[CCL] Tie Fighter Ace Halfpack

By Rakaydos, in X-Wing

Not being satisfied with the thematics of pairing a superheavy bomber with an agile intercepter, I've been looking for a more appropriate replacement for the tie advance buff I was denied. Tie Fighter doesnt offer as many options, but it's got a better thematic match with the 181st Intercepter group.

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Darth Vaders personal tie fighter unit at the Battle of Yavin, 8 tie fighters and Vader fought 30 rebel ships, a mix of shielded Xwings and Ywings, with their unshielded line fighters, and though the rebels ultimately emerged victorious, only 2 Xwings and a single Ywing survived that fight on the rebel side.

This title is in many ways similar to Snap shot- under a rare circomstance that an be managed with good piloting and predicting enemy movement, you get to throw an extra 2 die attack.

Snap shot requires the enemy to land in a very small area- but this card requires that NONE of your ships are in a certian enemy' range/arc, making it useless against a PWT.

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Though sometimes in the Tie Fighter videogme you wouldhave missile launchers added to your tie fighter or tie intercepter,, other times you might find that your gunboat or tie defender' magazine doubles for certian missions. This modifiction reflects that customisability.

Its set to be strongest, though, on dedicated ordinance platforms. once you buy 2 or more non-torpedo munitions, this pays for itself, and any more you get are about 50% off. This is intended to benifit the Tie bomber and Tie punisher, but the punisher likely needs more of fix than just this one card.

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" We count thirty Rebel ships, Lord Vader, but they're so small they're evading our turbolasers. "

This pilot had speaking lines on a New Hope, and the nature of those lines suggested to me that he could be classified as an intel agent, even as he pilots a tie fighter.

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ThoughtI'd make a pilot with a built in accuracy correcter, just for fun- but only if the attack hits in the first place.

Edited by Rakaydos

As written Qorl doesn't give YOU MOV either.

And having a pilot whose only ability is tournament related seems like a really bad idea. In a non-tournament game there will never be any reason to run him.

As written Qorl doesn't give YOU MOV either.

And having a pilot whose only ability is tournament related seems like a really bad idea. In a non-tournament game there will never be any reason to run him.

Maybe make Qorl un-killable. Make it so once he is destroyed, he isn't removed from play but cannot shoot. That way he becomes effectively useless offensively, but is still alive and would not count for MOV like you wanted. He could still block and do other non shooting actions and would therefore have a reason to be played in non tournament games. I have no idea how you could reword the card to state this, but I'm sure it could be done.

As written Qorl doesn't give YOU MOV either.

And having a pilot whose only ability is tournament related seems like a really bad idea. In a non-tournament game there will never be any reason to run him.

Maybe make Qorl un-killable. Make it so once he is destroyed, he isn't removed from play but cannot shoot. That way he becomes effectively useless offensively, but is still alive and would not count for MOV like you wanted. He could still block and do other non shooting actions and would therefore have a reason to be played in non tournament games. I have no idea how you could reword the card to state this, but I'm sure it could be done.

Not exactly the theme I was going for with Qorl, but a good choice for a "fixed" Fel's Wrath-

"When you have no hull remaining, do not remove this ship. At the start of each turn, if this ship has no hull remaining, assign it a weapon disabled token."

What I was going for was a pilot who keeps getting shot down and you not caring about it, at least in a tournament setting. Not something that is applicable outside a tournament, but if his ability has enough of a drawback that he cost the same as a generic, that would at least mean it's not costing you anything.

"At the end of the game, this ship is not counted as a surviving or destroyed ship." and a point cost the same as a generic.

Wording on this could use help, but in short, it's 14 points that is never given to your opponent when he is shot down.

That should make it so that it works as you intended (although maybe his ability would be worth it if it were "At the start of the Determine Initiative phase", since then he'd actually have some use that isn't just a gamble at going to time, because if you get tabled your opponent gets 100 points regardless).

As written Qorl doesn't give YOU MOV either.

And having a pilot whose only ability is tournament related seems like a really bad idea. In a non-tournament game there will never be any reason to run him.

Maybe make Qorl un-killable. Make it so once he is destroyed, he isn't removed from play but cannot shoot. That way he becomes effectively useless offensively, but is still alive and would not count for MOV like you wanted. He could still block and do other non shooting actions and would therefore have a reason to be played in non tournament games. I have no idea how you could reword the card to state this, but I'm sure it could be done.

Not exactly the theme I was going for with Qorl, but a good choice for a "fixed" Fel's Wrath-

"When you have no hull remaining, do not remove this ship. At the start of each turn, if this ship has no hull remaining, assign it a weapon disabled token."

What I was going for was a pilot who keeps getting shot down and you not caring about it, at least in a tournament setting. Not something that is applicable outside a tournament, but if his ability has enough of a drawback that he cost the same as a generic, that would at least mean it's not costing you anything.

"At the end of the game, this ship is not counted as a surviving or destroyed ship." and a point cost the same as a generic.

OK, that makes sense. But it still leaves no reason to take him, outside of a tournament.

Wording on this could use help, but in short, it's 14 points that is never given to your opponent when he is shot down.

"At the end of the Place Forces step, reduce the squad point cost of this card and any equipped upgrade cards to zero."That should make it so that it works as you intended (although maybe his ability would be worth it if it were "At the start of the Determine Initiative phase", since then he'd actually have some use that isn't just a gamble at going to time, because if you get tabled your opponent gets 100 points regardless).

Again, why should I take him in casual play?

Wording on this could use help, but in short, it's 14 points that is never given to your opponent when he is shot down.

"At the end of the Place Forces step, reduce the squad point cost of this card and any equipped upgrade cards to zero."That should make it so that it works as you intended (although maybe his ability would be worth it if it were "At the start of the Determine Initiative phase", since then he'd actually have some use that isn't just a gamble at going to time, because if you get tabled your opponent gets 100 points regardless).

Again, why should I take him in casual play?

It's a bad ability either way, as I mentioned in my post, since you're gambling on going to time in a tournament with this guy. So I suggested that it should count for Initiative too (but getting a 14 point bid might be over the top, maybe reduce by half the cost or something).

Sounds like Qorl is a dud. I can pull him out easily enough.

What about the title? is 2 points enough? How ridiculus would it be at 1 point?

Title seems pretty bad at 2 points. you're expecting a swarm to arc dodge.

Title seems pretty bad at 2 points. you're expecting a swarm to arc dodge.

Is 1 point low enough or should it go all the way to 0 points?

I think morningstar's ability is oddly worded. Did you mean to automatically inflict 2 damage if the attack hits? Similar to an Ion Cannon?

In that case, its ability should say something like, "When attacking, if your attack hits, you may cancel all dice results and force the defender to suffer 2 damage."