Inferno Squadron Tie homebrew.

By Dwing, in X-Wing

Here's an idea for an Inferno squadron/Battlefront II themed Tie expansion.

Tie Fighter: Iden Versio. PS 7. Ept slot. 16pts

Ability: When attacking with secondary weapons, you may ignore the (Target Lock): part.

Tie fighter: Inferno Squadron Agent: PS 5. 2 EPT slots. 16pts

Inferno Squadron Tie: Tie Fighter Title, Imperial Tie fighter only.

Your action bar gains a missile slot, 0pts.

For fun, throw an Iden Versio X-wing pilot card in there to, same ability and PS as her Tie fighter version 25pts(?) And a Corvus title for the Raider in epic.

How bout this

Iden Versio

Ps 8

When attacking a ship with a focus token roll 1 additional attack dice

Because Jyn has the hope quote, and Iden had the "Hope cannot save them!" Thing. It's quite fun and strong

Gideon Hask

Ps 7

When attacking a stressed ship, roll 1 additional attack dice

He is a hardliner imperial and this is a very imperial flavored ability.

Del Meeko

Ps 7

When attacking choose a enemy ship at range 1-2 in your firing arc. You may remove a stress token, then place a focus token on that ship OR you may remove a focus token to place a stress token on that ship

Synergy is the name of the game.

Special Forces Pilot

Ps 6

Ept

Edited by RufusDaMan
spelling

I would like to see the Special Forces as Title for the ship.

"When attacking with secondary weapons you ignore the target lock requirement. Add a Missilie Slot to your upgrade bar."

My version of Iden could take a weapon disabled token to fire twice during her turn. To simulate the automatic fire the TIE has in the game.

7 hours ago, RufusDaMan said:

How bout this

How about this?

x_wing_miniatures___inferno_squad_pilots

(PS is in line with the playable characters of the other PC games, Keyan Farlander and Maarek Stele)

And the title:

x_wing_miniatures___custom_tie_title_by_

OK, now I need to make a Battlefront 2 inspired custom pack. Next, the other ship "ability" from the game: Laser Barrage (something like this).

11 hours ago, xstormtrooperx said:

I would like to see the Special Forces as Title for the ship.

"When attacking with secondary weapons you ignore the target lock requirement. Add a Missilie Slot to your upgrade bar."

My version of Iden could take a weapon disabled token to fire twice during her turn. To simulate the automatic fire the TIE has in the game.

I think this should be more of a special ability, a whole tie swarm with cruise missiles and no TL requirement, is going to be very very powerfull. My thougts on the title was to ad a missile slot to the tie, making them more on par with Z-95 which can still find a place in the game as cheap one shot missile launchers.

7 hours ago, Odanan said:

How about this?

x_wing_miniatures___inferno_squad_pilots

(PS is in line with the playable characters of the other PC games, Keyan Farlander and Maarek Stele)

And the title:

x_wing_miniatures___custom_tie_title_by_

OK, now I need to make a Battlefront 2 inspired custom pack. Next, the other ship "ability" from the game: Laser Barrage (something like this).

Note that ignoring attack: TL headers doesn't stop you being required to spend a target lock. You need to specifically exempt that too.

And the dude who can swap a focus for a stress is stupid OP, as is 'whenever you make an attack the defender gets a face down damage'.

Looks very nice!

1 hour ago, thespaceinvader said:

Note that ignoring attack: TL headers doesn't stop you being required to spend a target lock. You need to specifically exempt that too.

Adapted wording from Targeting Synchroniser would seem like a good start:

"Add [Missile] to your upgrade bar.

When attacking, treat the 'ATTACK (TARGET LOCK):' header as 'ATTACK:'. You may ignore a requirement to spend a target lock to perform an attack. "

1 hour ago, thespaceinvader said:

And the dude who can swap a focus for a stress is stupid OP, as is 'whenever you make an attack the defender gets a face down damage'.

I dunno. Depends on how it's intended to be worded. If it were spending one of your focus tokens to place a stress token on the target, that doesn't strike me as that bad; it's equivalent to Tactician - it works at range 1 as well as range 2, but costs a focus token to trigger.

If it's stripping an opponent's focus token and giving them stress, then yes, that's getting a bit harsh, especially for an ability with a 'second string' to it. Equally, dumping a stress off yourself in return for handing the opponent a focus token that is (hopefully) useless is a quite cool ability.

