With the Tie Avenger ruled illegal for Custom Card League, I'm forced to fall back on plan B- actually including a tie punisher with the Tie Punisher fix. It's a horrible thematic fit for including in a box with the 181st Tie Intercepters, but I have to make do.

The bomb laying aspect for my old punisher fix was well liked, so I kept it. Instead of a special missile fix, though, I open the punisher up to taking ALL the fixes. Guidance chips is an easy choice, Long range sensors combos well with another custom card, Quadranium solar panels are a defensive bonus with little to no drawback, and there's still a slot for Autothrusters or Lightened frame.

Usable by any Tie with either a TL action or the ability to run Deadeye, this upgrade add a missile slot and Guidnce chips in the same slot. But the tie punisher doesnt care, because it already gets slotless guidance chips.
Instead, it (and the tie bomber) gets a discount on every missile and bomb it equips. (not torpedos, because wording it to exclude "Free Extra Munitions" is more of a pain than it's worth) The 3 point overhead means that you need more than a single munition to break even, and the 2 point discount is low enough that even concussion missile spam is still a significant investment.

But the punisher gets slotless Long Range Sensors. It's primary may be weak, but it's unique slot combination lets it fire barrages of missiles from beyond the reply of the opposition.
HOWEVER, LRS gives them a weakness- a range 2 bubble in which they cannot lock in order to fire.

A Low PS pilot with superdeadeye. I wrote this one well before Long Range Targeting, so he may require review.

