Star Wars: Imperial Tactics Episode VII: Darth Vader
General Forum Edition
*I blame FFG for incorrect GIF
Hit Crit Overview:
-
Hit:
- Two Actions Every Turn
- 5 Forward
- Pilot Skill 9
- Evade Action
- Barrel Roll Action
- Able to Add 1 Crit
- Feels character appropriate when chasing another ship
-
Crit:
- 2 Shields
- 2 Attack
- No Hard 1 Turns or 1 Straight
- No Autothrusters
Pilot Card:

Dial:
EPT Upgrade:
-
Veteran Instincts / Adaptability
- These days PS10 and PS11 are critically important to the empire.
- VI is particularly useful with Vader since he has built in Action efficiency
- Most other aces that might take VI give up PTL or other EPTs they need to be useful
-
Predator
- Vader rarely spends his Target Lock due to Advanced Targeting Computer
- Predator helps keep Vader from blanking out entirely on attack which does happen
-
Lone Wolf
- Similar to Predator but offers a defensive boost to. Useful if you burn your focus on offense.
-
Intensity
- Some people use this but I have yet to find a way to flip the card consistently.
- Almost always end up spending the focus or evade since Vader is typically a priority target
Title
-
Tie X1
- Staple this to Vader and never look back
- Reduces the cost of an equipped System Upgrade card by 4 to a minimum of 0
System Upgrade
-
Advanced Targeting Computer
- Only works with the Tie Advanced and allows you to add a crit when attacking a target you have locked.
- Massive advantage for only 1 pt that combines nicely with Kylo Ren Crew and Harpoon Conditions.
Missile Upgrade
-
Harpoon Missiles
- Keep you from having to telegraph your approach like Cruise missiles
- Vader can resolve the crit on the condition on his own which is awesome
- Unfortunately if your opponent gets close taking 1 splash damage is a biggs deal for Vader
-
Cruise Missiles
- At PS11 and with a 5 straight maneuver Vader uses Cruise Missiles better than just about any other ship in the game.
- Especially with the ability to Focus/TL after a 4-5 forward.
- Cruise Missiles do not spend the target lock to fire which improves its efficiency considerably.
- Don’t hesitate to re-roll any blank results. Do hesitate to use the focus since tokenless Vader falls apart quickly on defense.
- You can target lock again next turn if necessary to get back to adding crits.
-
Proton Rockets
- Smash into Range 1 and throw 5 dice as long as you have a focus token
- Really satisfying to use. Has the reverse problem of Cruise missiles where you are trying to get close but not to close.
- With Proton Rockets commonly referred to as Prockets you want to get close but not over shoot or worst case bump. Boost makes that easier.
- Outshined by both Harpoon and Cruise in most matchups since Prockets does not compensate for Lord Vader’s low primary attack dice limitations outside of Range 1.
-
Ion Pulse
- Fun to use if you build an entire list around Ion based Control to mess with people.
- Sort of helps control other aces to but better off taking missiles that do burst damage.
Modification
-
Engine Upgrade
- Vader is very fragile, he lives and dies based on how well you can keep yourself out of harms way entirely.
- Engine Upgrade makes that easier particularly with 2 actions every turn allow for Boost/Barrel Roll shenanigans.
-
Guidance Chips
- At PS9-11 Vader can set up missile ranges better than most ships.
- Good mod if you need to save points but generally inferior to Engine Upgrade
-
Stealth Device
- Expensive defensive option, if you use a lot of Focus/Evade options each turn you can make Vader somewhat difficult to hit early on.
- Particularly with Palpatine Crew somewhere on the table.
- Unfortunately you won’t have access to autothrusters so it is not quite as tanky as it might need to be against a wide variety of TLT turret ships and bombs.
General Tips
- The upgrade options for Darth Vader are fairly limited without a lot of variation available.
- Use the Title, Advanced Targeting Computer, Engine Upgrade, and a missile whenever you have the points.
- VI, Predator, or Lone Wolf for the EPT.
- High skill ship that punishes mental mistakes during every phase and round of the game.
- He generally melts under sustained concentrated fire without rocks or range in the way to help.
- Vader without tokens for defense can and will blow up often in one turn against a large # of lists.
- Get close but not to close.
- Round after you arrive at Range 1 can present very awkward movement.
- Can result in 1-2 rounds without a shot if you don't plan ahead.
- Choices often boil down to fly away and token up behind a focus/evade combo or boost/barrel roll out of range or behind a rock to fight again.
- This is true for a large # of aces if you don’t have the guts to pull a K-Turn particularly against a turret ship flying away.
- Use boost and barrel roll to your advantage when making an attack approach.
- You want to set yourself up to arrive at an ideal range to your opponent depending on what your goals are.
- That might be Range 2-3 to fire a Harpoon/Cruise missile.
- It might be Range 1 to give you a better shot at an important crit to resolve a condition.
- Whatever you are doing always try to think 1-2 rounds ahead to set up next turn.
- Its the only way to consistently keep other ships inside your firing arc without overuse of Boost/Barrel roll
- Repositioning to much often forces you to sacrifice an Evade or a Focus for Defense against turrets.
- When shooting a Harpoon or Cruise sometimes depending on my approach its occasionally safer to take the Target Lock and an Evade instead of a Focus
- Bombs spell doom.
- Think about the tradeoff of using a boost or barrel roll to avoid a bomb but then taking turret shots from multiple ships without defense tokens.
- Try not to end up in spots where you have to choose but sometimes your opponents list won't let you.
- If you do end up in range of a bomblet often the only choice is just to pray to the dice gods and roll for the damage.
- When in doubt Focus/Evade and don't joust
Favorite Partners:
- Quickdraw - Mixes it up with an opponent and forces them to target QD while Vader disengages if necessary.
- RAC - Pretty straight forward and super efficient but I eventually get bored with just two ships.
- Pure Sabacc - Forces opponents to think twice about focusing on Vader early
- Major Stridan - Coordinate for an evade on key turns or use System Officer/Fleet Officer to get TLs and Focuses
- Whisper - Her presence pulls heat off Vader. Opposite corners and flank with whichever one the opponent doesnt chase!
- Captain Yorr - Palp and Stress relief for those moments when Assaj decides to cramp Vader's style
- Boba Fett - By far my favorite casual wingman for Vader, put Kylo on Fett with Expertise, Cruise Missiles or Bomblets, Mangler, and Engine Upgrade!
- Triple Support - 2x Tactician Bombers & 1 Ion/Unguided Rocks Aggressor flying in formation while Vader does Vader things
- QD & TLT Kestal - Sort of self explanatory but well balanced list with the added threat of a PS9 TLT on the table
- Kylo Ren Upsilon - With as much mobility as possible using both Expert Handling and Engine Upgrade or with Electronic Baffle. Vader to land the crits.
- Tie Bomber - Shuttle with Kylo Ren
Questions:
-
WRONG ABOUT THE THINGS?
-
HOW GIT GUD?

Previous Episodes:
Edited by Boom Owl