TIE/rb stats, ship ability and pilot ideas

By Prosk_019, in X-Wing

So, I haven't seen Solo. Apparently the tie/rb doesn't get up to a whole lot before its taken out, but I figured it's still a good candidate for x wing 2.0 with the design space and fluff enabled by calculate as well as the absence of the TIE/sf AND the firespray in the imperial faction moving forward. The TIE/rb can represent a sort of primitive version of the design philosophy behind the TIE/sf so that when the First Order stuff is released, we can practically have a nimbler, more technologically advanced TIE/rb to do things more 'tactically' as opposed to 'shoot me so I can shoot you'.

I apologise in advance for any poor structuring or formatting.

As far as stats go, I'm thinking of a small base with a 3-4 primary, at least 5 hull, 1 agility, and perhaps 2 shields though I'm not sure of the actual shielding situation on the ship. I wasn't 100% on what to do for the dial. I thought maybe something quirky - all basic maneuvers with the turns red, banks white and straights green, to mesh with the ship ability. Since the ship has the uniqueness of a pseudo-astromech built-in to it, I decided to base much of the ship's capabilities off of calculate token interactions. It will have a calculate action along with focus, target lock and a white barrel roll.

Now on to the abilities.

The ship ability is a little experimental and probably sets the cost a tad high but...

Pseudomech - You cannot have more than one calculate token, and do not remove them at the end of the the round. When you reveal a maneuver, you may spend one calculate token to reduce its difficulty.

Pilots won't be very high in initiative (and they will have silly names):

I1 Sienar Field Tester - no talent slot - generic

I2 Jym Egosoar - no talent slot - when you receive a stress token from executing a maneuver, take one damage. *SEPARATE SHIP ABILITY* - Overclocked droid brain: At the start of the engagement phase, you may spend 1 calculate token to increase your agility and attack value by 1 until the end of the round. When performing a calculate action, gain one additional calculate token. (Not sure, he seems a tad scummy.)

I3 'Sheen' - talent slot - When defending, if you have a calculate token, you may roll one additional die. When attacking, you may spend 1 calculate token to reroll 2 of your dice, one of which must be a hit or crit result. Afterwards, change one of the two dice to the hit or crit you had before.

Edit - NEW PILOTS (I found a way to turn):

I4 Test Pilot 'Morningstar' - talent slot - When you reveal your dial, if the maneuver is faster than speed 1, you may spend one calculate to instead perform a red sloop or troll with the same template. If it is a straight maneuver, you may perform a sloop of either bearing.

I3 'Sheen' 2.0 - talent slot - When defending, if you are calculating, you may roll one additional die. If you do, remove one result, resolve the attack, and gain one calculate token. (This needs to have 1 agility and might be a little too tanky regardless. Ship ability would need to allow for 2 calculate tokens which has been suggested.)

I4 'Bloom' - talent slot - When attacking, you may spend 1 calculate token to reroll 2 of your dice, one of which must be a hit or crit result. Afterwards, change one of the two dice to the hit or crit you had before. If you do this, gain one calculate token. (Sibling pilots might be a bit much, but I thought it was cute. See what I did with he names? 2 calc. tokenability is needed here as well.)

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Please don't hold back with feedback! I came up with most of this as I typed but I think it turned out rather interesting so be sure to help me balance this stuff. I might update the post with ideas i.e. additional pilots or titles. I was thinking this all might be costed like the 1.0 tie reaper for its decent pilots but unique and potentially unforgiving dial? I need to find a way for it to turn.

Edited by Prosk_019

I havn't put that much thoughts into the Tie Brute, but I would design it a bit like a weaker and cheaper replacement for the now missing Firespray:

3 front arc, 3 back arc, 2 agi, 6 hull.

Built-in ability:

Integrated droid: After you execute an action, you might execute Calculate as a red action

Edited by TheRealStarkiller

I think that the ship should have firepower 4 with a hull of 5/6 and agility 2. (1 is far too low)

The gun can shoot on the front or rear arc, but like turrets you need to rotate it.

6 minutes ago, william1134 said:

I think that the ship should have firepower 4 with a hull of 5/6 and agility 2. (1 is far too low)

The gun can shoot on the front or rear arc, but like turrets you need to rotate it.

The description of that ship on die official page does not justify an attack of 4.

