The TIE scout

By That Blasted Samophlange, in X-Wing

The empire is now getting a pretty good upgrade for the advanced. I was honestly expecting the 'fix' to come in an aces pack with a bomber and advanced.

I still expect a bomber in the next aces pack, but what if said pack came with a TIE scout? A ship to fill the role of supplementing the bomber (and other ships).

Here's what I propose:

TIE scout

Attack 1

Agility 1

Hull 5

Actions:

Focus

Target lock

Crew slot

System* slot

System* slot

Other things to consider: the movement dial should not be great, as the ship is not fast or agile, but a white zero maneuver could be interesting.

New system* upgrades

Sensor Ping

5 points

Action

Choose a ship at range 1-3 and remove a cloak token or stealth device from that ship, then discard this card.

Long Range Tracking

3 points

Before attacking, you may spend a targeting lock to increase your range by one.

New Elite Pilot Talent:

Fire on my mark!

allied ships within range 1-2 can spend target locks from from this ship rather than their own when firing ordnance.

Edit *changed from sensor slot to system slot. To me they are the same, I have heard system and sensor used interchangeably, I figured it was common. To avoid confusion I have changed it.

Edited by That Blasted Samophlange

What costare you imagining?

Long Range Tracking

3 points

Before attacking, you may spend a targeting lock to increase your range by one.

How is that supposed to work? I read it the following way: When attacking, I spend the TL to increase the range. Instead of a range 2 shot it is a range 3 shot. Result: The opponent rolls one extra defense die.

Removing a 3 point upgrade from opponents with an inherit action would ensure stealth device is never taken.

Abit crap tbh. Also phantoms would cease to exist.

I was hoping it would come with a TIE Aggressor :-)

Also with the addition of some:

- generic crewmember cards,

- an aft firing arc, or a turret upgrade slot

- missile upgrade slot

Also the attack could be beefier than the scout, 2 or 3

But I do like the Scout idea as well. A sort of HWK for Imperials?

But without a turret it should be awfully cheep, maybe even 12 or 13 points for a generic.

The empire is now getting a pretty good upgrade for the advanced. I was honestly expecting the 'fix' to come in an aces pack with a bomber and advanced.

I still expect a bomber in the next aces pack, but what if said pack came with a TIE scout? A ship to fill the role of supplementing the bomber (and other ships).

Here's what I propose:

TIE scout

Attack 1

Agility 1

Hull 5

Actions:

Focus

Target lock

Crew slot

Sensor slot

Sensor slot

Other things to consider: the movement dial should not be great, as the ship is not fast or agile, but a white zero maneuver could be interesting.

New sensor upgrades

Sensor Ping

5 points

Action

Choose a ship at range 1-3 and remove a cloak token or stealth device from that ship, then discard this card.

Long Range Tracking

3 points

Before attacking, you may spend a targeting lock to increase your range by one.

New Elite Pilot Talent:

Fire on my mark!

allied ships within range 1-2 can spend target locks from from this ship rather than their own when firing ordnance.

I liked all the stuff but the long range tracking ability....as somone mentioned your oponent at range three will get that extra defence dice....and as an Imperial we dont want that :)

I really like the Fire on my Mark EPT. With Weapons Engineer, loaded bombers are suddenly a lot more viable. I think 2 points would be pretty fair for pricing

Edited by ThatJakeGuy

An interesting concept. Here's a combo I might consider running with your inception:

Colonel Jenden (26)

At the start of the Combat Phase, you may assign 1 of your blue target lock tokens to a friendly ship at Range 1 if it does not have a blue target lock token.

ST-321 Title (3)

Weapons Engineer (3)

TIE Scout x 2

Accuracy Corrector (3)

Long Range Tracking (3)

By the start of combat on round 2, I could have acquired target locks and passed them to my TIE Scouts with Jendon, giving them the option to use them for range 4 shots with Long Range Tracking. Not only would they be range 4, but they would be guaranteed 2 hits from Accuracy Corrector. Sounds kinda gimmicky, but sure would be fun to try!

Accuracy Corrector requires a system upgrade slot. The suggested ship does not have one.

Accuracy Corrector requires a system upgrade slot. The suggested ship does not have one.

