TIE Defender + TIE Bomber Ace Pack

By Odanan, in X-Wing

The TIE Defender and the TIE Bomber are some ships that not only need an "Ace Pack" treatment, but need some fix (specially the costly Defender).

Here is my proposal for both things:

TIE Defender (miniature with alternate painting)

- at least 4 pilots, including Iran Ryad, Red Star Squadron generic pilot and Max'al Aylor (from Onix Squadron)

- 2 title cards. The TIE/x7 Prototype makes the ship cheaper and more like a arch-dodger. The TIE/D makes it more expensive, but more powerful.

- modification upgrade card: Linked Cannons, a good buff for ships to use utilitarian Cannons.

- Twin Ion Engine Mk. II, from the TIE Punisher expansion pack.

- other modification, secondary weapon or elite cards.

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"With the Empire running short of skilled pilots, Ryad abandoned her career as a politician and became an Imperial pilot, in time utilizing her connections to requisition a TIE Defender to serve as her personal starfighter, the Red Star 1. Ryad had the ship modified at a cost of 62,500 credits, fitting it with an enhanced shield generator, an improved ion drive for greater maneuverability and advanced fire control systems."

If you want to build a 50 points TIE Defender, this is your pilot.

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"The TIE/Ad x7 , also known as the TIE/Ad Defender, defender starfighter, or the TIE advanced x7, was a prototype TIE Series starfighter developed by Sienar Fleet Systems shortly before the Battle of Endor. A highly-advanced starfighter, the TIE/Ad x7 was considered a radical departure from previous TIE designs in terms of appearance and performance. The fighter was only built as a prototype for the later TIE/D Defender model on the planet Corulag, and featured three solar collectors evenly spaced around the cockpit pod, with triple arrays of maneuvering jets as well. The power boost allowed it to reach far greater speeds than standard TIE fighters, but the prototype lacked the ion cannons, missile launchers, and hyperdrive that would make its way into the finalized Defender."

This would be a cheaper alternative for the TIE Defender, making it like a more resilient TIE Interceptor.

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"In addition to the main thrusters located in the aft section, the Defender's triple wing design allowed for three arrays of maneuvering jets—which gave it a maneuverability rating of 110 DPF—and it featured an advanced F-s5x flight avionics system to process the pilot's instructions. When combined, these systems made the ship not only faster, but more agile than any other starfighter in Imperial service and capable of matching the fastest starfighters in the Alliance Fleet."

When FFG released the TIE Defender, they nerfed its stats to don't make it just a much better version of the TIE Interceptor. This title adds the system upgrade, which should be present is such an advanced ship, and a great discount on Cannons.

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Ships could use their secondary cannons at the same time as their primary guns. Not only this upgrade vindicates the lore, but it is important to justify the use of Cannon upgrades in ships with high attack. It is a good (but not unfair) buff for the TIE Defender and other ships.

TIE Bomber (miniature painted white or light grey)

- at least 4 pilots, including Tomax Bren (and perhaps Lumiya, from the Theta Squadron)

- 1 title card, the TIE/sa, which makes ordinance cheaper for the ship.

- Extra Munitions, from the TIE Punisher expansion pack.

- Secondary weapon card: Adv. Concussion Missiles.

- other modification, secondary weapon or elite cards.

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" Bren commanded the Scimitar assault wing, also known as the White Death, attached to the Qeimet fleet based in the Hook Nebula. A maverick commander and brash pilot, Bren was given free reign over his unit as a result of their high success rate."

"During the campaign, the assault wing earned the battle name "White Death" due to the light coloration of their TIE bombers, which made them difficult to detect by ground observers during their attack runs until they had struck their target."

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TIE Bomber deserves something like that.

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This is one of the few ordinances still missing in the game.

So, this is my proposal for a new Imperial Aces Pack.

How it would change the meta?

And... would you buy it?

EDIT: the pack could actually be more like the Most Wanted expansion, including new cards for the Lambda, Decimator (Kalien Kol pilot, the Driga Osao gunner [crew] and the "Esvicerator" title), TIE Phantom and maybe even a title for the TIE Fighter. Of course, the Rebels would receive the same treatment (with titles for the B-Wing, X-Wing and maybe an alternative for the A-Wing)

Edited by Odanan

The Decimator needs a title in the same aces pack,

Streamlined Production Craft:

Reduce the cost of this ship by 24 points. If you lose the game receive 1 stress..

