TIE Reaper: Everything We Know

By Celestial Lizards, in X-Wing

Dunno. Certainly being free of the TIE shuttle's 4-point limit is good - Krennic is essentially a modification-in-a-crew-slot rather than 'normal' crew, but being able to put Hux on a ship which can equip Twin Ion Engines MkII, or Palpatine on a ship which can run away effectively is going to be good, and it's hard to overstate how useful an actual primary weapon that might hurt someone can be - more 'palp aces' games have been won by people forgetting the shuttle is actually fairly well armed than I care to think about.

Jam is a pretty good tool too - especially if facing missile-armed aces.

There's at least one use for the TIE shuttle which will go no-where - SnapTac Rhymer - because it's tied to a unique's pilot ability.

The TIE shuttle might also be a good call for a Death Trooper caddy. Whichever ship is carrying the black-armoured, vocoder-speaking goons is essentially a sort-of-biggs (shoot at me or get stress rained upon you!) and as such is earmarked for death as early as possible. A Lightweight Frame TIE shuttle is cheaper and tougher than a TIE reaper, which are the two key qualities for an expendable ship you want to fly into your opponents arcs of fire and survive as long as possible....

Edited by Magnus Grendel

18 points for Death Troopers isn't a terrible idea, but that's literally all it'll be doing, that and blocking.

Depending on price I'd probably prefer to bring a Reaper with Death Troopers that can Jam as well.

4 minutes ago, Magnus Grendel said:

Dunno. Certainly being free of the TIE shuttle's 4-point limit is good - Krennic is essentially a modification-in-a-crew-slot rather than 'normal' crew, but being able to put Hux on a ship which can equip Twin Ion Engines MkII, or Palpatine on a ship which can run away effectively is going to be good, and it's hard to overstate how useful an actual primary weapon that might hurt someone can be - more 'palp aces' games have been won by people forgetting the shuttle is actually fairly well armed than I care to think about.

I think this is big. That three dice attack is a world away from the bomber's 2 dice.

A fun Vermeil build that could become very deadly with how many offensive mods are stacked on it:
Major Vermeil — TIE Reaper 26
Opportunist 4
Director Krennic 5
Twin Ion Engine Mk. II 1
Ship Total: 36

That's a LOT of points for a PS7 B wing without the repositioning.

Edited by thespaceinvader

What if the Multi Camo card gives the crew slot to small ships?

You know how broken Soontir with crew would be?

Edited by Celestial Lizards
Just now, Celestial Lizards said:

What if the Multi Camo card gives the crew slot to the TIE Striker? It was used as a medium transport. Maybe it gives an extra crew slot on any small ship.

You know how broken Soontir with crew would be?

That'll be why it doesn't.

12 minutes ago, Celestial Lizards said:
A fun Vermeil build that could become very deadly with how many offensive mods are stacked on it:
Major Vermeil — TIE Reaper 26
Opportunist 4
Director Krennic 5
Twin Ion Engine Mk. II 1
Ship Total: 36

Great minds and all that!

I posted this in another thread, love speculating about this ship. Might be a brilliant boost for Imperials.

Major Vermeil (26)
Opportunist (4)
Director Krennic (5)
Moff Jerjerrod (2)
Lightweight Frame (2)

"Whisper" (32)
Veteran Instincts (1)
Fire-Control System (2)
Agent Kallus (2)
Advanced Cloaking Device (4)

Scimitar Squadron Pilot (16)
Death Troopers (2)
Lightweight Frame (2)
TIE Shuttle (0)

Total: 100

View in Yet Another Squad Builder

Edited by DashBarrelRendarRoll
14 hours ago, thespaceinvader said:

ISB- is almost certainly ISB Agent.

ISB Agent makes perfect sense..

Taken from STARWARS WIKI:

High-ranking ISB agents could command stormtrooper squads, override orders of civilian and military authorities, replace questionable officers and commandeer Imperial military hardware, including Star Destroyers.[2]

This could be a crew granting a free coordinate action on a green maneuver, which sounds to be an expensive card, when considering "Systems Officer", who only grants a friendly ship restricted to range 1 a target lock action, is 2 pt.

