The TIE scout

By That Blasted Samophlange, in X-Wing

Howlrunner is an AoE reroll, a command ship rather than a support ship.

The named shuttles are breaking the Imperial mould.

RE: Sensor Ping

It seems like the primary intent you have is to strip cloak tokens and stealth devices. Here are two more options, the best IMO is the second one, but i basically think this is an unnecessary card for an imperial ship until the Rebels or Scum get a ship that can cloak. The game should not put a lot of energy into same-faction duels IMO.

Option 1: AOE Anti-Stealth Field

Systems Upgrade

Cost: 2-5 (depending on if it is limited to the TIE Scout only and/or if it includes Stealth or is just cloak tokens)

Cheap Version Rules Text:

TIE Scout only.

At the end of the Activation Phase, if an enemy ship is cloaked within range 2 it must roll an "evade" on a defense die or be stripped of its cloak token.

Medium Cost Version:

TIE Scout only.

At the end of the Activation Phase, all enemy ships within range 2 with cloak tokens or active stealth devices must roll an "evade" on a defense die. Failure to do so will strip Stealth Tokens or disable a stealth device until the start of the next turn.

High Cost Rules Text:

Same as Medium Cost, but not exclusive to TIE Scouts.

Option 2: Stealth Jammer

Systems Upgrade

Cost: 3

Rules Text:

When a target lock controlled by this ship is spent, you may ignore enemy stealth devices and the benefits of cloaking for the attack then Discard this card.

Howlrunner is an AoE reroll, a command ship rather than a support ship.

The named shuttles are breaking the Imperial mould.

Nah... I get that you see a cut-and-dry rule here, but offensive coordination is core to imperial.

I guess i should also say, I agree with your thinking, and its why I don't personally like some of the ideas in this thread, but its all in the subtleties. And absolutely, its critical to preserve factional identity.

Perhaps it would be wise to define the difference between how each faction would use a Scout role?

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

A scout should have that systems slot though.. an oversight on this ship in my view..

Howlrunner is an AoE reroll, a command ship rather than a support ship.

The named shuttles are breaking the Imperial mould.

Nah... I get that you see a cut-and-dry rule here, but offensive coordination is core to imperial.

I guess i should also say, I agree with your thinking, and its why I don't personally like some of the ideas in this thread, but its all in the subtleties. And absolutely, its critical to preserve factional identity.

Perhaps it would be wise to define the difference between how each faction would use a Scout role?

If I knew a way to make a TIE scout that still felt like an Imperial ship rather than a ported HWK I'd have suggested it. I've little doubt it can be done but I'm completely blank on how to.

I'll reiterate my more general point that targeting Stealth Device and Cloak specifically is really, really bad game design because if those two upgrades aren't in use it's a completely junk upgrade. It needs some universal utility. See Predator: who'd run it if it didn't have that single universal reroll and was just double rerolls against generics?

Why would anyone want to fly a ship with 1 attack die?

Its hard enough to fly a ship with 2 attack dice and get it to do any damage (e.g. Tie Advance, Tie Bomber) without resorting to secondary weapons.

Edited by EmpireErik

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

A scout should have that systems slot though.. an oversight on this ship in my view..

If you are going to give it a Systems slot and an attack of one you might as well just bump up the price and build in the effect of an Accuracy Corrector into the ship.

With the Tie scout I could see it as sort of a support build like the HWK-290 but has more imperial characteristic support abilities. Such as if a friendly ship at range 1-2(or 3) receives a stress token you may assign that ship a evade token or If a friendly ship at range 1-2(or 3) is defending that ship may immediately acquire a target lock on the attacker.

2 firepower

2 agility

4 hull

2 shields

it has a sensor and a crew slot.

actions bar focus evade boost barrel roll.

Edited by Marinealver

Sorry.. I was trying to build the ship according to the specs from previous sources. That means it has one small laser cannon, no shields and a darn good sensor suite with 3 crew. This is WHY I chose what I did. It has TWO system upgrade slots, I may have misnamed them, calling then sensor slots.

As to the attack of one. It has one piddly laser cannon.. not two

. Not seven. One.

This is a ship that would be meant to SCOUTING a battle field, not participating front and centre of the battle group.

This ship I tried to give a supplemental role, aiding ships around it.

The sensor ping was because, according to the legends lore, it could detect cloaked ships. I also believe the cloak action will be in scum and villainy as an illegal upgrade. If FFG were to produce this ship, the idea is the sensor ping will be purchased by anyone who expects to fight phantoms or cloaked ships. Nothing I have done days TIE scout only.