Oh... yeah. I guess I missed that detail. My parade has officially been rained on :angry:

Here's what I propose:

TIE scout

Attack 1

Agility 1

Hull 5

Actions:

Focus

Target lock

Crew slot

Sensor slot

Sensor slot

Here is what I propose:

TIE scout

Attack 1

Agility 3

Hull 4

Actions:

Focus

Target lock

Sensor Ping

Direct Fire

Crew slot

System Upgrade slot

System Upgrade slot

Sensor Ping (Action):

Select an enemy ship in range 1-3, this ship cannot cloak this round and must discard the Stealth Device Upgrade

Direct Fire (Action):

Select an enemy ship in range 1-3. The first friendly ship that declares this ship as the target of an attack immediately immediately acquires a target lock on that same ship.

... something like this ...

But 1 agility is too low for a TIE

...

;)

I feel like you have a fun idea, but I'd want to make the Scout's primary role more focused on team support and synergy. I say turn your Fire on my mark! ability into a main action bar option for the scout and treat the ship as a super cheap fodder ship otherwise.

IMO change it to...

TIE Scout

ATK: 1***

AGI: 2

HULL: 2

SHIELDS: 0

*** TIE Scouts get an additional attack die at range 1

Action Bar: Barrel Roll/ Boost/ Stealth/ Target Assist (new) (NOTE: there would be no evade or focus)

Dial: Same as TIE Interceptor but with 4K, and the three missing 1 moves (all green)

Costing:

* Basic Pilot (PS2) 10

* Advanced Pilot (PS4) 12

* Unique Pilot 1 (PS7) 16 (You may choose to decloak after you move.)

* Unique Pilot 2 (PS8) 18 (At the end of the Activation Phase, you may perform a free action.)

Upgrade Options:

* Basic/Advanced: Systems Upgrade + Modification

* Unique Pilots: Systems Upgrade + Modification + EPT

Target Assist

This action works like Target Lock, but can be spent by any ship on the team (including the scout).

Notes

* Stealth on a Scout seems like a no-brainer

* low hull and ATK are to keep the thing focused on survival through evasion and assistance

* No evade and focus is actually not a big deal - it just really pushes the player toward maneuvering or trying to setup a Target Assist

* The Systems Slot option is to force the Scout to debate the merits of combat and getting either the Accuracy Corrector or Fire Control System (both are attractive, but would add to the point total - not usually a good thing on such a vulnerable ship)

* Crew Slot seems like a bad fit - makes the ship more of a power-piece than is needed.

* The bonus attack die at Range 1 is largely a red herring - but at least lets the Scout have some attack power if it risks itself to get close. It also opens up the option to join a swarm or mini-swarm with Howlrunner as a lead.

image please...of the TIE scout....

(or maybe the TIE transport craft!)

RE: Starkiller

* "Sensor Ping" is just broken as an action - it completely invalidates all Stealth Devices and largely limits cloaking. The metagame does not appear to need this level of a nerf IMO. Perhaps a discardable Systems Upgrade that forces a decloak and knocks off any stealth devices? 3 Cost

* "Direct Fire" or even the OP's "Fire on My Mark!" sound like the right idea as a core action for the Scout. I think the OP's original concept is a bit cleaner - my wording would be:

"Works just like Target Lock, but can be spent by any ally ship"

* Agree on the 1 AGI being too low. 2 AGI and give Scouts the cloak option - problem solved

* Not convinced that 2 systems and a crew is a good option. I think the ship is more exciting as a super cheap gnat rather than a loaded down support ship.

Well, scum get a HWK Pilot that renders Whisper almost helpless.

So why not?

I'm sure FFG designers would find an even more elegant solution.

Long Range Tracking

3 points

Before attacking, you may spend a targeting lock to increase your range by one.

How is that supposed to work? I read it the following way: When attacking, I spend the TL to increase the range. Instead of a range 2 shot it is a range 3 shot. Result: The opponent rolls one extra defense die.

I think the intent is that the shooter can shoot further by a range of one. Ex. HLC could shoot out to a range of 4!

Ex. Autoblaster could shoot out to range 2...

I was trying to go by legends lore. The TIE scout was slow and suffered from poor mobility. It was not a combat ship, it had only one laser cannon, it was for scouting the area.

It also had an extremely powerful sensor system, hence the two sensor/system slots.

The ship was fairly large so more health and has a crew of 3, hence the crew slot.

