STAR WARS IMPERIAL TACTICS: VADER
Its time to begin the journey again!
Lets start with Vader.
Basically zero content here but I am so hyped for real X-Wing that I can't avoid rambling about it constantly and reading all the cards.
Spoilers: Supernatural, FCS, Afterburners = 93 pts go.
Pilot Card

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Advanced Targeting Computer
- Instead of adding a crit, you change a hit result to a crit.
- Still very powerful, effectively granting Vader a 3/3/3/2 stat line
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Pilot Ability
- The tension of spending force charges on actions at the right moment and saving them is real
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Linked Action
- Focus to Red Barrel Roll is actually pretty great for Vader
- Opens things up so you can approach, Target lock, then burn a force charge to focus and barrel roll out of arc
- Still leaves 2 force charges left over save the focus token for defending against 1 attack and then still have 2 more force charges to deal with additional attacks.
- I believe Linked Actions can trigger off other cards that provide the first action, and the link is a may so you don't have to BR.
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Initiative 6
- Veteran Instincts is gone which is in my opinion a massive buff to anything at Initiative 6 even though a bunch of generics are probably better
- Still going to be able to out bid your opponent to move last ( assuming no unknown rule changes )
- Now more than ever not taking shots is Vader's best defense.
- Moving last is still good and often worth a bid and not something I ever feel bad about.
Force Powers
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Best Force Power on paper
- Gives Vader the option to basically run a variation on Advanced Sensors and keep Fire Control System equipped
- Obviously pre-movement actions are good ( see: Nym, Rebel Fenn, Kylo, Corran, IGs, etc. )
- Even better in a world where everything uses Arcs of some kind! Have you played Kylo or Corran against other arcs recently?
- Paired with Afterburners this gives Vader some amount of access to Boost
- I can't imagine wanting to take that damage all that often
- Still as a Nope Nope Nope button in a spot thats the difference between defending against 3 shots vs no shots it will get used definitely
- Also could be entirely worth it in the end game if it sets up a kill shot etc.
- Overall I expect this to be crazy expensive but worth it at anything but the most absurd possible costs.
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Closest thing to Deadeye 2.0 thats available.
- If I can't fit Supernatural I think I will be having to choose between this and Sense or nothing for the bid ( probably nothing for the bid! ).
- If I had to choose I would lean more towards sense because it benefits all the ships in your list.
- There are a couple Talents I would prefer to take in place of Instinctive Aim or Sense but at this point we don't know for sure if Vader can choose between taking a Talent or Force Powers.
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Force based Intel Agent, but range 1-3
- Not much to say about this other than that I would generally prefer that stuff like this didnt exist.
- I appreciate the options that it opens up though and how it gives lower init ships some tools against high init
- If you run Vader with a mini swarm of tie strikers sense has maybe a little more value given their premovemet boost and access to allow those 1 speed moves
- Could also lead to some shenanigans with Moff Jerjerrod allowing a system phase boost and a reveal bombing striker depending on the order those things happen?
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Not Good.
- See also, bad.
Missiles

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Pretty sure this is my preferred missile for Vader out the gate.
- I want to use this almost entirely based on fun factor alone.
- Vader is uniquely capable of making it work at Init 6, with Supernatural, and a couple ways to get full mods.
- Bullseye is difficult against a small base but not so bad with practice and makes your opponent play around you at times.
- Range 1-2 goes a very long way, and bullseye gets a little easier the closer you get to your opponents ships.

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I think this would be my second choice after proton rockets.
- 4 dice, range 2-3, 2 charges, get to keep the lock.
- I imagine there a lot of situations where the opponent would just take the damage.
- The cool thematic thing is to not use this as an initial alpha strike.
- Maybe the correct thing to do is to save the missile for when the ships shields are down and its on its last couple hull.
- Make that choice a choice basically.

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So force users and cluster missiles are a reasonable match I guess
- The thought of spending 2 force charges though and having to run away for a couple turns doesn't seem worth it.
- Iden Versio will just result in one shot being ignored anyway
- Points seem better used somewhere else

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I think this and the next one are close to rather just have a bid and initiative 6 territory.
- 2.0 Crits are cool but this just doesnt seem worth the points

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Might be a nice way to force Han to have to leave the safety of the Asteroid field.
- Its neat but something I will most likely ignore for the most part.
Modifications

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Only picture I could find but Afterburners would be my first choice mod if its possible to use with Vader
- Have you ever wanted to do a talon/k turn and still be able to boost?
- I can see myself using this occasionally with Vader's 3 bank and a barrel roll after an initial engagement at Range 3
- Also of course as a way to just get out of range fora turn or two and come back with full force
- The theme on this one is cool.


- If both of these are cheap enough I might consider them but not to sound like a broken record I think the bid is worth more.
- Maybe stealth device? I just can't imagine wanting to use anything besides Afterburners with this upgrade slot but maybe ill change my mind the first time Vader is destroyed in 1 round
- Its possible that two modifications will be allowed based on threat cards. I think in that case I would consider running one of these plus afterburners.
System Upgrades

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FCS seems extremely good in 2.0
- There is no bullseye restriction like Predator
- Vader doesnt want to spend his target lock anyway
- I see it as just another way to save tokens and force charges for defense basically

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How does this work with Supernatural?
- I assume this lets you Barrel Roll before activating and then focus with sensors before revealing your dial?
- Neat but since force charges already allow Vader to deal with stress or blocks in some way im not sure this will ever replace FCS
- Turns off Vaders Pilot Ability so this is probably on the no fly list

- I wont be using it but I did just want to pause on this one to mention that the additional wording on this is nice.
Questions:
- Any other Upgrades to consider for Vader?
- Without points or upgrade slots...what do you think the ideal Vader will look like?
- How could he ever be better than a couple named Tie Fighters leading a swarm?
- Would you consider Vader a High Skill ship in 2nd Edition or Easy Mode?
- In the Luke vs Vader one on one matchup does Vader just always win?
- Are there any Support Crew that seem like obvious options to pair with Vader?
- Does X-Wing 2.0 also come with a 2nd Edition of the Forums?