Also; if you want the squad to interact effectively, you want Del to have a higher PS than Gideon, or for the ability not to trigger on shooting; you need to stress someone, then shoot them with Gideon. I guess Veteran Instincts as written is a default choice for Del.

Iden Versio, by comparison, just way too harsh. "Deal a damage bypassing shields" to date has only popped up in a standard attack which either requires a critical hit (either a more or less natural critical from Wampa or a critical uncancelled by defence dice in the case of I'll Show You The Dark Side) or a very fiddly secondary weapon (Advanced Homing Missiles). Added to the fact that focus tokens are almost the default action and are required as triggers for a lot of abilities.

An extra attack die when engaging an opponent with a focus token is not unreasonable. It's probably easier to trigger than the other equivalents (Scourge, Mithel, Backstabber) but then she is a point more expensive and has only the same PS as the former two, so a howlrunner-levels-of-good ability makes sense.

Heck, even adding a result isn't too bad. If you want to make her ability a 'two-string' one like Del's:

"When attacking, if the defender has a focus token you may add a [focus] result to your roll. When defending, if the attacker has a focus token you may add a [focus] result to your roll"

(The defending clause isn't so great because the attacker will always have a chance to spend their token before the green dice are rolled. But this may encourage them to spend their token on a no-result-roll, which is good for the rest of the squad!)

Seyn's ability is a bit harsh. Adding an extra dice is one thing but an automatic hit is quite another. Granted it's at range 3 (where your opponent gets a bonus defence die) but if these ships are potentially carrying missiles.....

1 minute ago, Magnus Grendel said:

Looks very nice!

Adapted wording from Targeting Synchroniser would seem like a good start:

"Add [Missile] to your upgrade bar.

When attacking, treat the 'ATTACK (TARGET LOCK):' header as 'ATTACK:'. You may ignore a requirement to spend a target lock to perform an attack. "

I dunno. Depends on how it's intended to be worded. If it were spending one of your focus tokens to place a stress token on the target, that doesn't strike me as that bad; it's equivalent to Tactician - it works at range 1 as well as range 2, but costs a focus token to trigger.

If it's stripping an opponent's focus token and giving them stress, then yes, that's getting a bit harsh, especially for an ability with a 'second string' to it. Equally, dumping a stress off yourself in return for handing the opponent a focus token that is (hopefully) useless is a quite cool ability.

Also; if you want the squad to interact effectively, you want Del to have a higher PS than Gideon, or for the ability not to trigger on shooting; you need to stress someone, then shoot them with Gideon. I guess Veteran Instincts as written is a default choice for Del.

The way I read it, Del's ability is 'if they have a focus token, you can swap it for them having a stress, and vice versa' If it's swapping their token your you having the inverse one (i.e. remove their focus in exchange for you getting a stress, or remove their stress in exchange for you getting a focus), that's a lot less troublesome.

Revised (less OP) pilots:

x_wing_miniatures___inferno_squad_pilots

The intention of the title was to remove the requirement of the Target Lock for firing, not the "discard TL" requirement. It looks like it will be too powerful with some missiles. What about this?

x_wing_miniatures___custom_tie_title_by_

Do I need to specify the phase?

You probably ought to. Otherwise it gives a weird interaction with PTLing in the middle of an attack, especially if combined with Fleet Officer or Hux.

I like it. I also think its time for a tie fighter title. They need a boost. I saw an idea a long time ago that allows tie fighters to remain on the table until the end of the combat phase even if destroyed. Meaning, if they get ps killed they still get to shoot.

13 hours ago, Odanan said:

How about this?

x_wing_miniatures___inferno_squad_pilots

(PS is in line with the playable characters of the other PC games, Keyan Farlander and Maarek Stele)

And the title:

x_wing_miniatures___custom_tie_title_by_

OK, now I need to make a Battlefront 2 inspired custom pack. Next, the other ship "ability" from the game: Laser Barrage (something like this).

Somebody remembered seyn, I’m happy now :)

24 minutes ago, TBot said:

I like it. I also think its time for a tie fighter title. They need a boost. I saw an idea a long time ago that allows tie fighters to remain on the table until the end of the combat phase even if destroyed. Meaning, if they get ps killed they still get to shoot.

Also another idea for a tie fighter title would be one that lets you lower your pilot skill to 4 or 1. Id love to fly howlrunner and epsilon leader at ps 4 or 1.

22 hours ago, Odanan said:

Do I need to specify the phase?

