Somebody sell me on The Inquisitor (or the TAP in general)

By Cmacaulay, in X-Wing

Comparing the price point of loaded up Inquisitor (25 pt pilot, 3 pt PTL, 1 pt Title, 2 pt Autothruster = 31 TOTAL) to Soontir at 35 pts for thruster/stealth.

I realize that leaves an empty missile slot for The Inquisitor, but I don't like a missile on him for two reasons;

for one thing, that puts him either at soontir's cost, or one point above or below (depending on the missile), which makes the Inquisitor even harder to justify over soontir.

The second reason is the ps8, which is too low for consistent prockets (if you aren't taking prockets, then why aren't you just using his primary?)

Anybody see something I don't? If the inquisitor's ability cancelled Autothrusters, I'd be on board. But since it doesn't, I don't really see the point.

he takes auto thrusters. every list in the meta atm needs one ship with auto thrusters, or has more than like 20 hull total. because of TLT.

(Corran Dash arguably has to out gun the TLTs)

Saving 4 points still is very very useful for a lot of builds. you can sometimes fit in 31 but not 35. like vessery and whisper builds

His ability does seem to cancel AT.

Because it enables 35 Soontir, 34 Vader, and 31 inquisitor to all fit in a list.

He's a sniper. That's a ship archetype that we don't really gave currently. Keep him as far away as you can, and hosAutothrusters Always works while he denies AT and range bonuses from his targets. With that dial, he can negotiate asteroids and furballs with little issue. And with that title and Juke, he can get a modified attack, a defensive action, and remove an evade from the enemy. Basically, he can strip Stealth Devices from nearly any ship from long range, and if he can't its because he forced them to spend a token and become easier to hit for the test of your list.

He's a budget ace with quite a bit of punch for his cost.

Edited by Engine25

Now when it comes to the generic taps...your guess is as good as mine :/

FOs basically already do their job but with better segnors and the missile is dubiously useful

20 gets you a test pilot with title, chips and ion pulse though

His ability does seem to cancel AT.

Autothrusters doesn't care what the range of the attack is. What matters is the distance of the attacker from the defender. The Inquisitor's ability only affects the range of his attack.

If you've got the points for it, I don't think that Proton Rockets are a bad choice on him. Even though he'd prefer to keep the fight at range 3, his dial and Proton Rockets make him a solid kinfie fighter as well.

He's another flavor of super ace with his own strengths and weaknesses. Pick the Phantom for positioning shenanigans and heavy firepower. Pick Soontir for Auto-thrusters and the best PtL efficiency in the game. Pick Vader for his lack of stress dependency and crit dealing abilities. Pick the Inquisitor for Auto-thrusters, superior close range PtL positioning and his ability to snipe like a boss

If you play him in a Palp Aces blist with the build you described (31 points and 29 for Palpatine on the shuttle) you have 40 points left for your other Ace. He seems like a cost-efficient way of being able to sneak in a phantom, for example, into a Palp Aces.

Inquisitor (ptl, thrusters, tie/v1) [31]

Omega L (juke + relay) [26]

Wampa [14]

Palp shuttle [29]

If you play him in a Palp Aces blist with the build you described (31 points and 29 for Palpatine on the shuttle) you have 40 points left for your other Ace. He seems like a cost-efficient way of being able to sneak in a phantom, for example, into a Palp Aces.

Well, it's already pretty easy to get a Phantom into a Palpatine Aces build. You just can't have Soontir or Vader.

I will get one, its a prototype ship, so my fleet will contain one. He comes with some nice cards and as others has mentioned, has his uses. I don't think he is a must have though.

If you play him in a Palp Aces blist with the build you described (31 points and 29 for Palpatine on the shuttle) you have 40 points left for your other Ace. He seems like a cost-efficient way of being able to sneak in a phantom, for example, into a Palp Aces.

Well, it's already pretty easy to get a Phantom into a Palpatine Aces build. You just can't have Soontir or Vader.

OGP + Palpatine 29 pts

Soontir + PTL Thrusters 32 pts

Whisper + VI ACD FCS 39 pts

Total = 100 pts

His ability does seem to cancel AT.

Autothrusters doesn't care what the range of the attack is. What matters is the distance of the attacker from the defender. The Inquisitor's ability only affects the range of his attack.

If his attack counts as to be in range 1 he would cancel range 3 bonuses as well as Autothrusters.

Since we need to wait for the FAQ to get the RAI on this ability, is there a common sense meanwhile?

Edited by TheRealStarkiller

If you play him in a Palp Aces blist with the build you described (31 points and 29 for Palpatine on the shuttle) you have 40 points left for your other Ace. He seems like a cost-efficient way of being able to sneak in a phantom, for example, into a Palp Aces.