I would consider increasing the agility to 2 at most. This is a fragile support ship, not a ship for swarms.

The sensor ping is a one time use, and does not invalidate the cloaking permanently, just removes the token before an attack. Powerful, but one use. The stealth device is 3 points so spending 5 to remove it is costly. Remember it is a one time use system/ sensor slot.

The long range tracking is not meant for only primary weapons, which means you can fire an autoblaster at range two, or a heavy laser at 4.

For those looking for more info:[url=http://starwars.wikia.com/wiki/TIE/sr_starfighter]http://starwars.wikia.com/wiki/TIE/sr_starfighter[/url

TIEScout.jpg

Edited by That Blasted Samophlange

Nobody would use a 5 point single-use system upgrade to remove a cloak token.

Well, scum get a HWK Pilot that renders Whisper almost helpless.

So why not?

I'm sure FFG designers would find an even more elegant solution.

The range on Mux is only 2. His main function in life will be area denial, being a primary target, and to help get more mileage out of Predator for his squad. He will rarely be able to drop Whisper's PS unless the Whisper player chooses to allow it.

Range 3 is quite a bit more powerful because it becomes impossible to attack the ship without coming into the area of effect. Just look at the difference in range two and three turrets.

The cost may be off, but I feel it must be discarded. If it is not, it would be too powerful.

Removing a cloak token would be the major draw for this card. It shouldn't be cheap, because it screws a phantom player (I believe cloaking will be availiable to the scum at some point).

This card as I proposed is of situational use, it puts the phantom in a place it doesn't want to be. I believe it would see use as is, buy I concede that 5 point may be too much. By removing a stealth device as well, it must cost the same or more.

Possible fixes:

Lower the cost by two points.

Roll an die on a result, do not discard.

After removing the token/stealth device, add a target lock.

The cost may be off, but I feel it must be discarded. If it is not, it would be too powerful.

Removing a cloak token would be the major draw for this card. It shouldn't be cheap, because it screws a phantom player (I believe cloaking will be availiable to the scum at some point).

This card as I proposed is of situational use, it puts the phantom in a place it doesn't want to be. I believe it would see use as is, buy I concede that 5 point may be too much. By removing a stealth device as well, it must cost the same or more.

Possible fixes:

Lower the cost by two points.

Roll an die on a result, do not discard.

After removing the token/stealth device, add a target lock.

The big issue is that there isn't a good way to set a reasonable price on a card like that. It is so situational it will be a useless card in a large number of games. In games that you are able to use it the card is quite powerful. If you price it based on its power you have a card that is too expensive to justify if you don't know what list you'll be facing but if you discount it too much based on it being situational it becomes too great a value for games that you know what your opponent is bringing.

You'd probably be better off finding a more general effect that accomplishes the goal of preventing cloaking whole at the same time has some use when Phantoms aren't brought by the opponent.

Sensor Ping - 5pt.

At the start of the combat phase you may select an enemy at range 1-3. The enemy receives a stress token. Then discard this card.

The pricing might be off but it that would prevent ACD as well as other combat phase actions. In a game that no one has those abilities you are still able to add stress to a ship to give it double stress or to make sure it won't be able to k-turn the next round.

The issue with the Scout is that it's a fundamentally synergous ship which goes against the Imperial faction identity. It'd be an Imperial HWK. I struggle to think of a way to do the TIE scout without making it a Rebel ship in all but name.

Hmmm... another version of sensor ping:

Sensor ping

5 points

As an action, choose a ship at range 1-3, and teplace a cloak token with a target lock. Or, discard this card to force the defender to discard a stealth device, stygium particle accelerator or advanced cloaking device.

This Sensor Ping card relies on a phantom being present: if it isn't you've wasted five points. That's really bad game design. I'd hesitate to buy it for one point, let alone five.

The issue with the Scout is that it's a fundamentally synergous ship which goes against the Imperial faction identity. It'd be an Imperial HWK. I struggle to think of a way to do the TIE scout without making it a Rebel ship in all but name.

Nah...

The Imperial has a strong theme of coordinated movement (swarm) and focused fire. The role of the Scout would be to facilitate focused fire. Completely theme appropriate. Same basic synergy as a Howlrunner. Similar in mechanic to the Shuttle pilots.