Tie Punisher

By kagemushaclan, in X-Wing

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:D

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:D

I just want to say, I called the **** out of this card.

Deathrain. Is. Bonkers. :D

1 point for green banks on a defender. I might still go stealth.

Green banks on some bombers and punishers are probably solid.

Sounds like Cluster Mines roll two attack dice for each token that hits the target, with smaller templates than a single Proximity Mine.

Deathrain in particular sounds brutal. He'll be pulling some Emon-level chicanery with bombs.

Nothing on the Advanced Homing Missile just yet.

EDIT: Green banks on the TIE Advanced also helps them out a ton. They have a really weird dial when it comes to clearing stress, but this upgrade would give them green moves on all of their speed 1-3 straights and banks.

Edited by PhantomFO

1 point for green banks on a defender. I might still go stealth.

Green banks on some bombers and punishers are probably solid.

Also really solid on the Tie Advanced. Interceptors and Ties/LN will likely never take it though. Good upgrade.

Death Rain + Enhanced Scopes + some mines = Fun times.

Edited by Jo Jo

Throwing more good points after bad does not a Defender fix make.

So if you roll a crit on clusters is it 1 damage or 0 damage?

Nothing on the Advanced Homing Missile just yet.

I didn't see the rule card for Cluster Mines linked in the article. Has anyone found it yet?

A single point for six more green manoeuvres? What more could you possibly need?

TONIGHT THE DEFENDERS DINE ON REBEL FLESH

I want ALL the Twin ion cards.

Deathrain will work great with Advanced Sensors. Drop an action bomb, barrel roll to the side, fly away, profit.

And Redline having two target locks? I throw my cluster missiles at you, I re-roll! I take another 2 with FCS, I throw the second attack at you, I RE-ROLL!!! And I still have 2 on you for the next turn with my extra munitions!

Bonkers.

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:D

MMMMM I wonder which TIE they had in mind when coming up with this modifications.

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:D

TIE Defender fix: Done.

Edit: OMG. Cluster MINES. Not Bombs. EMON AZZAMEEN IS GOING TO BE ABSOLUTELY INSANE

Edited by FTS Gecko

So if you roll a crit on clusters is it 1 damage or 0 damage?

I'd assume they work like Proximity Mines and they take whatever damage is rolled (crits and hits).

Throwing more good points after bad does not a Defender fix make.

I've been saying this to the high heavens: Palpatine is going to be a fantastic pairing with Defenders. He makes their HLCs hit like a hammer, and can also make their evade dice more reliable. Kenkirk, Vessary and Palpatine are a beautiful trio.

Deathrain is unexpected and awesome. Mk2s might be good for PTL Rhymer.

1 point for green banks on a defender. I might still go stealth.

Green banks on some bombers and punishers are probably solid.

I think there's a valid argument to be made for Stealth on a Defender, but I think the Mk II engine will see some play. Green 2 and 3 banks is nothing to sneeze at.

So if you roll a crit on clusters is it 1 damage or 0 damage?

I'd assume they work like Proximity Mines and they take whatever damage is rolled (crits and hits).

1 point for green banks on a defender. I might still go stealth.

Green banks on some bombers and punishers are probably solid.

I think there's a valid argument to be made for Stealth on a Defender, but I think the Mk II engine will see some play. Green 2 and 3 banks is nothing to sneeze at.

Don't forget the wonderful 1 bank!

The defender now has a dial very reminiscent of the aggressor with this upgrade, and that's a lovely thing.

I'm pretty sure I still have my foil-embossed Deathrain #1 comic from the '90s in my closet somewhere, signed by Rob Liefeld.

Important Cluster Mine info:

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So, slightly less damaging than Proxies, with only 2 dice that only hit on [hit]. No crits. But, hit correctly, that is a potential 6 damage. Yeah, these will be fun.

I didn't see the rule card for Cluster Mines linked in the article. Has anyone found it yet?

It's there. Click on cluster mine and use the arrows.