22 hours ago, thespaceinvader said:

You probably ought to. Otherwise it gives a weird interaction with PTLing in the middle of an attack, especially if combined with Fleet Officer or Hux.

I would make it

"when you perform a focus action, you may acquire a target lock instead of assigning a focus token"

if you just want to give them the ability to 'target lock without target locking', or

"at the beginning of the combat phase, you may spend a focus token to perform a free target lock action"

if you want to give them a pseudo-deadeye that allows them to get locks on higher PS pilots (good for Seyn, for example!)

22 hours ago, Odanan said:

The intention of the title was to remove the requirement of the Target Lock for firing, not the "discard TL" requirement. It looks like it will be too powerful with some missiles. What about this?

I guess it works without 'ignore the requirement to spend a TL' - after all, you can't physically meet it with a TIE fighter normally, but all of these pilots have [elite] and hence can equip deadeye, which allows them to fire a missile by spending a focus.

At the same time, that does create quite a disjunction in effectiveness between, say, Harpoon missiles (which if you don't need to acquire a lock to fire, are just a 4-dice shot) and concussion missiles (which do eat your token and frankly are already much weaker as a basic weapon anyway). I prefer the updated version (essentially a non-modification targeting computer).

Of course, you could just make the title add the target lock action to your action bar. That's the simplest solution.

Note:

Iden's (less broken) ability, and Seyn's ability are both fine when looked at as a TIE fighter with a 2-die primary weapon. Hitting a focused target with a TIE fighter isn't easy (and your opponent can always just spend the focus on defence if needed to avoid the damage, making her a sort of baby Wes Janson), and nor is extra hit results at range 3 really that scary; you only have 2 dice and your opponent is getting a range defence bonus.

Give both of them the Inferno Squad TIE title, though, and you have to look at the possibility of that ability being triggered by (say) a 5-dice, guidance chips/cruise missile attack.

Also;

  • Academy Pilot x 6
    • Inferno Squad TIE
    • Cruise Missiles
    • Guidance Chips/Long Range Scanners (depending on the final wording of the Inferno Squad TIE target lock effect)

Is probably a good argument for not making Inferno Squad TIE allow you to easily get locks on higher PS pilots!

alternatively

  • Academy Pilot x 3
    • Inferno Squad TIE
    • Proton Rockets
    • Guidance Chips
  • Academy Pilot x 2
    • Inferno Squad TIE
    • Cruise Missiles
    • Guidance Chips/Long Range Scanners (depending on the final wording of the Inferno Squad TIE target lock effect)
  • Youngster
    • Inferno Squad TIE
    • Rage
    • Cruise Missiles
    • Guidance Chips/Long Range Scanners (depending on the final wording of the Inferno Squad TIE target lock effect)

That's....kind of terrifying. Even 6 proton rocket armed TIE fighters is a devastating close-range squad, without Youngster throwing kamikaze stress/reroll sets into the mix.

2 hours ago, Magnus Grendel said:

I would make it

"when you perform a focus action, you may acquire a target lock instead of assigning a focus token"

if you just want to give them the ability to 'target lock without target locking', or

"at the beginning of the combat phase, you may spend a focus token to perform a free target lock action"

if you want to give them a pseudo-deadeye that allows them to get locks on higher PS pilots (good for Seyn, for example!)

I guess it works without 'ignore the requirement to spend a TL' - after all, you can't physically meet it with a TIE fighter normally, but all of these pilots have [elite] and hence can equip deadeye, which allows them to fire a missile by spending a focus.

At the same time, that does create quite a disjunction in effectiveness between, say, Harpoon missiles (which if you don't need to acquire a lock to fire, are just a 4-dice shot) and concussion missiles (which do eat your token and frankly are already much weaker as a basic weapon anyway). I prefer the updated version (essentially a non-modification targeting computer).

Of course, you could just make the title add the target lock action to your action bar. That's the simplest solution.

Note:

Iden's (less broken) ability, and Seyn's ability are both fine when looked at as a TIE fighter with a 2-die primary weapon. Hitting a focused target with a TIE fighter isn't easy (and your opponent can always just spend the focus on defence if needed to avoid the damage, making her a sort of baby Wes Janson), and nor is extra hit results at range 3 really that scary; you only have 2 dice and your opponent is getting a range defence bonus.

Give both of them the Inferno Squad TIE title, though, and you have to look at the possibility of that ability being triggered by (say) a 5-dice, guidance chips/cruise missile attack.