I am however hoping that somewhere there is a "Push-The-Limit" kind of crew hidding.

10 minutes ago, DashBarrelRendarRoll said:

"Whisper" (32)
Veteran Instincts (1)
Fire-Control System (2)
Agent Kallus (2)
Advanced Cloaking Device (4)

My preferred Whisper is a little different. I use AS and Navigator, so personally I would drop the TIE Shuttle for something a little cheaper or just replace Whisper altogether, maybe like so:

Scarif Squad

Major Vermeil (26)
Opportunist (4)
Moff Jerjerrod (2)
Director Krennic (5)
Twin Ion Engine Mk. II (1)

Scarif Defender (18)
Lightweight Frame (2)
Adaptive Ailerons (0)

Scarif Defender (18)
Lightweight Frame (2)
Adaptive Ailerons (0)

Scarif Defender (18)
Lightweight Frame (2)
Adaptive Ailerons (0)

Total: 98

Edited by Celestial Lizards

Swap Krennic for Hux and you're talking.

1 minute ago, thespaceinvader said:

Swap Krennic for Hux and you're talking.

I'd only do that if I swapped Opportunist for PTL to still get the jam or evade.

Anyone else considering Yssane Isard on the TIE Reaper?

16 hours ago, Celestial Lizards said:

Anyone else considering Yssane Isard on the TIE Reaper?

You have to be on five hull or less before she even gets up from her nap.

Edited by HolySorcerer

Multispectral Camo could be a modification that either stops you from being the receiptant of target locks until you are damaged ala stealth device or it could be a modification that provides an extra defense dice when defending against secondary weapons.

Either one is good.

Yeah, Yssane is yet another imperial crew that could have been amazing but they put a bunch of stupid restrictions so shes overpriced as heck.

The way shes worded, i'd use her at 1pt, not 4. ffs she does nothing until you A) have no shields + B) have 1 damage and + C) not stressed, because she does an evade action not evade token assign (which also conflicts with reaper's evade)

1 hour ago, Biophysical said:

I think this is big. That three dice attack is a world away from the bomber's 2 dice.

As someone who has used Tie Scimitar Bombers as shuttles and Strikers as decoys alot there are a couple things I am excited about:

1. Its version of Adaptive Alerons should make it a very squirrely blocker. Its much easier to lead block with a fast ship like the Striker or U-Wing than a slow ship.

2. Access to 3 red dice makes it a legitimate Range 1 threat and could on paper replace Sabacc as the decoy in many of my 3 ship lists. Although im a little skeptical...Sabacc still does this better than just about anything.

The other question we should all be asking ourselves is the usual one....."what if this was a 22 pt gunboat instead?"

Edited by Boom Owl
1 hour ago, Sciencius said:

ISB Agent makes perfect sense..

Taken from STARWARS WIKI:

High-ranking ISB agents could command stormtrooper squads, override orders of civilian and military authorities, replace questionable officers and commandeer Imperial military hardware, including Star Destroyers.[2]

This could be a crew granting a free coordinate action on a green maneuver, which sounds to be an expensive card, when considering "Systems Officer", who only grants a friendly ship restricted to range 1 a target lock action, is 2 pt.

I am however hoping that somewhere there is a "Push-The-Limit" kind of crew hidding.

Well, Agent Kallus is an ISB agent - so I'd like to imagine it as a generic equivalent of Agent Kallus - in the same way Gunner is a generic version of Luke Skywalker or Intelligence Agent is a generic version of Cassian Andor.

I'm not sure how that'd work in practice, though, because Kallus' ability would definitely be a condition if it was released today, and there's only one condition token in there.

47 minutes ago, Vineheart01 said:

Yeah, Yssane is yet another imperial crew that could have been amazing but they put a bunch of stupid restrictions so shes overpriced as heck.