1 hour ago, TheRealStarkiller said:

I havn't put that much thoughts into the Tie Brute, but I would design it a bit like a weaker and cheaper replacement for the now missing Firespray:

3 front arc, 3 back arc, 2 agi, 6 hull.

Built-in ability:

Integrated droid: After you execute an action, you might execute Calculate as a red action

No rear arc, 3 attack front is good enough. And 6 hull is maybe too much too.

I do like the ship ability interacting with calculate, perhaps you may keep up to two calculate tokens at the end of the round.

Or simply red calculate action linked after everything.

Only ship to be able to get TL and a focus conversion on the same round for all pilots. That should boost the attack enough.

9 hours ago, Prosk_019 said:

...but I figured it's still a good candidate for x wing 2.0 with the design space and fluff enabled by calculate as well as the absence of the TIE/sf AND the firespray in the imperial faction moving forward. The TIE/rb can represent a sort of primitive version of the design philosophy behind the TIE/sf so that when the First Order stuff is released, we can practically have a nimbler, more technologically advanced TIE/rb to do things more 'tactically' as opposed to 'shoot me so I can shoot you'.

As far as stats go, I'm thinking of a small base with a 3-4 primary, at least 5 hull, 1 agility, and perhaps 2 shields though I'm not sure of the actual shielding situation on the ship. I wasn't 100% on what to do for the dial. I thought maybe something quirky - all basic maneuvers with the turns red, banks white and straights green, to mesh with the ship ability. Since the ship has the uniqueness of a pseudo-astromech built-in to it, I decided to base much of the ship's capabilities off of calculate token interactions. It will have a calculate action along with focus, target lock and a white barrel roll.

- - -

Pseudomech - You cannot have more than one calculate token, and do not remove them at the end of the the round. When you reveal a maneuver, you may spend one calculate token to reduce its difficulty.

Pilots won't be very high in initiative (and they will have silly names):

I1 Sienar Field Tester - no talent slot - generic

I2 Jym Egosoar - no talent slot - when you receive a stress token from executing a maneuver, take one damage. *SEPARATE SHIP ABILITY* - Overclocked droid brain: At the start of the engagement phase, you may spend 1 calculate token to increase your agility and attack value by 1 until the end of the round. When performing a calculate action, gain one additional calculate token. (Not sure, he seems a tad scummy.)

I3 'Sheen' - talent slot - When defending, if you have a calculate token, you may roll one additional die. If you do, remove one result. When attacking, you may spend 1 calculate token to reroll 2 of your dice, one of which must be a hit or crit result. Afterwards, change one of the two dice to the hit or crit you had before.

I agree that, if this ship is made (which, let's be real, it got more screen time than the Reaper, it'll likely be made), it should fill a similar role as the /sf. It shouldn't be as good, either. I like 5 or 6 Hull for it, but it doesn't seem to have any shields. It could quite easily have a Cannon slot, which is missing for any TIE variants, so it'd be a good niche filler. If it has a cannon, it should probably only have a 2 attack primary, maybe front and back. If it doesn't have a cannon, I'd like to see 3/3 or 3/2 front and back arc. I think you could have nearly the same dial as the /sf, just make the 4-straight red and lose the red 1-hard turns.

- - -

I like your Pseudomech ability, it's interesting, but I think it probably does too many things.

I think I'd have something like this:

Pseudomech: After you fully execute a maneuver, perform a free Calculate action.

This, I think, would portray well the integrated droid brain, would provide a Calculate, but the pilot can't do the action, which is fluffy and simple. That way, if a Talent is released that requires Calculate, the pilots can't take it. Actions could then just be Focus, Lock, Barrel Roll into Focus or Lock

Jym Egosoar - I think you could feasibly change the pilot ability to " When you would receive a stress token from executing a maneuver, take one damage instead. " It makes it a tad more useful.

I think you should change to " At the beginning of the Engagement phase, you may spend one Calculate token to increase your agility OR attack value by 1 until the end of the round " because what you have now is really, really powerful.

"Sheen" - This is clunky. I understand what you are trying to do, but this has too many steps.

The defending ability is, effectively, a reroll. So just make it a reroll for simplicity's sake. " When defending, if you are Calculating, you may reroll one defense die."