Also;

  • Academy Pilot x 6
    • Inferno Squad TIE
    • Cruise Missiles
    • Guidance Chips/Long Range Scanners (depending on the final wording of the Inferno Squad TIE target lock effect)

Is probably a good argument for not making Inferno Squad TIE allow you to easily get locks on higher PS pilots!

alternatively

  • Academy Pilot x 3
    • Inferno Squad TIE
    • Proton Rockets
    • Guidance Chips
  • Academy Pilot x 2
    • Inferno Squad TIE
    • Cruise Missiles
    • Guidance Chips/Long Range Scanners (depending on the final wording of the Inferno Squad TIE target lock effect)
  • Youngster
    • Inferno Squad TIE
    • Rage
    • Cruise Missiles
    • Guidance Chips/Long Range Scanners (depending on the final wording of the Inferno Squad TIE target lock effect)

That's....kind of terrifying. Even 6 proton rocket armed TIE fighters is a devastating close-range squad, without Youngster throwing kamikaze stress/reroll sets into the mix.

How many of these will survive their first round of shooting? They are still PS 1 with 3 health.

They are. Meaning much like any 6-7 ship swarm, you will inevitably lose 1, maybe 2 in the opening turn.

But 3 health at range 3 with a focus token, whilst not hard to kill is not that easy either - and failing to kill 2 (not that unlikely) means 5 cruise missiles coming back at you, easily enough to get 2 kills of even pretty tough small ships - the bulk of a 'normal' squad.

Even killing 2 means more firepower coming back than cruise missile bomber squad, but on platforms that are much more capable once the tubes are empty.

1 minute ago, Magnus Grendel said:

They are. Meaning much like any 6-7 ship swarm, you will inevitably lose 1, maybe 2 in the opening turn.

But 3 health at range 3 with a focus token, whilst not hard to kill is not that easy either - and failing to kill 2 (not that unlikely) means 5 cruise missiles coming back at you, easily enough to get 2 kills of even pretty tough small ships - the bulk of a 'normal' squad.

Even killing 2 means more firepower coming back than cruise missile bomber squad, but on platforms that are much more capable once the tubes are empty.

Yeah, they are effective, but I doubt they are very good. Cruise missiles can be dodged by clever flying, and you still shoot first. With all these anti swarm tech, you can totally wipe them before they get to do anything.

The title could have a limitation of PS, like the Royal Guard...

Got a question concerning Iden's pilot ability: Does she really deal the facedown damage AND attacks?

The pilot ability this is closest to in my mind is Wampa's, doesn't this dramatically upstage him if you don't have to cancel your attack? I know, a 2-dice attack isn't strictly speaking powerful, but this pilot ability, especially for some builds, is basically an undodgeable bomb as it is.

It's a cool ability, but in synchronicity to Wampa and upgrades like Accuracy Corrector- maybe it's best to add "may cancel all dice results" to the ability text.

Don't get me wrong, I love how d*mn awesome the abilities are, especially Del's.

Edited by DampfGecko

If it's meant to be for the 'special forces version' then it's not a bad idea.

Requiring PS4+ or requiring the pilot to have [elite] on their upgrade bar both work, limiting it to 5 ships (essentially no worse than a missile-armed A-wing squad).

36 minutes ago, DampfGecko said:

Got a question concerning Iden's pilot ability: Does she really deal the facedown damage AND attacks?

The pilot ability this is closest to in my mind is Wampa's, doesn't this dramatically upstage him if you don't have to cancel your attack? I know, a 2-dice attack isn't strictly speaking powerful, but this pilot ability, especially for some builds, is basically an undodgeable bomb as it is.

It's a cool ability, but in synchronicity to Wampa and upgrades like Accuracy Corrector- maybe it's best to add "may cancel all dice results" to the ability text.

Don't get me wrong, I love how d*mn awesome the abilities are, especially Del's.

She needs to hit to do the facedown damage card.

Also odanan, unless you want Sabine flying inferno squad, I might make the title imperial only

7 minutes ago, DeathstarII said:

Also odanan, unless you want Sabine flying inferno squad, I might make the title imperial only

Jesus. Thanks for the heads up.

10 minutes ago, Odanan said:

Jesus. Thanks for the heads up.

You’re welcome and also (unless you want FOs and SFs to use it) either empire only instead of imperial only or “you cannot equip if you have the [tech] upgrade slot”

I almost feel like the Inferno Squad Title should get a Heavy Syck treatment by adding a hull hitpoint. Make these Ties a bit more robust.