The way shes worded, i'd use her at 1pt, not 4. ffs she does nothing until you A) have no shields + B) have 1 damage and + C) not stressed, because she does an evade action not evade token assign (which also conflicts with reaper's evade)

She's fine specifically and only on the 12-hull decimator, but yeah....on anything smaller, even a 6-hull, lightweight frame Reaper or a Firespray, by the time you've taken a damage card you're way too close to dead to justify spending 4 points for an evade token you may never live long enough to get.

1 hour ago, thespaceinvader said:

18 points for Death Troopers isn't a terrible idea, but that's literally all it'll be doing, that and blocking.

Depending on price I'd probably prefer to bring a Reaper with Death Troopers that can Jam as well.

That's a fair point - a death trooper shuttle definitely wants to block - because arguably even better than playing biggs is to collide with someone; deny them their action this turn and stress them if they dare shoot at anyone else - the shuttle just has to be in your arc, it doesn't have to be a legal target for the weapon you want to fire. Equally, barrel roll isn't something to overlook when trying to block.

2 minutes ago, Magnus Grendel said:

Well, Agent Kallus is an ISB agent - so I'd like to imagine it as a generic equivalent of Agent Kallus - in the same way Gunner is a generic version of Luke Skywalker or Intelligence Agent is a generic version of Cassian Andor.

I'm not sure how that'd work in practice, though, because Kallus' ability would definitely be a condition if it was released today, and there's only one condition token in there.

She's fine specifically and only on the 12-hull decimator, but yeah....on anything smaller, even a 6-hull, lightweight frame Reaper or a Firespray, by the time you've taken a damage card you're way too close to dead to justify spending 4 points for an evade token you may never live long enough to get.

That's a fair point - a death trooper shuttle definitely wants to block - because arguably even better than playing biggs is to collide with someone; deny them their action this turn and stress them if they dare shoot at anyone else - the shuttle just has to be in your arc, it doesn't have to be a legal target for the weapon you want to fire. Equally, barrel roll isn't something to overlook when trying to block.

Oicunn with Mara Jade and Deathtroopers.

5 minutes ago, That Blasted Samophlange said:

Oicunn with Mara Jade and Deathtroopers.

If you're using a 3-crew decimator to stress people, you might as well go for rebel captive and death troopers; that way there's no right answer.

5 minutes ago, Magnus Grendel said:

If you're using a 3-crew decimator to stress people, you might as well go for rebel captive and death troopers; that way there's no right answer.

Thematically that works too. I just chose Mara because Oicunn likes bumping.

1 hour ago, Vineheart01 said:

Yeah, Yssane is yet another imperial crew that could have been amazing but they put a bunch of stupid restrictions so shes overpriced as heck.

The way shes worded, i'd use her at 1pt, not 4. ffs she does nothing until you A) have no shields + B) have 1 damage and + C) not stressed, because she does an evade action not evade token assign (which also conflicts with reaper's evade)

What Ysanne does let you do (and this might be garbage depending on a lot of details we don't yet know) is PTL off of the Evade. So you can take an action in the combat phase with PTL. To really be good, this probably means putting Vectored Thrusters on the Reaper, so it probably is bad, but there might be some eventual combos that become pretty interesting.

If we're discussing imperial stress control, you might as well leave Mara at home because of her timing and non stacking. If there is any remote chance of seeing expertise or Rebel Fenn across the table, it's always better to take rebel captive or death troopers.

3 hours ago, Crit Happens said:

If we're discussing imperial stress control, you might as well leave Mara at home because of her timing and non stacking. If there is any remote chance of seeing expertise or Rebel Fenn across the table, it's always better to take rebel captive or death troopers.

To be honest, the fact that it shuts down expertise is the big thing.

Mara Jade and Oicunn on the Dauntless are a great answer to a large squad in tight formation, but frankly that makes it an answer to a question no-one is really asking anymore.

If you want to shut down shooting, Death Troopers and Rebel Captive go way better together than DT and Mara. Or anything and Mara. Mara's terrible. DT and Captive gives no good choices.