I've been on a Tie Fighter PC kick for a few weeks now, and the Tie Avenger seemed like a good platform for a few buffs for other ships, as well. I'm needing a second ship for a [CCL] Imperial Acepack I'm working on, so making it an "upgrade" of the Tie advanced fits reasonably well with the lore.
22 points (3 points above what a PS2 intercepter would be) for a PS2 Interceptor with 2 shields, a system, no boost, no hard greens, no hard 1s, has Talonrolls, and can pay 5 points for an Autocrit system. And gains a missile slot.
As another reference- Zeta Specialist with Lightened Frame has 1 more shield, a rear arc, red hard 1s, sloop 3s instead of Troll2s and 1 more PS for 3 more points, no access to ATC, and dropping 3 hards to red.
I'm open to price adjustments from -2 to +2 on this. Cant use the baseline TieAdvance for balance because even with X1 only Darth Vader ever gets used.
On any Tie that doesn't have missiles, this is a Targeting computer with a missile slot, and also free guidance chips. If a tie HAS the TL action, it already has a missile slot, and the second missile cost reduction covers the TL surcharge.
And on the Tie Bomber and Tie Punisher, this upgrade lets them go to town with cheap or free bombs missiles, and a torpedo or two. Extra Munitions isnt free, but still a strong value when it's doubling that many cheap upgrades. The point cost is a bit steep, but still a benifit to these ordinance platforms.
Inspired by Armada's "snipe" ability, this can be equipped to the Tie Advance (x1 or Avenger), Lambada, Upsilon, Tie/SF, Tie Punisher, IG88, G1A, Virago Starviper, Bwing, Ewing, Ghost, Uwing, and if my other ace pack gets accepted, anything with my R7 Prototype Astromech upgrade.
Astromech aside, most of these shps are Primary Weapon attackers, and while a 3 or 4 die attack can be a nasty suprise acros the board, against long range +1 green might not be worthwhile- especially since this card locks out FCS.
IG88, Bwing, and TLT Ghost can use this card with "direct fire" secondary weapons . Thy ignore the range die as usual, but not the extra die of "they can get out of the way AFTER you fire"
Tie Advance, Tie SF, Virago, Bwing, Ewing, Ghost and Uwing can all use this with 1 or 2 "homing" secondary weapons. This gives them an accurate alpha strike from beyond normal engageent range, but the limited ammo of munitions prevents the worst issues of "kiting".
The
Tie Punisher,
meanwhile, has no such limitation. Combined with the above "tie only" munition-cost reduction, the Punisher can engage from out of range for as long as the ammo lasts. It misses out on FCS, or Accuracy Corrector Cluster Missiles, but offers a unique role for a ship that isn't even included in this pack.
New pilots- I stole the art from the last season's Tie Avenger entry.
Designed to work with the Long Range targeting, her ability works at long and VERY long range.
I'm expecting this one to be controversial. It supposed to be a pilot who plays well with free missiles from Launcher Modification, while also being a low PS pilot.
Low PS usually means no EPT, though the Advance actually bucks the trend there. And low PS means that gaining a token AFTER shooting is rather pointless. But post attack shield regen?
It's limited to the number of munitions the Advance can carry, which basically glues the launcher mod to him. And if he gets a good cluster missile shot when he DOESN'T have damage, he loses regen potential. Which creates an interesting dynamic on BOTH sides, IMO.
I gave him a 2 point surcharge for the ability though that's negotiable. Remember that the extra shot title is 2 points, and the decent missiles are 1-2 points each.
Edited by Rakaydos
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