The Decimator needs a title in the same aces pack,

Streamlined Production Craft:

Reduce the cost of this ship by 24 points. If you lose the game receive 1 stress..

:P

On a serious note, the Decimator could use the Kalien Kol pilot, the Driga Osao gunner (crew) and the "Esvicerator" title.

Edited by Odanan

I usually hate home fixes. But you really for the most part hit home what I want form the Defender. Esp the evade action. Its a "crappy" action, but it really promotes thinking. It helps very well with R3 shots with cannons.

I would like to see the defender may get some other upgrades, but can't think of which ones right now.

Really, I wish that everything that came in the punisher just came instead in an aces pack for TIE Bombers. They could have used the same pilots and upgrades and everything.

Eh. I'd rather see the Defender and the Phantom packaged together in an Aces pack. So that the Bomber and Punisher can be packaged together in one munitions-themed aces pack later on.

And, you know, the requisite true Defender fix:

mzX4qCO.jpg + QhUXBde.jpg

Eh. I'd rather see the Defender and the Phantom packaged together in an Aces pack. So that the Bomber and Punisher can be packaged together in one munitions-themed aces pack later on.

And, you know, the requisite true Defender fix:

mzX4qCO.jpg + QhUXBde.jpg

Your Linked Ion Cannon would work too, and I would be very happy if it made it into the game. However, mine would allow greater flexibility (can be used with other cannon upgrades).

About your TIE/x7, I find mine less radical. Besides: "The power boost allowed it to reach far greater speeds than standard TIE fighters, but the prototype lacked the ion cannons, missile launchers , and hyperdrive that would make its way into the finalized Defender."

PS: I put the Defender and Bomber together, but it could actually be 2 new Ace packs: Defender + Phantom, and Bomber + Decimator. Maybe the packages would be more balanced this way indeed.

Edited by Odanan

Really, I wish that everything that came in the punisher just came instead in an aces pack for TIE Bombers. They could have used the same pilots and upgrades and everything.

Totally agree! I added the most importat upgrades in this Ace Pack, so people wouldn't need to buy a lot of Punishers just to fix their other ships.

I usually hate home fixes. But you really for the most part hit home what I want form the Defender. Esp the evade action. Its a "crappy" action, but it really promotes thinking. It helps very well with R3 shots with cannons.

I would like to see the defender may get some other upgrades, but can't think of which ones right now.

Not exactly home fixes. I made this to stimulate healthy discussion about the balance of the game and to hopefully inspire FFG...

For the Defender, a Tractor Beam card and a Tractor Beam related upgrade would be interesting (something like: using Tractor Beam doesn't occupy your cannon upgrade slot).

Alpha Striker needs something to indicate that it does not require a target lock for the second attack. Otherwise, I dig it.

That Alpha Striker card would be extremely broken on a Punisher with FCS. They would be able to attack their target until it was either dead or they were out of ordnance. They'd end up with a stack of stress but it would be worth it to be able to take out a Decimator or a YT-1300 in a single round.

EDIT: I'm talking about The Alpha Striker card in the OP, not the change suggested by PhantomFO. Removing the need to spend a target lock to fire would just make it brokenly good on more ships.

Edited by WWHSD

About your TIE/x7, I find mine less radical. Besides: "The power boost allowed it to reach far greater speeds than standard TIE fighters, but the prototype lacked the ion cannons, missile launchers , and hyperdrive that would make its way into the finalized Defender."

I know. My x7 card isn't meant to represent the x7 from the lore. It's meant to represent the Defender as it appears in Star Wars: TIE Fighter. Giving it the x7 name is just following in the naming conventions of the x1 and v1 titles.

PS: I put the Defender and Bomber together, but it could actually be 2 new Ace packs: Defender + Phantom, and Bomber + Decimator.

There haven't been any aces packs with Large ships in them yet have there?

Edited by DarthEnderX

That Alpha Striker card would be extremely broken on a Punisher with FCS. They would be able to attack their target until it was either dead or they were out of ordnance. They'd end up with a stack of stress but it would be worth it to be able to take out a Decimator or a YT-1300 in a single round.

EDIT: I'm talking about The Alpha Striker card in the OP, not the change suggested by PhantomFO. Removing the need to spend a target lock to fire would just make it brokenly good on more ships.

It does have an "if you are not stressed" condition, so a max of 2 attacks per round?