From the background lore on this ship... and to keep it an interesting and useful addition to an Imperial force...

How about we start with stats similar to a TIE Bomber (they are about the same size/mass, right?)

The Wookieepedia length of 24 meters seems kinda naff to me. The illustrations show something slightly bigger than the TIE Bomber it is parked next to.

1. Reduce Attack value to '1' (only one laser cannon- half the firepower of a TIE/SA)

2. Keep the Bomber's Agility of '2' (they are similar size/mass, plus, a Scout needs to rely on being hard to hit/kill) but give it a somewhat different maneuver dial (or not) (it needs to be fast and agile to stay alive and do its job- it does not need to have great turning ability- if it gets into close-range someone has really screwed the pooch)

3. Remove Ordnance capacity (Missiles/Torpedoes/Bombs)...

4. Add a Crew slot (representing 1 or 2 on-board technicians) and a Systems slot (this IS a high-tech Electronic Intelligence gatherer)

5. Needs ability to...

a. acquire TL at ranges beyond '3' (it's a SCOUT)

b. pass TL to other ships (especially bombers)

This could be a Title card, a innate Pilot ability, whatever

If you make similar changes to a Tie Fighter (minus the Crew slot... and possibly the System slot) you get a TIE/fc (Fire Control). Reduce Attack to '1' and add Ordnance capacity (but no TL) to a TIE Fighter and you get a TIE/gt (Ground Targeting), a smaller, less capable predecessor to the TIE/SA (Surface Attack, aka "Bomber"). I think it would be fun and challenging to fly TIE/gt's carrying ordnance, that were dependent on a TIE/fc to designate targets.

It'll have barrel roll because it's a TIE. Not a single TIE has been released without Barrel, it's something of a signature ability for them.

The question is would any one actually use the “Tie Scout” you suggest in play? Though it is an interesting Idea!

I think that the best “Scout” for the IMP is an upgrade to the Lambda Shuttle.

A perfect system upgrade card for a scout would be “Scanner Array”, the system allows you to “Mark a Target”, that Target loses one Agility.

I also suggest a Modification Card, “Turbo Thrusters”, (on any ship with a Zero Maneuver) takes an action to “Allows a Lambda Shuttle to rotate to any direction only during a red Zero maneuver”.

You could also turn a Tie Bomber into a scout with Up-Grade cards. I would prefer this rather than include a new ship I have never seen in an Aces Pack, maybe an Aces Pack with a Tie Bomber and a Lambda Shuttle or a Tie Bomber and a Tie Fighter.

Here is a list of all the Tie Bomber upgrades I suggested:

- More Names Bomber Pilots.

- An Un-Named Pilot with an “Elite Pilot” slot.

- A Modification Up-Grade card, "Weapons Upgrade": When attacking with your primary weapon, roll one additional dice. (For any ship that only rolls less than 3 attack dice.)

- A Systems Up-Grade card, "Improved Sensors": Your vessel can target lock any vessel on the board, and or can maintain multiple target locks.

- An Upgrade Card that would Change a Torpedo or Missile Upgrade to a Bomb upgrade allowing a “Bomber” to have more than one Bomb.

- An Upgrade Card that would Change a Torpedo or Missile Upgrade slot to a Crew upgrade slot.

- An Upgrade Card that would Change a Torpedo or Missile Upgrade to a Systems upgrade slot.

This would give the bomber the ability to be “Equipped” for it mission. Much like a Chevy Van, You customize it depending on your need. I wouldn't mind cards that would also customize the Lambda Shuttle. MHO

Sorry.. I was trying to build the ship according to the specs from previous sources. That means it has one small laser cannon, no shields and a darn good sensor suite with 3 crew. This is WHY I chose what I did. It has TWO system upgrade slots, I may have misnamed them, calling then sensor slots.

As to the attack of one. It has one piddly laser cannon.. not two

. Not seven. One.

This is a ship that would be meant to SCOUTING a battle field, not participating front and centre of the battle group.

This ship I tried to give a supplemental role, aiding ships around it.

The sensor ping was because, according to the legends lore, it could detect cloaked ships. I also believe the cloak action will be in scum and villainy as an illegal upgrade. If FFG were to produce this ship, the idea is the sensor ping will be purchased by anyone who expects to fight phantoms or cloaked ships. Nothing I have done days TIE scout only.

Okay, well then it will be exactly like an Imperial Version of the HWK.

1 Firepower

3 Agility

4 hull

0 Shields

Focus Boost Barrel Roll Evade.

