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

By Cmacaulay, in X-Wing

Yeah I'm curious about that other generic. Juke would make it really interesting if the points are right.

I honestly even like the idea of just sticking the title and Mk2 engines on the PS2 and whizzing about without a care for stress. That's an outrageous stack of greens in that configuration.

Inquisitor: PTL, title, TIE Mk. 2? 30 points, 3 actions. Autothrusters is a bit sad for being missing, though.

It's another ace. It's more efficient than an equivalent amount of points put into most non-TLT generics.

VI and Prockets. You want prockets, Soontir does not have Prockets.

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

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

INQs basically already do their job but with autothrusters and the missile for a potent prockets alpha strike.

22 gets you a omega with juke and Comms though

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

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

INQs basically already do their job but with autothrusters and the missile for a potent prockets alpha strike.

22 gets you a omega with juke and Comms though

No, 18 points gets you an Omega with Crackshot. 18 points gets a PS 2 ship with Autothrusters from the TAP side.

FO has good generic options at a variety of point costs, and some good almost aces like Zeta Leader and Omega Leader and Omega Ace. Almost every FO pilot is at least decent. TAPs just have the the Inquisitor. Maybe the PS 4 will have an EPT, and it will be a nice "premium" generic like an Omega with Juke and Comm Relay.

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

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

INQs basically already do their job but with autothrusters and the missile for a potent prockets alpha strike.

22 gets you a omega with juke and Comms though

No, 18 points gets you an Omega with Crackshot. 18 points gets a PS 2 ship with Autothrusters from the TAP side.

FO has good generic options at a variety of point costs, and some good almost aces like Zeta Leader and Omega Leader and Omega Ace. Almost every FO pilot is at least decent. TAPs just have the the Inquisitor. Maybe the PS 4 will have an EPT, and it will be a nice "premium" generic like an Omega with Juke and Comm Relay.

Then I submit that, some differences aside, they are very different ships in other regards and can fit roles that the other cannot. This whole "the FO generics make INQ generics useless" argument is silly to me. Generic INQs can't get crack at 18pts. FOs also can't get autothrusters, prockets, and TL+Evade every turn.

problem with autothrusters and prockets and TL + evade every turn is that it's very overpriced at the base level. Autothrusters on lower PS is of incredibly dubious usefulness, especially when a bunch of tie fighters can just mow down a Y before it fires anyway

even on stuff like PS 4 T-70s, I've gone to integrated because not only do thrusters not trigger all that often (if lucky, once) but you can quite easily boost into TLT dead zones

thrusters isn't a be all end all unless it's a ship that merits the effort to be kept alive, ala soontir or brobots. On some 2-dice, no crackshot low PS generics, I'd save the two points and go for the ship with the far cooler dial

when you get down to it, they're really not that different. They're priced very similarly, and the generic TAP's capabilities, especially the single missile, seem so underwhelming that they really don't seem to count for much especially when all the soontir's and poes running around that could take all the 2 dice shots in the world and not give a toss

Edited by ficklegreendice

Autothrusters on low PS ships is still worth it even if you're not facing any turrets. 5x Autothruster Alpha is a pretty potent list. Sure beats 5x Kirjfhgdjdknrnfxz.

Edited by ParaGoomba Slayer

For 18 points, I can see value in the PS2 with the title and Mk2 engines. It's not a huge investment, it's getting TL+E most turns, and it's got a ton of green on the dial.

It's not going to light the world on fire, but then neither is an FO after its used it's Crackshot. S-loops are fantastic, but so are green 1-turns. It's a trade-off in playing style that'll suit some, not others.

For 18 points, I can see value in the PS2 with the title and Mk2 engines. It's not a huge investment, it's getting TL+E most turns, and it's got a ton of green on the dial.

It's not going to light the world on fire, but then neither is an FO after its used it's Crackshot. S-loops are fantastic, but so are green 1-turns. It's a trade-off in playing style that'll suit some, not others.

S-Loops /and/ green hard 2 turns are super fantastic. Green hard 1 turn is nice but the TAP dial has nothing on the FO dial. Best TIE dial in the game.

You could go with the PS 2 TAP, title, Guidance Chips, and Prockets. At range 3 you evade+TL, then start focusing. Seems better than a Prototype Pilot with Prockets, I'd run 5.

So I take that back about the TAP. Prockets are great.

Thought from an Earlier post, you want Guidance Chips to match up with Calculation to make Cluster Missiles insane, you have an amazing chance to get 2 hits and 1 crit. Not to even begin to take about that he is a 3atk.

So you'd be able to modify a total of 3 of them.

1st shot: calculation and chips

2nd shot: calculation

(or reverse distribution)

https://community.fantasyflightgames.com/topic/204596-calculation-and-guidance-chips/

Also there is only a single red on the dial with is the K-turn, its nuts. If you were crazy and gave it the Tie upgrade your basically hitting green on everything that is bank or straight.

