Redline doesn't want this at all. I think think any FCS ship would particularly like this. The Punisher can take it, sure, but it's better on all of the alternatives. This card lets you set up a Defender style flyby, not a typical Punisher slowroll. Take a target lock at range 4+, hit them with a locked and focused plasma torpedo, and run as fast as you can, rinse, repeat. A Bomber can do 4-straights and 5-Ks, and the Firespray can keep shooting backwards as it runs.
Latest Ordnance band-aid: Long Range Scanners
At least the generics (Z-95, maybe some A-Wings) might be using missiles - they will get their TL now for sure, and most of the times even a focus to go along with the attack then
They don't have access to torpedos, so can't take this mod.
TIE punishers actually REALLY like the long-range scanners. With FCS, they don't care about the R1-2 'no TL for you' drawback.
I just want to note that FCS at Range 1-2 DOES NOT WORK, the card prevents "acquire[sic] target locks on ships at Range 1-2".
FCS wording is specifically "acquire a target lock".
Dang. Glad you clarified that.
At least the generics (Z-95, maybe some A-Wings) might be using missiles - they will get their TL now for sure, and most of the times even a focus to go along with the attack then
They don't have access to torpedos, so can't take this mod.
this is, in fact, the exact reason why it requires those specific slots
At least the generics (Z-95, maybe some A-Wings) might be using missiles - they will get their TL now for sure, and most of the times even a focus to go along with the attack then
They don't have access to torpedos, so can't take this mod.
my bad, didn't realize the AND between the two symbols.. too bad, still no alpha strike :-)
Would've been too easy though...
Edited by ShaadeaTempest Squadron Pilot — TIE Advanced 21
Cluster Missiles 4
Fire-Control System 0
TIE/x1 0
Long-range scanner 0
Ship Total: 25
Death & destruction, incoming!!!
Well crap. FCS doesn't work...
FCS works at Range 3 (3+, if they ever add long-range munitions, which this DOES open up), it's too bad the Punisher doesn't have the Bomber's 5K.
Edited by TipperarySo, TIE Bomber, with Shuttle title, and Long Range Scanners, Weapon Engineer and another crewmember of choice. Vessery has just found yet another good wingman? Jonus?
Bombers with the Shuttle Tiltle lose their missile and torpedo slots. I don't think that they can take Long Range Scanners.
And its only available on ships that take multiple pieces of ordnance.
A ship only needs to have the slots on its bar. They don't need to have those slots filled.
Man Captain Kagi would screw the plan of a Long Range Scanner Bomber team!.... if he would actually hit the table some times....
I think the intended effect of the card is to help dedicated ordnance carriers in their alpha strike, and specifically to make low-PS ships a viable ordnance carrier. Their chronic inability to get critical first-pass TLs for their ordnance was an incredible problem.
Obviously, it does nothing to help generalist ordnance carriers like X-Wings, E-wings, Y-Wings, etc. etc. There are so many ships in the game that can carry missiles or torpedoes but rarely ever do. I think it's too bad that this card won't help them, but I'm still glad to see the card. Maybe guidance chip will be more of a help to those other ships.
If I'd been designing the card (which I did for a custom ship competition a few weeks ago) it would have been something more like this....

The nice thing here is obviously that it works specifically for ordnance weapons. You lose the TL action for primary attacks, but I think that's a reasonable trade-off for what you get as an ordnance carrier and keeping the card ordnance-specific.
Redline doesn't want this at all. I think think any FCS ship would particularly like this. The Punisher can take it, sure, but it's better on all of the alternatives. This card lets you set up a Defender style flyby, not a typical Punisher slowroll. Take a target lock at range 4+, hit them with a locked and focused plasma torpedo, and run as fast as you can, rinse, repeat. A Bomber can do 4-straights and 5-Ks, and the Firespray can keep shooting backwards as it runs.
Oh man, now I really want to try this on Krasus with an HLC and Merc Copilot. Get your TL, sweep in, get a focused attack with reroll from his ability on approach, then a focused, TLed attack after passing by.
For extra fun, throw on a bomb with Extra Munitions.
What does LRS mean for a ship?
It means you will almost always have a TL on the first pass in addition to another action.
This is pure gold, and not only for Torpedo and Missile weapons. But it does notably open up ordnance for low-PS ships in a way that was not possible previously. The attack: target lock prefix is much less of a kick to the gut now.
No it doesn't. You still have to guess at which ship you'll have in your arc in the future. If you're flying against more than 3-4 ships (epic, >100 point games, tie swarms, etc.) good luck with that.
Put it on Mr. AR White 5k and have some fun is what I say.
What does this card do for us? First, let’s look at the ships it affects:
Ships affected:
TIE bomber
TIE Punisher
K-Wing
Firespray with Slave-1 title
Also can be equipped by Any Rebel ship, a Scyk with title (without a cannon upgrade) and all scum ships that is not an Aggressor.
My issue is that this just kills bombers and make it super easy for arc dodgers such as Soontir and Vader ships that equip this will just get eaten alive.
Here is a scenario, you TL a ship that is just out of range. That ship goes high and right (or low and left) with a boost and barrel roll to clear firing arc or getting within range that is not used by the secondary weapon. As for the other ships they move into range 2 and now you can't TL them and are out of luck. You remember that doughnut hole in Super dash taht was exploited all the time? Now Imagine it a range 2 size and that is what you are playing with.
If you could fire a range 3 weapon at any range beyond range 3 that would be good but I'm afraid this does no good. The fix that is needed is to ensure you can use the TL on the turn you gained it.
Edited by Marinealver
What does LRS mean for a ship?