That Alpha Striker card would be extremely broken on a Punisher with FCS. They would be able to attack their target until it was either dead or they were out of ordnance. They'd end up with a stack of stress but it would be worth it to be able to take out a Decimator or a YT-1300 in a single round.

EDIT: I'm talking about The Alpha Striker card in the OP, not the change suggested by PhantomFO. Removing the need to spend a target lock to fire would just make it brokenly good on more ships.

It does have an "if you are not stressed" condition, so a max of 2 attacks per round?

I totally missed that. Should just be once per round instead unless you want Yorr to grant two additional attacks.

That Alpha Striker card would be extremely broken on a Punisher with FCS. They would be able to attack their target until it was either dead or they were out of ordnance. They'd end up with a stack of stress but it would be worth it to be able to take out a Decimator or a YT-1300 in a single round.

EDIT: I'm talking about The Alpha Striker card in the OP, not the change suggested by PhantomFO. Removing the need to spend a target lock to fire would just make it brokenly good on more ships.

It does have an "if you are not stressed" condition, so a max of 2 attacks per round?

I totally missed that. Should just be once per round instead unless you want Yorr to grant two additional attacks.

Maybe we could write the text with better wording, but the idea is basically to allow two attacks in one turn. I don't mind if it combines with Yorr (would it become too OP?).

Edited by Odanan

It could be an Imperial Reserves pack.

New pilots and upgrade cards for imperial ships, and new Pilot cards for the YV-666 and IG-2000 to be used in Imperial squadrons. I don't think defenders need anything like a chardaan refit, but perhaps a discount on cannons. Instead of a double shot ability how about a 2 point cannon upgrade that let's them ionize enemy ships when they hit with a primary attack. I think that along with the TIE mkII is a decent boost.

I'd like for it to come with a M3-A Scyk for Imperial use just so they have a reason to fix or errata the title. Mandal Motors did have Imperial oversight.

I think you have overcosted both of those named pilots.

It is probably too late for the TIE/SA card given the existence of Extra Munitions. Two Connor Nets for 4 points, two Proton Bombs for 5 points, similar for missiles etc. The major issue being that Extra Munitions gets the discount too.

I would replace it with a TIE shuttle upgrade similar to the B-wing upgrade. Some great options, Bombardier, Fleet Officer, Mara Jade...Vader :) Though normally this would use up the ordnance tube, I think you just ignore that aspect so make the ship still ordnance centric rather than purely as support.

I like your ideas for the defender in general. Good overall versatility. The X7 is a bit of a no brainer, but interesting that you can't mix the MkII, Autothrusters and PtL together.

Honestly Alpha Striker would be better as a mod, something like Linked Launchers. The Punisher and the K-wing would both not have access to it. Probably add the "you may not attack again this round" text on the card to prevent the the Yorr abuse.

Some interesting suggestions, but I find your cannon fix suggestions complicated and inelegant. I'd prefer this:

" Coaxial Ion Cannon

Modification, 0 points

When you perform an attack that hits, the target ship receives 1 ion token."

Of course, this conflicts with Mk. II, so it'd have to be moved to title or come with a title that adds more mod slots.

Alpha Striker on Redline with Yorr in support could throw 4 Proton Torpedos with rerolls and eye-to-crit on every single attack. On the first round of shooting. That's 16 modified dice. Yeah, no . Even doing it twice... I dislike it, alas.

I think a 'Heavy Aces' pack is fitting - Bomber and Defender. A little like Rebel Aces, one needs help, while the other just needs some more cool stuff, and easier access to some pretty important cards (Hello, Extra Munitions).

I'm OK with the Defender fixes suggested - the idea of a 'light' defender and a 'heavy' Defender are agreeable - though one thing that's sorely tempted me is a really simple upgrade card: Action: Recover 1 shield token, up to your normal maximum.

It's like an Evade, but it builds up over rounds. ;)

As for pilots? Heh.

TIE Bomber,PS 7, EPT: "When instructed to discard a [bomb], [torpedo] or [missile] card, roll a green die. On [evade], do not discard the card."

The eternal warrior! :D Load 'em up with as many points as you dare; they're not going to run out soon.

TIE Bomber, PS 5, no EPT: "At the start of the Combat Phase, If you have no blue Target Lock tokens, you may gain a stress to gain a Target Lock against an enemy ship within range 1-3 within your firing arc."