Edited by Cubanboy

Yeah the Prockets build is what I'm already planning to run them as. A pair skirting their way toward a high value target can't really be ignored. All in for the price of a PTL green with refit.

Plus the model is very cool.

Thought from an Earlier post, you want Guidance Chips to match up with Calculation to make Cluster Missiles insane, you have an amazing chance to get 2 hits and 1 crit. Not to even begin to take about that he is a 3atk.

So you'd be able to modify a total of 3 of them.

1st shot: calculation and chips

2nd shot: calculation

(or reverse distribution)

https://community.fantasyflightgames.com/topic/204596-calculation-and-guidance-chips/

Also there is only a single red on the dial with is the K-turn, its nuts. If you were crazy and gave it the Tie upgrade your basically hitting green on everything that is bank or straight.

Does that work with him though? His primary attack isn't 3, it's 2. It's just a constant bonus to red dice, rather than a permanent stat.

Thought from an Earlier post, you want Guidance Chips to match up with Calculation to make Cluster Missiles insane, you have an amazing chance to get 2 hits and 1 crit. Not to even begin to take about that he is a 3atk.

So you'd be able to modify a total of 3 of them.

1st shot: calculation and chips

2nd shot: calculation

(or reverse distribution)

https://community.fantasyflightgames.com/topic/204596-calculation-and-guidance-chips/

Also there is only a single red on the dial with is the K-turn, its nuts. If you were crazy and gave it the Tie upgrade your basically hitting green on everything that is bank or straight.

Does that work with him though? His primary attack isn't 3, it's 2. It's just a constant bonus to red dice, rather than a permanent stat.

I mixed up two ships sorry about that.

Edited by Cubanboy

The v1 title on a ps2 Prototype is 17 points. This is a ship with 4 health, all the actions of a basic TIE and the added bonus of boost. It can carry missiles, including the synergistic Tracer Missile, and has an absolutely amazing dial.

The title allows you to take an offensive and defensive action in the same turn, and with Tracers from another ship it can free up its action for a boost, barrel roll or focus.

The Grand Inquisitor and Baron Valen Rudor(and hopefully the ps4) can take Elites. Timed correctly, either of them taking Push the Limit and another ship hitting with Tracers, they can use four actions in a turn. Rudor could take five with his pilot ability. Even without Push the Limit they have incredible action economy.

The only real downside is the 2 attack dice, which isn't the end of the world.

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?

This isn't right - the range for Autothrusters is a ship to ship range not an attack range (same as occasionally whenfighting a large ship your attack range can be range 3 but closest to closest can be range 2 - negating 'tgrusters)

You would get an additional dice and you would negate the R3 bonus evade dice but, if your ship to ship distance is at range 3 then you wouldn't negate Autothrusters

An A-wing for those that do not want to play Rebel Scum :P

Given the TLT meta your going to want AT even on your generics, couple that with the title giving great action economy the TAP is far superior to the fo.

Just two TLT ships can kill one fo a turn same is not true for the TAP making the extra few points well worth investing.

Juke + Title + AT should make them deathly and hard to kill.

They certainly fit very well with vessery.

Given the TLT meta your going to want AT even on your generics, couple that with the title giving great action economy the TAP is far superior to the fo.

Just two TLT ships can kill one fo a turn same is not true for the TAP making the extra few points well worth investing.

you really don't

unless you overreact like crazy to TLTs, a bunch of ps 4 tie fighters are more than capable of murdering a Y before it fires. Crackswarm ploughs right through TLT as if there were nothing there

not to mention having boost + PS 4 makes TLTs far easier to counter, to the point where you really don't need thrusters since you're just going to be sitting pretty in some doughnut holes anyway

Given the TLT meta your going to want AT even on your generics, couple that with the title giving great action economy the TAP is far superior to the fo.

Just two TLT ships can kill one fo a turn same is not true for the TAP making the extra few points well worth investing.

you really don't

unless you overreact like crazy to TLTs, a bunch of ps 4 tie fighters are more than capable of murdering a Y before it fires. Crackswarm ploughs right through TLT as if there were nothing there

not to mention having boost + PS 4 makes TLTs far easier to counter, to the point where you really don't need thrusters since you're just going to be sitting pretty in some doughnut holes anyway

tie fighters don't need boost to kill TLTs before they fire, they just need dice

TAPs have boost; don't need thrusters versus TLTs

only the inquisitor is going to have the PS and the defenses capable of abusing thrusters to any significant degree. Rudor would too, if he could hold a handle to the inquisitor

Edited by ficklegreendice

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

Omega L (juke + relay) [26]

Wampa [14]

Palp shuttle [29]

^This. With the Inquisitor, you can fit 3 mini-aces into a Palp list instead of 2 big-boys.