIE Advanced. Accuracy Corrector ensures that they have a reliable and potent punch while becoming more survivable. They are a threat not taken lightly.

Maarek joins this squad with ATC. Much has already been said about the brutal nature of his ability coupled with the upgrade. Predator ensures he has enough rerolls to replace the lost TL.

At Range 2-3, this squad has between 9 and 11 hits, every turn. This extreme reliability should not be underestimated.

Vadersaurus Rex
Darth Vader — TIE Advanced 29
Lone Wolf 2
Proton Rockets 3
Advanced Targeting Computer 1
Engine Upgrade 4
TIE/x1 0

Tempest Squadron Pilot — TIE Advanced 21
Accuracy Corrector 0
TIE/x1 0

Rexler Brath — TIE Defender 37
Predator 3

Vader with Lone Wolf proves to be highly survivable. Able to turtle up and still capable of dealing quite a bit of damage with ATC. Proton Rockets add even more bite. This craft should survive heavy fire and be a terrible ship to face in the end game. A Tempest with AC adds reliable damage to this squad. Rexlar adds a heavy punch to the list, capable of dealing crippling blows to targets softened by Vader and difficult to kill. This 3 ship build should not be underestimated.

Conclusion:

These lists just scratch the surface. The TIE Advanced fills a roll desperately needed by the Imperial Navy. With its introduction, many lists can fill a hole with a reliable, dangerous craft.

When these craft reach field commanders, they should be exploited ruthlessly.

Experimentation and experience will hone their edge and determine their best use. A wise commander will explore the use of the TIE Advanced in a number of roles.

Edited by SableGryphon

As always Sable **** good read

commander-alozen.png

Allons-y, Alozen

Ruthlessness, Accuracy Corrector & Cluster Missiles.

That is a THING.

You the man sable

I think you have a typo in the sensor hammer paragraph

forcing an enemy to spend a focus or lose damage, resulting in them now having focus for defense.

I think "now" is supposed to be "not".

.

Edited by cutp

"

Commander Alozen — TIE Advanced 25
Push the Limit 3
Advanced Sensors 0
TIE/x1 0

Alozen can now boost and barrel roll before moving, due to PTL."

I assume you intended to put EU on Alozen due the the advanced not having Boost as a native action?

That aside this was a fantastic read, I really do like some of the combinations in there, Alozen looks to be the real deal in terms of a great ability.

A+ writeup.

There are a few typos. If you ever want someone to proof-read your articles, Sable, don't hesitate to contact me!

Of course, that does nothing to take away from the fact that this is another awesome article. I honestly can't wait to try out some of these tricks with the new and improved Advanced. And, as you rightly point out, this is only the beginning.

Edited by ObiWonka

Sorry about the typos. That's what I get for typing it on the phone and only giving it a cursory glance before posting it. :)

I'll correct them as I see them. :)

You guys have no idea how excited I am for this ship. :)

Fantastic as always Sable.

Very detailed breakdown of the Tie Advanced. I like the use of incorporating the generic pilots as they now become more viable.

I am fond of Alozen producing a Target Lock as a non-action, though the PTL shenanigans would have been great otherwise.

He is a rare bird, capable of flying stressed almost as efficiently as an un-stressed generic.

I am fond of Alozen producing a Target Lock as a non-action, though the PTL shenanigans would have been great otherwise.

He is a rare bird, capable of flying stressed almost as efficiently as an un-stressed generic.

I am really liking this Vader build:

Darth Vader — TIE Advanced 29
Outmaneuver 3
Accuracy Corrector 0
Engine Upgrade 4
TIE/x1 0

Auto 2 hits combined with -1 agility on the defender seems good.......and with two actions including a boost Vader should be where he wants to be more often then not. C3PO Falcons dont like this at all.....not in you front arc?.....2 auto damage.

Edited by Imwookie2

I am fond of Alozen producing a Target Lock as a non-action, though the PTL shenanigans would have been great otherwise.

He is a rare bird, capable of flying stressed almost as efficiently as an un-stressed generic.

And he escapes the PS 5 trap of being action blocked by lower PS ships, and arc dodged by higher PS ships.

I don't really see that as a trap. You get to arc-dodge the lower PS ships, and block the higher PS ships.