Sensor Slot, Crew Slot,

Only 1 crew well yes the HWK-290 and YT-2400 can have more than 2 people in it but they only have 1 crew slot. Everyone the shuttle can carry 12 not 3 but still only 2 crew slots. So 1 crew slot is perfect for the Scout. You could give it an extra sensor slot.

Abilities still I think are good for Imperial support, are the friendly ships defending (in range of the unique Tie scout pilot) acquiring target locks on attackers and ships receiving stress (in range of the unique tie scout pilot) receiving evade tokens.

Edited by Marinealver

Speaking of TIE Bombers.
I think the TIE Recon has a lot more possibilities
and could easily be added to another Imperial Aces.


http://starwars.wikia.com/wiki/TIE_Reconnaissance_Fighter

In spite of this, its basic design remained similar to the much earlier bomber, shuttle and boarding craft variants of the TIE, with two cylindrical hulls placed side-by-side between its wings. As with the previous designs, the starboard fuselage contained the cockpit.

The major innovations lay in the left-hand hull. In previous twin-fuselage TIE designs, this been a munitions bay or passenger nacelle, but on the TIE Reconnaissance Fighter, it housed a number of advanced systems intended to improve the fighter's combat and infiltration performance. There was a hyperdrive, a navigation computer, a deflector shield generator, and a full life support system, which had not been standard on most earlier TIEs, plus sophisticated stealth countermeasures.

Edited by gabe69velasquez

If you give an 1 attack ship accuracy corrector, does that mean that after rolling 1 die, you discard it and then choice two hits?

:wacko:

If you give an 1 attack ship accuracy corrector, does that mean that after rolling 1 die, you discard it and then choice two hits?

:wacko:

Yes it does.

AC is the automatic choice. If the ship had a system slot. The suggestion in the OP does not include one.

If you give an 1 attack ship accuracy corrector, does that mean that after rolling 1 die, you discard it and then choice two hits?

:wacko:

Yes it does.

AC is the automatic choice. If the ship had a system slot. The suggestion in the OP does not include one.

They're system slots. A few upgrades are called Sensor or Scope but these are combat sensors. The slot is meant to represent advanced combat technology, not intel gathering. The TIE scout oddly enough isn't actually an appropriate ship for them.

If you give an 1 attack ship accuracy corrector, does that mean that after rolling 1 die, you discard it and then choice two hits?

:wacko:

Yes it does.

AC is the automatic choice. If the ship had a system slot. The suggestion in the OP does not include one.

Oh for fraks sake... I proposed the tie scout have two system/sensor slots. Read it, it is there.

The OP says sensor slot. You mean system slot. All right.

A ship with one attack and access to AC will always use one. Always. That's not good.

If you give an 1 attack ship accuracy corrector, does that mean that after rolling 1 die, you discard it and then choice two hits?

:wacko:

Yes. I bet this would be an auto-include then xD

If you give an 1 attack ship accuracy corrector, does that mean that after rolling 1 die, you discard it and then choice two hits?

:wacko:

Yes it does.

AC is the automatic choice. If the ship had a system slot. The suggestion in the OP does not include one.

Oh for fraks sake... I proposed the tie scout have two system/sensor slots. Read it, it is there.

The OP says sensor slot. You mean system slot. All right.

A ship with one attack and access to AC will always use one. Always. That's not good.

There are no sensor slots in this game.

If you give an 1 attack ship accuracy corrector, does that mean that after rolling 1 die, you discard it and then choice two hits?

:wacko:

Yes it does.

AC is the automatic choice. If the ship had a system slot. The suggestion in the OP does not include one.

Oh for fraks sake... I proposed the tie scout have two system/sensor slots. Read it, it is there.

The OP says sensor slot. You mean system slot. All right.

A ship with one attack and access to AC will always use one. Always. That's not good.

There are no sensor slots in this game.

I understood the OP to invent a new type of upgrade called "sensor".

I guess he meant 'System'

There is no point to introduce a complete new kind of upgrades when it is so similar to a given one.

But again, from my perspective those special ping or mark feature should be an included one, just like Phantoms have the cloak action printed on the pilot cards.

The OP says sensor slot. You mean system slot. All right.

A ship with one attack and access to AC will always use one. Always. That's not good.

The scout would have a poor maneuver dial, it is not a fast or agile dogfighter. It is meant to be a cheap support craft, with the right upgrades harrassing the enemy, rather than being offensive.

Edited by That Blasted Samophlange