It means you will almost always have a TL on the first pass in addition to another action.
This is pure gold, and not only for Torpedo and Missile weapons. But it does notably open up ordnance for low-PS ships in a way that was not possible previously. The attack: target lock prefix is much less of a kick to the gut now.
No it doesn't. You still have to guess at which ship you'll have in your arc in the future. If you're flying against more than 3-4 ships (epic, >100 point games, tie swarms, etc.) good luck with that.
I disagree. First of all, I don't think it's too hard to make a reasonable guess as to what ships are going to be generally in your arc in the next turn. Second, your opponent may make bad decisions based on which of their ships you TL in advance, breaking formation and disengaging ships that they would otherwise have engaged with. The potential for psychological warfare with this upgrade is incredible!
Against lists with a low ship count, you stand a really good chance of being able to target lock the right ship because there are only a few ships on the table (although these lists tend to fly unpredictably). Swarm lists generally fly much more predictably than lists with lower ship counts, so you stand a good chance of being able to predict their attack vector and target locking the appropriate ship.
It's not a guaranteed TL on your first pass target, but it goes a really long way toward solving that first pass dilemma for a bomber. Especially low-PS bombers.
What does this card do for us? First, let’s look at the ships it affects:
Ships affected:
TIE bomber
TIE Punisher
K-Wing
Firespray with Slave-1 title
Also can be equipped by Any Rebel ship, a Scyk with title (without a cannon upgrade) and all scum ships that is not an Aggressor.
My issue is that this just kills bombers and make it super easy for arc dodgers such as Soontir and Vader ships that equip this will just get eaten alive.
Here is a scenario, you TL a ship that is just out of range. That ship goes high and right (or low and left) with a boost and barrel roll to clear firing arc or getting within range that is not used by the secondary weapon. As for the other ships they move into range 2 and now you can't TL them and are out of luck. You remember that doughnut hole in Super dash taht was exploited all the time? Now Imagine it a range 2 size and that is what you are playing with.
If you could fire a range 3 weapon at any range beyond range 3 that would be good but I'm afraid this does no good. The fix that is needed is to ensure you can use the TL on the turn you gained it.
The key wording that restricts the card to those ships is "[torpedo] and [missile]". You need both to be able to equip the card.
And yeah, it doesn't turn your bomber into a meta-killing machine. Arc dodgers can still dodge arcs, and fast-moving ships can maybe get inside your ordnance's range. But it certainly doesn't hurt bombers to have a free TL riding into the first engagement! I think you'd have to be crazy to leave this upgrade at home if you're flying an ordnance list. Maybe guidance chip will be better, but as of now this is the best card dedicated bombers have seen.
And its only available on ships that take multiple pieces of ordnance.
A ship only needs to have the slots on its bar. They don't need to have those slots filled.
And the Shuttle Upgrade takes those slots away. It doesn't fill them, it actually removes them from the bar.
What does this card do for us? First, let’s look at the ships it affects:
Ships affected:
TIE bomber
TIE Punisher
K-Wing
Firespray with Slave-1 title
Also can be equipped by Any Rebel ship, a Scyk with title (without a cannon upgrade) and all scum ships that is not an Aggressor.
My issue is that this just kills bombers and make it super easy for arc dodgers such as Soontir and Vader ships that equip this will just get eaten alive.
Here is a scenario, you TL a ship that is just out of range. That ship goes high and right (or low and left) with a boost and barrel roll to clear firing arc or getting within range that is not used by the secondary weapon. As for the other ships they move into range 2 and now you can't TL them and are out of luck. You remember that doughnut hole in Super dash taht was exploited all the time? Now Imagine it a range 2 size and that is what you are playing with.
If you could fire a range 3 weapon at any range beyond range 3 that would be good but I'm afraid this does no good. The fix that is needed is to ensure you can use the TL on the turn you gained it.
The key wording that restricts the card to those ships is "[torpedo] and [missile]". You need both to be able to equip the card.
And yeah, it doesn't turn your bomber into a meta-killing machine. Arc dodgers can still dodge arcs, and fast-moving ships can maybe get inside your ordnance's range. But it certainly doesn't hurt bombers to have a free TL riding into the first engagement! I think you'd have to be crazy to leave this upgrade at home if you're flying an ordnance list. Maybe guidance chip will be better, but as of now this is the best card dedicated bombers have seen.
I also strongly disagree that this card won't be of use against arc dodgers. All four ships are capable of pulling a slow forward 1 to start (the Firespray is effectively moving forward 2 due to the base). That allows them to pick up their target lock on the arc-dodger. Now, that arc-dodger has to stay clear of the entire range 2-3 band. That's a lot of surface area, and not something that's easy to boost/barrel roll away from.
This upgrade is going to be AMAZING when paired with things like Homing Missiles. With a good Homing Missile roll, you don't even have to spend the lock. That allows you to potentially fire another missile next turn, which offsets one of the few negatives of the Scanners.
Any Stealthed Interceptor is going to be very, very unhappy to see this upgrade across the board.
This certainly is a top notch upgrade.
Finally can run 5 X Scimitar + Concussion/Proton/some mix and not feel like a fool.
Edit: forgot the other requirement ![]()
Colzet!
I'm putting this card an every ship I can because you don't need to have a torp or missile on the ship for it to work unless an faq comes out. The range 1-2 restriction means nothing to me as I always focus anyway
As this card reads I have so many list that will be improved because of it
Doesn't work with the Z, it doesn't have a torpedo slot.
But I'd does have a missile slot
But it doesn't have both, which is the requirement for LRS.
