To match the Bwing Half-ace-pack I posted a previous week, this post looks into making the Tie Punisher a unique and playable ship, while providing quality of life buffs for munition-carrying Tie Bombers, Kwings, and Slave1-equipped Firesprays.
The first problem is that the Punisher isnt all that much more duable than a Tie Bomber, while costing half again as much. It has 4 of the exact same munition pod as the tie bomber, but carries almost the same ordinance load. Clearly it needs something.
-or-
(Point cost is up for discussion if the effect is too strong)
This upgrade has 2 thematically linked effects- It fires 2 missiles/torpedos whenever you spend a card to fire one, and it drops 2 bombs whenever you spend a card to drop 1.
A tie Punisher firing a Cluster Missile actually gets 4 attacks... but only one of those attacks gains the benifit of Guidance Chips, and FCS only goes off when all 4 attacks have resolved. However, Redline, for instance, could fire a pair of modified Homing Missiles in a single attack, and Deathrain could drop two angled connor net with a single action. (though he may need to be carefull about how he avoids hitting them next turn)
The alternative version replaces doubletapping missiles with simply adding dice, letting them force their way through high green dice bysuperior numbers. I'm not really happy with this solution, and feel the first makes more thematic sence- two flechette torps will apply their utility twice, for instance, whereas extra dice is just extra dice. But it is a weaker version of a very powerful card, so I putting it up for comparison.
Clearly, this makes munitions worth WAY more on the punisher than on other ships, but the punisher's fragility is a limiting factor- putting more points on the punisher than nessisary is just wasted point if the shots are not fired. It needs a certian amount to make up for the punisher's overcostedness, but too much will only paint a bullseye on it.
a low PS with built in Deadeye on a ship that not even the high PS pilots get EPTs for.
Also gets to keep Target locks that would be discarded by Black One or Countermeasures.
High PS with action efficency ability. he can boost into TL for shots noone else would get, or he can pick up Vectored thrusters and have the hilarity of being an arcdodging heavy bomber.
Usable by Punisher, G1A, ARC, Ywing, and Kwing, and notionally by the Gunboat if it returns for Season 2. It blocks Vectored Thrusters, Advanced SLAM, and Lightened frame, but not Bwing E2, Munition failsafe, LRS or GC. The extra hull+shield is worth 4 according to Chewbacca, but Chewie can be put on agility 2 rebels (or even agility 3 Sabine Tie). The "Count as Large ship" affect mainly Tractor Beams and Ion tokens- though the Bwing and Mist Hunter lose some Barrel Roll maneuverability.
If it needs a bit of extra "oomph", either dropping the point value to 2, or letting it give a second hull are both options that could use testing.
A 0 point Modification worth losing a slot over, but not worth spending points for.
It's a slight boost to a Heavy Frame punisher, gaining a defensive Lone Wolf effect when shields are down, but it's real benefit is to Tie swarms and EPTless Interceptors, who live or die by their green dice. An interceptor who takes nothing because of this card becomes stressed, which makes it a poor combination with PTL for ace pilots, and it doesn't work if your panels are covered by shields
What are your thoughts and comments?
Edited by Rakaydos