The attacking ability is nearly the same, just with a cost. I think this gets the effect you want: " When attacking, if you hit, you may spend a Calculate token to roll an additional attack die ." Kinda like Lightweight Frame in execution with a separate attack die outside of the normal roll. You could probably even ditch the Calculate expenditure.

Edited by Praetorate of the Empire

Is there any indication that this thing can fire backwards? It certainly didn’t do so in the film.

9 minutes ago, HolySorcerer said:

Is there any indication that this thing can fire backwards? It certainly didn’t do so in the film.

I agree, this tie should not fire backwards at all. Give it a cannon sure, give it three attack definitely (now taking a cannon is a Tactical choice like on the ig-Aggressors) rather than an autoinclude like the Scyks)

But this thing can't fire backwards, it's not a baby firespray or a tie Sf light.

37 minutes ago, Praetorate of the Empire said:

"Sheen" - This is clunky. I understand what you are trying to do, but this has too many steps.

The defending ability is, effectively, a reroll. So just make it a reroll for simplicity's sake. " When defending, if you are Calculating, you may reroll one defense die."

I really like this ability, would it be too strong to have the ship get a linked calculate action ontop of barrel roll, lock and focus. And have that as it's ability.

"When attacking or defending you may spend a calculate token to reroll one die"

16 minutes ago, HolySorcerer said:

Is there any indication that this thing can fire backwards? It certainly didn’t do so in the film.

Directly from the Mouse:

"The TIE/rb heavy starfighter, nicknamed the “TIE Brute,” boasts heavier armor and firepower than a standard TIE, with pivoting twin laser cannons arrayed on an outrigger. An MGX-300 integrated droid intelligence assists the pilot with operations." ( https://www.starwars.com/databank/tie-brute)

'Pivoting' + the graphic that looks essentially like a vertically oriented turret has me agreeing with the fore and aft arcs.

7 minutes ago, McTavish said:

Directly from the Mouse:

"The TIE/rb heavy starfighter, nicknamed the “TIE Brute,” boasts heavier armor and firepower than a standard TIE, with pivoting twin laser cannons arrayed on an outrigger. An MGX-300 integrated droid intelligence assists the pilot with operations." ( https://www.starwars.com/databank/tie-brute)

'Pivoting' + the graphic that looks essentially like a vertically oriented turret has me agreeing with the fore and aft arcs.

If it could fire backwards it would be rotating, not pivoting. If it can pivot that would give it a wider field of fire, but it would still be arc locked.

Maybe give it three dice in the front 180?

52 minutes ago, Scum4Life said:

No rear arc, 3 attack front is good enough. And 6 hull is maybe too much too.

I do like the ship ability interacting with calculate, perhaps you may keep up to two calculate tokens at the end of the round.

Or simply red calculate action linked after everything.

Only ship to be able to get TL and a focus conversion on the same round for all pilots. That should boost the attack enough.

Read Disneys description of this ship. Compiled to X-Wing it should have a rear arc.

4 minutes ago, McTavish said:

'Pivoting' + the graphic that looks essentially like a vertically oriented turret has me agreeing with the fore and aft arcs.

Unfortunately, "pivot" as a term does not indicated indication or limit, so we don't know that it can or can't shoot backwards. With this being the case, maybe have it treat a Cannon like a limited turret? Pick either fore or aft and use an action to switch it?

11 minutes ago, Scum4Life said:

But this thing can't fire backwards, it's not a baby firespray or a tie Sf light.

Again, "pivot" is a fuzzy term. We don't know that it can or can't pivot all the way around. I'd like to see it be accurate lore-wise, but we just don't have much to go on and this rendition would give the Empire a ship that'll mildly fill the role of an /sf, which I like to see, especially on some sort of TIE chassis.

I would argue against myself that the cannons look like they might pivot only side-to-side, but we all should know that gameplay > fluff.

2 minutes ago, HolySorcerer said:

If it could fire backwards it would be rotating, not pivoting. If it can pivot that would give it a wider field of fire, but it would still be arc locked.

Maybe give it three dice in the front 180?

Dictionary.com: " turn on or as if on a pivot. ' the sail pivots around the axis of a virtually static mast'" Again, doesn't really limit the range, just that it likely pivots or rotates within one plane.
5 minutes ago, HolySorcerer said:

If it could fire backwards it would be rotating, not pivoting. If it can pivot that would give it a wider field of fire, but it would still be arc locked.