Well, it's already pretty easy to get a Phantom into a Palpatine Aces build. You just can't have Soontir or Vader.

OGP + Palpatine 29 pts

Soontir + PTL Thrusters 32 pts

Whisper + VI ACD FCS 39 pts

Total = 100 pts

He's just a solid ship with a nice dial, a decent ability, and some potential. I wouldn't compare him to Soontir so much as I would an Imperial Jake Farrell, with a tighter dial. He's not so much a ship to build around (as Soontir has been for so long), as a ship to compliment a strategy or list style. He's not an auto-include, but he's always worth considering.

His ability does seem to cancel AT.

Autothrusters doesn't care what the range of the attack is. What matters is the distance of the attacker from the defender. The Inquisitor's ability only affects the range of his attack.

If his attack counts as to be in range 1 he would cancel range 3 bonuses as well as Autothrusters.

Since we need to wait for the FAQ to get the RAI on this ability, is there a common sense meanwhile?

Edited by GeneticDrift

If his attack counts as to be in range 1 he would cancel range 3 bonuses as well as Autothrusters.

Since we need to wait for the FAQ to get the RAI on this ability, is there a common sense meanwhile?

Edited by NakedDex

His ability does seem to cancel AT.

Autothrusters doesn't care what the range of the attack is. What matters is the distance of the attacker from the defender. The Inquisitor's ability only affects the range of his attack.

If his attack counts as to be in range 1 he would cancel range 3 bonuses as well as Autothrusters.

Since we need to wait for the FAQ to get the RAI on this ability, is there a common sense meanwhile?

It's pretty simple, I think. Autothrusters works if the defender is at Range 3 (or more). Inquisitor treats his primary weapon attack as though he were at Range 1, no matter what Range he is actually at. Therefore, he denies the bonus defense die, GETS a Range 1 bonus attack die, and denies autothrusters as well.

The wording is pretty clear: "When attacking with your primary weapon at Range 2-3, treat the range of the attack as Range 1."

To argue otherwise would be ignoring that it's at Range 1. It'd be reading your own hopes and dreams into it to say "Autothrusters still work!" because the attack is at Range 1, where Autothrusters don't work.

EDIT: Then Frank is being inconsistent, but that's part of the game I suppose.

Edited by iamfanboy

It seems more of a wording issue overall. AT is a declared modification, which you measure for after the dice have been thrown. An attack would be measured before the dice are thrown. The ships are still physically at R3 from each other, so AT is fine. It's just rare that anyone would take the time to measure for AT before declaring the mod, so it's causing a bit of confusion.

Nothing in his pilot ability affects the defender.(on phone so sry if this is an ugly post)

Attack:2. Roll Attack Dice

During this step, the attacker calculates how many

attack dice to use and then rolls the dice.

The primary weapon for each ship is its laser

cannons. The player rolls a number of attack dice

equal to the ship’s primary weapon value (the red

number shown on its Ship card and ship token).

Instead of attacking with its primary weapon, the

attacker may choose to use a secondary weapon

Upgrade card that his ship has equipped (see

“Upgrade Cards” on page 19).

The attacker resolves any card abilities that

allow him to roll additional (or fewer) dice.

Also, if he is targeting a ship at Range 1 with

his primary weapon, he rolls 1 additional

attack die.

After calculating the number of attack dice,

the attacker takes that number of red attack

dice and rolls them.

Defending

4. Roll Defense Dice

During this step, the defender calculates how many

defense dice to use and then rolls the dice.

The defender rolls a number of defense dice equal to

the ship’s agility value (the green number shown on

its Ship card and ship token).

The defender resolves any card abilities

that allow him to roll additional (or fewer)

dice. Also, if he is targeted at Range 3 by

the attacker’s primary weapon, he rolls 1

additional defense die.

After calculating the number of defense dice,

the defender takes that number of green

defense dice and rolls them.

Edited by GeneticDrift

Guys, guys, stop ****. There are already thread discuting this in the rule forum. Go there if you want to argue about that.

Like I said, it's a wording issue causing all this confusion. My understanding is that the defense dice are calculated based on the range of the attack, which the ability sets at R1, ergo bonus red, but no bonus green. After all that business, AT is measured for if required, and does trigger at R3.

That said, if a FAQ says otherwise, that's what it says. It's not something I'm going to be worried about for a few weeks anyway. By then, there'll be a solid ruling. Either way, still a solid ship.

My feeling on the TAP in general is that it is tailor made to kill tlt carriers. It can stick to them like glue with green hard 1 turns, and with juke they have no evasion. Auto thrusters is another nail in the tlt coffin. If the ps 4 has an ept slot (praying it does, this is an A-wing equivalent after all) then I think at least one with title juke and AT will be in most of my lists.