The mid-PS ordnance-thrower. Probably has a point or two of surcharge, but gets something halfway between FCS, PTL, and Deadeye for his trouble. Good enough he won't even need an EPT; and an ability that's worded so being in that awful mid-PS region won't ruin him automatically - in fact, he'll be one of the most reliable ordinance throwers in the game. The stress is because it's a 'free' action, and they usually show up with a stress token (See also: PTL, EI, Glitterstim). Given this is a late-round TL and you can focus ahead of time... yeah, it's worth it.

Defender, PS 7, EPT: "When you reveal a [straight] or [Kturn] manoeuvre, you may immediately perform a Barrel Roll as a free action."

A little bit Deathrain, a little bit AdvS... a whole lot harder to block. :)

Defender, PS 5, EPT: "When you gain a Stress token, gain an Evade token."

Hard reds? No problem! ;) A bit tough with the lower PS, but it and PS4 are the only 'free' levels left.

Well, we'll see. But it's fun speculating. :)

The problem I have with the OPs "Linked cannons " is that it makes Tractor beams do damage, and limits you to control cannons. Either Linked Ions should be a dedicated ion cannon buff, or Linked Guns should be applicable to the whole range of cannons, present and future.

I prefer a "If you hit, cancel all but one result and..." wording, as it lets Mangler get it's autocrit in, Autoblaster can get an undodgable hit to crack stealth devices, and keeps Tractor beam as a pure status cannon. (Heavy laser probably isnt worth it, but it is more accurate than anything but the autoblaster and longer ranged)

All the fixes that add actions to the defender are missing the point- the defender is missing action economy more than it's missing any specific action. Sure, you can now evade, except when someone missed you with a flechette torpedo- You can boost, except when that tie swarm blocked you in.

I prefer a direct boost to the tie defender's action econmy- a free focus token every turn, stressed or not, in addition to the normal actions, improves the defender's surviviability, works with existing pilot abilities, and opens up the defender's dial, particularly in a 1v1 confrontation.

You guys really need to think of better pilot abilites... almost C&P from another thread on the subject

Bomber:

PS 8, EPT - After performing a <torpedo> or <missile> attack that hits you may perform another <torpedo> or <missile> attack. Then you may not attack again this round.

PS 7, EPT - When one of your bombs you deployed detonates, you may re-roll any number of attack dice.

PS 5, no EPT - When performing an attack that requires you have or spend a target lock, you may use the red target lock token of another friendly ship instead.

Defender:

PS 9, EPT - After you perfrom a <barrel roll>-action you may rotate your ship 90°. If you do so the maneuver template must be between your front or rear guides. *New*

PS 7, EPT - After an attack that ionized to the defender, you may assign it a weapon disabled token as well.

Edited by 0rph3u5

While I like many of your ideas for the defender, I personally don't care for the linked ion cannons as suggested, as it feels like a copy of the BTL title fix. How about the following?

Linked Ion Cannons (could be a cannon or defender-only title): After you perform a primary weapons attack that hits, the defender receives one Ion token.

Thoughts?

I know. My x7 card isn't meant to represent the x7 from the lore. It's meant to represent the Defender as it appears in Star Wars: TIE Fighter. Giving it the x7 name is just following in the naming conventions of the x1 and v1 titles.

The TIE Fighter defender is daft: it's practically a superweapon. Even the same series heavily nerfed it afterwards.

Edited by Blue Five

While I like many of your ideas for the defender, I personally don't care for the linked ion cannons as suggested, as it feels like a copy of the BTL title fix. How about the following?

Linked Ion Cannons (could be a cannon or defender-only title): After you perform a primary weapons attack that hits, the defender receives one Ion token.

Thoughts?

I as well dislike this approach due to the fact that you are forced to ion.

Also it should definetly not be a modification as in the OP because it should not by any means compete with TIE Mk II.

i think it should either be a Defender only cannon and then there should be 3 types

Linked Ion Cannon: After attacking with your Primary weapon, if the attack hits assign one Ion token to the defender

Linked Flechette Cannon After attacking with your Primary weapon, if the attack hits assign one Stress token to the defender

Linked Tractor Beam : After attacking with your Primary weapon, if the attack hits assign one Tractor token to the defender

or you fix it like the A-wing with a missle slot that states:

Cannon Uplink interface: After attacking with your Primary weapon, if the attack hits apply the non-damage-effect of an equipped <cannon> to the defender

Edited by Taiowaa