Maybe give it three dice in the front 180?

Just no. This ship is ot be the new Imperial Firespray w/o shields. Maybe even on a medium base.

7 minutes ago, TheRealStarkiller said:

Read Disneys description of this ship. Compiled to X-Wing it should have a rear arc.

Uh, I'm not finding more than a short paragraph of flavor on anything remotely official, even on this site: https://www.starwars.com/databank/tie-brute

We hardly have any real data anyway. And nowhere that I've looked has that clearly stated, just that is has "pivoting cannons", which is not definitive.

2 minutes ago, TheRealStarkiller said:

Just no. This ship is ot be the new Imperial Firespray w/o shields. Maybe even on a medium base.

The 180 arc would be simply a different interpretation of how this pivoting cannon works. It'd be plenty valid. It could have side auxiliary arcs like the YV-666.

I don't think I'd choose to put this on a Medium base, it seems to scale very similarly to a TIE Fighter, just more bulk.

14 minutes ago, TheRealStarkiller said:

Just no. This ship is ot be the new Imperial Firespray w/o shields. Maybe even on a medium base.

There is no indication that it can fire backwards and it’s model would seem to suggest that it is incapable as well.

This is just a TIE with more armor and a bigger gun, nothing more.

2 minutes ago, HolySorcerer said:

There is no indication that it can fire backwards and it’s model would seem to suggest that it is incapable as well.

This is just a TIE with more armor and a bigger gun, nothing more.

I don't think that the game would need this...

4 minutes ago, TheRealStarkiller said:

I don't think that the game would need this...

It’s almost as if Disney designed this ship without any regard for a niche miniatures game at all.

Edited by HolySorcerer

My gut has it at 3/2/4/0 or 3/2/5/0. Standard forward arc. Focus, Evade, Barrel.

Droid brain for a red calculate sounds like a really cool idea...

6 minutes ago, HolySorcerer said:

It’s almost as if Disney designed this ship without any regard for a niche miniatures game at all.

It may be. But then the work of the Game Designers kicks in to extrapolate the given information and create a role for it in X-Wing, especially for 2.0

37 minutes ago, TheRealStarkiller said:

It may be. But then the work of the Game Designers kicks in to extrapolate the given information and create a role for it in X-Wing, especially for 2.0

3/2/5/0 bomber dial + 180 arc. Simple heavy fighter that is hard to arc dodge.

Integrated Droid Intelligence

At the end of the round, you may exchange a focus token for a calculate token

Do not discard calculate tokens at the end of the round

Rby Crow, away! (Though it's probably easier just to give it both a Focus and Calculate action, and just have it keep calculate tokens at the end of the round)

Edited by ficklegreendice
1 hour ago, Stinger07 said:

My gut has it at 3/2/4/0 or 3/2/5/0. Standard forward arc. Focus, Evade, Barrel.

Droid brain for a red calculate sounds like a really cool idea...

Seeing as there is some evidence for a rotating gun, and looking at the ship it doesn't look like a sideways arc, what about this.

TIE/rb

Attack - 3 Agility - 2 Hull - 5

Focus, Lock, Barrel Roll, Rotate Arc

Red linked calculate for all actions.

Arc can be forward or backwards only.

4 minutes ago, Scum4Life said:

Seeing as there is some evidence for a rotating gun, and looking at the ship it doesn't look like a sideways arc, what about this.

TIE/rb

Attack - 3 Agility - 2 Hull - 5

Focus, Lock, Barrel Roll, Rotate Arc

Red linked calculate for all actions.

Arc can be forward or backwards only.

For the most part (not completely as some abilities would depend on it) having it forwards or backwards only is functionally identical to having a forward/backwards arc. Especially if you do not get a gunner slot.

I really think it should be forward arc only. Personally.

5 minutes ago, Stinger07 said:

For the most part (not completely as some abilities would depend on it) having it forwards or backwards only is functionally identical to having a forward/backwards arc. Especially if you do not get a gunner slot.

I really think it should be forward arc only. Personally.

How about an aux rear arc, active only when 'Calculating' and get rid of the rotate arc?

The droid help the pilot take rear arc shots?