He means what usually happens to PS 5 or 6 ships, they either get blocked by generics, or the higher PS arc dodge.

I'm pretty sure that's what he meant. >_>

He means what usually happens to PS 5 or 6 ships, they either get blocked by generics, or the higher PS arc dodge.

I'm pretty sure that's what he meant. >_>

I am fairly certain that's what he meant. I am merely showing that it is also reversed into advantage.

Trying to remove a Advance with Sensor Jammers, Lone Wolf, and Stealth Device will be a PAIN in the butt. Especially if one of the new pilots has some defensive oriented ability! Being able to reroll green dice is not to be underestimated!

He means what usually happens to PS 5 or 6 ships, they either get blocked by generics, or the higher PS arc dodge.

I'm pretty sure that's what he meant. >_>

I am fairly certain that's what he meant. I am merely showing that it is also reversed into advantage.

... and that's what i get for not reading thoroughly >_<

A very nice breakdown.

The advantage of the x1 title, as you point out, is that it's so **** flexible...

Add in the variety of missile ordnance and elite talents, and in my head the advanced starts to share a lot with the e-wing: unimpressive stock but able to be ridiculously lethal by stacking complementary upgrades.

Fire Control + Cluster Missiles + Marksmanship - good for any pilot but ideal for Commander Alozen to take advantage of that free target lock.

Accuracy Corrector + Assault Missiles + Ruthlessness - someone said something about a swarm?

Advanced Targeting Computer + Homing Missiles + Predator - if you've got a target lock you can't spend, get as much mileage out of it as you can. Possible for Maarek Stele?

Sensor Jammer + Stealth Device + Elusiveness + Proton Rockets - I'll be honest, the rockets are there purely to draw fire at this fighter. Should be a right bugger to hurt...

To me, Accuracy Corrector is going to be really hard to pass up, at least on the TIE Advanced generic pilots.
I ran a list yesterday with three 15-point Prototype Pilots, and I found them to be surprisingly effective. They were able to push hits through on high agility targets because the targets had no tokens left, and it was a Prototype Pilot that was able to finish off Luke Skywalker at Range 1. However, there were many times that I boosted for position and rolled two blanks/focuses or that I chose to focus only to have a high-PS target arc-dodge me.
The stat line of the Advanced is similar enough to that of the A-Wing that Accuracy Corrector on a Tempest Squadron Pilot essentially takes a Prototype Pilot, makes them less maneuverable, but then raises the Pilot Skill by one, makes them much more survivable, and guarantees two hits per shot. It also ensures that you never have to choose between offensive actions and positional actions. You can do positional actions every turn without any decrease in damage output. That's huge, and worth an extra six points per ship, in my opinion.
Three Tempest Squadron Pilots can be much more effective than my Prototypes were, if flown correctly. However, how do we finish this list out?
I like what you've done here:

Academic Tempest

Tempest Squadron Pilot — TIE Advanced 21
Accuracy Corrector 0
TIE/x1 0

Tempest Squadron Pilot — TIE Advanced 21
Accuracy Corrector 0
TIE/x1 0

Tempest Squadron Pilot — TIE Advanced 21
Accuracy Corrector 0
TIE/x1 0

Academy Pilot — TIE Fighter 12

Academy Pilot — TIE Fighter 12

Academy Pilot — TIE Fighter 12

Both the Academy Pilots and the Tempest Squadron Pilots are a significant threat, and, especially if you split your forces into two separate formations, both can be deadly, so it’s dangerous for your opponent to ignore either of them. However, I’m not sure that Academy Pilots are the best option.
With Accuracy Corrector Tempest Squadron Pilots, the biggest key is going to be stripping tokens from ships before the Tempests attack them. Your list achieves this through the Academy Pilots blocking the opponent. However, this is a less reliable way of stripping tokens, and it means that the Academies have to sacrifice their attacks in order to do so.
Considering that, I think that Soontir Fel might fit in this list a little better:
A Fel Tempest
100 Points
Soontir Fel (34)
TIE Interceptor (27)
Push the Limit (3)
Royal Guard TIE (0)
Autothrusters (2)
Targeting Computer (2)
Tempest Squadron Pilot (24)
Proton Rockets (3)
TIE/X1 (0)
Accuracy Corrector (0)
Tempest Squadron Pilot (21)
TIE/X1 (0)
Accuracy Corrector (0)
Tempest Squadron Pilot (21)
TIE/X1 (0)
Accuracy Corrector (0)
There is a reason that Soontir is the Imperial go-to. With his three actions per turn, especially if he target locks, Soontir’s damage is consistently high. At Pilot Skill 9, this means that your opponent will either need to choose to take a bunch of hits from Soontir or to spend their tokens on defense against him, opening them up to get pummeled by the Tempests. If you fly Soontir away from the Tempests, your opponent will have to choose who to go after, and as with the Academy Pilots earlier, it is dangerous for them to ignore either threat.
And yes, this is now a thing:
Death by Whisper or by Tempest
100 Points
"Whisper" (37)
TIE Phantom (32)
Veteran Instincts (1)
Advanced Cloaking Device (4)
Tempest Squadron Pilot (21)
TIE/X1 (0)
Accuracy Corrector (0)
Tempest Squadron Pilot (21)
TIE/X1 (0)
Accuracy Corrector (0)
Tempest Squadron Pilot (21)
TIE/X1 (0)
Accuracy Corrector (0)
Edited by sahebe

I foresee the Tempest Advanced/x1 with AC being an amazing fill at 21 points. There are often times where I have <24 points left in a list so I can't take two Academy Pilots.

I have just been so happy the past few days.

Great writeup, as many have said. I'd hate to buy the Imp Raider just for these cards, but they're almost an instant proxy for me.

It looks like the last squad build in the article uses Alozen when you meant Maarek Steele.

So I'm thrilled with Vader and Maaaaaaarek getting their due, they will be suitably fantastic list options moving forward (even if I'm probably only going to run Maarek with Vet Instincts to buddy up with Vader).

Since we don't know what Juno or the other two unspoiled pilots do, I've been thinking of what to make of Alozen.

commander-alozen.png

He's in a weird spot, because his draw is action economy, but Vader does it better and at 4PS higher. Alozen needs to be in Range 1 at the start of combat to get his free TL, and has barrel roll to accomplish that, but he's practically calling out for Engine Upgrade to do so more reliably. This puts him in the weird position of wanting Push the Limit for maneuverability, while in no way being able to mitigate his less-impressive dial. The greens he has are 1-Banks, and 2- and 3-Straight. Not awful, and Boost/BR help, but I think that's seven points of add-on just to make him a PS5 Vader.

So, I've been thinking of what else might fit him better. PS5 with an EPT isn't super common, so what can he get out of it? One of my first thoughts was Opportunist, because he stands a decent chance at attacking after tokens have been stripped. This still stresses him out every turn, which kills mobility, which kind of ruins his pilot ability. If I'm not worried about his pilot ability, I might consider it, but attempting to go to three or four attack dice means I also don't want to use the Accuracy Corrector with his X1 slot. Advanced Sensors don't like that stress token, but Sensor Jammer doesn't really mind. The Advanced Targeting Computer is an interesting choice on Alozen period, but probably not going to be as useful alongside Opportunist since it's impacting his capability to get to Range 1 and set up a bonus TL/AdvTC combo.

My second thought was Intimidation. Alozen can absolutely barrel right into a higher-PS target's path, get bumped, lower the opponent's Agility, and he still gets his Target Lock. Barrel Roll will be pretty useful for that, although Engine Upgrade as well warrants consideration. Alozen will need some good support to capitalize on this, such as a Boosting Vader, Fel, or Whisper, or even a Decimator pilot, but it's certainly feasible. Plus, if we give Alozen the AdvTC, or a missile, he can block one turn, pick up the requisite TL, and then K-Turn the following round with enhanced attack. Speaking of missiles, another option to utilize the block/TL/K-Turn sequence might include an Accuracy Corrector and a Cluster Missile for a pretty solid round of fire following a block. Plus, if he's blocking, he might warrant a defense boost along the lines of a Stealth Device or even just a Hull Upgrade, but I think being able to use his Focus defensively most of the time should hold off an errant shot or two on the way to blocking the opposing VIP.

I'm just kind of spitballing, mostly because I read Theorist's comments about Alozen over at the Team Covenant page and wanted to see if I could come up with anything. Anyone else have any X1 ideas for the new Advanced pilot?