Custom Ship Idea - TIE Brute

By TedW, in X-Wing

G'day everyone!

I've been reading the wookieepedia articles on the TIE Brute recently and, typically for me, it got me thinking on what it would look like in the game. So, without further ado, here's my take on it, just for fun :D

TIE/rb Heavy Starfighter

Faction: Galactic Empire

Dial:

brute.png.ebd7082537ee5852948b8fdabb6bb39d.png

Primary weapon 1 : 2 (90 degree front)
Primary weapon 2 : 3 (Bullseye only)
Agility : 2
Hull : 5
Shields : -

Ship Trait :
- Calibrated Cannon System : The Bullseye arc is 1.5x wider (represented on the ship token) , extended to the left

Actions :
- Focus
- Barrel Roll -> Evade

Upgrade slots :
- Astromech
- Cannon
- Configuration
- Modification

Configurations :
- Integrated Droid Intelligence : Requires equipped 'Astromech' upgrade, TIE/rb Heavy Starfighter only ; Cost: 0 points
+Calculate -> Target Lock
Charges : 1 (non-recurring)
Before you reveal your dial, you may spend 1 Charge or 1 Charge from your equipped Astromech upgrade to perform a Calculate action.

Modifications :
- Titanium Armor ( TIE/rb Heavy Starfighter only ; Charges : 2 (non-recurring) ; When you defend, if you are not inside the attacker’s Bullseye arc, you may spend 1 Charge to change all Critical Hit results to Hits)

Astromechs :
- MGK-300 ( TIE/rb Heavy Starfighter only ; Charges : 1 (non-recurring) ; Add ‘ Sensor ’ slot; After you perform a ‘Focus’ Action, if your Charge is active, gain 1 Calculate token)

Available pilots :

- Imperial Cadet (Initiative: 1)
- Onyx Squadron Veteran (Initiative: 3; Talent slot)
- Lyttan Dree* (Initiative: 4; Talent slot; Charges: 1^; After a friendly limited ship at Range 0-2 defends, you may spend 1 Charge to choose a different limited friendly ship at Range 0-2 that has the defender in its firing arc; that ship may perform a Red Focus action)
- Ubbel* (Initiative: 5; Talent slot; Charges : 2^; When a friendly non-limited ship defends or performs an attack, if it is inside your ‘Left’ or ‘Right’ side arc at Range 1-2, you may spend 1 Charge to allow the ship to re-roll 1 die)
- Han Solo* (Initiative: 6; Talent slot; After another friendly ship at Range 1-2 defends, if the attacker is inside your Firing Arc at Range 1-2, you may gain 1 Strain token to perform a bonus primary attack against that ship)

So, on the surface it's kinda clear what it is - a bruiser ship, being somewhere between the TIE/ln and the T-65 X-wing, with access to Astromechs (the first ever for the Empire iirc). The trait (which would probably need to be worded differently or just left alone to the ship token) is a reference to how their twin cannons were positioned, adding some less direct firepower along with fluff flavor. In regards to upgrades. I know the Brutes had only incorporated the AI interface that acted like an astromech, but I thought, well, why not go further and allow the ship to have some more interesting options just for the sake of gameplay? ;) I decided to make Astromechs a more integral part of the ship's kit, requiring one equipped to benefit from the configuration. The configuration itself has only one non-recurring charge (although may be increased with R2s, R5s or MGK-300) and adds the linked Calculate/Red Lock action, representing how the pilot can either trust their instincts and Focus, or have the AI calculate and do the targeting for them (and without Targeting Computer or Passive Sensors upgrades, it is the only way for pilots to have locks). It occurs before moving, so ideally the pilot could do Calc-> Lock-> Blue Move -> Focus (even easier with R4), representing how pilots can combine their own efforts with those of the machine, but the use is very limited, requiring players to choose the right moment carefully. Typical generic Astromechs may apply here (R2 for shield regen if you pick Shield Upgrade, R5 for hull repairs, R3 for extra locks and R4 for improved short-range mobility), granting the ship a lot of different options to choose from. The in-universe AI MGK-300 (probably priced around 3-6p) adds a System slot and grants one extra charge for use with configuration, but it also rewards keeping the Charge unspent, empowering Focus with an additional Calculate. The most likely cheap Titanium Armor might compete with Shield Upgrade/R2 combo for a Mod slot, allowing the unshielded craft to not be easily crippled by Critical Hits. About the pilots, Lyttan's a reference to being close friends with Solo and them having each other's back, Ubbel was a strict officer that kept his squad in a tight formation, while Solo himself has the ability to rush to an ally's rescue while risking his own exposure, referring to him saving Lyttan's life at one point (thought it might be more interesting than copypasting his skill from the Scum Falcon, not to mention each Han has a different skill :P ) .

Roles :
- jouster/bruiser

Strengths :
- Wider Bullseye arc allows landing 3 Attack strikes more easily and synergizes with other Bullseye effects (Crack Shot, MMship, Predator)
- Cannon slot with wider Bullseye allows landing Heavy Laser Cannon shots more easily
- The configuration allows linking Calc/TL before moving, allowing for one round of increased potency (further buffed if R2/R5/MGK-300 is chosen)
- Wide array of Astromechs adds a lot of flexibility and versatility, from movement to durability to extra firepower
- Somewhat mediocre dial, but enough to keep up with most ships (buffed by R4)
- MGK-300 adds a System slot and passively buffs Focus as long as its charge is not spent for the Configuration effect
- Configuration links TL with Calculate, allowing more combat flexibility by having an emergency token (also synchs nicely with Passive Sensors)

Weaknesses :
- Even with wider Bullseye, the ship requires good positioning to keep up consistent firepower
- Being less maneuverable than an average TIE, Brute's Evade is available only in red, linked to a Barrel Roll (Debris Gambit anyone?)
- No in-built Target Lock (requires Targeting Computer, Passive Sensors or the Configuration)
- Configuration is unavailable unless an Astromech is purchased
- No inherent Shielding makes the ship vulnerable to Critical Hits (mitigated by Shield Upgrade + possibly R2 or Titanium Armor)
- Configuration links TL with Calculate, meaning locking will always result in stress, even if Calculate is also granted (unless Targeting Computer/Passive Sensors are equipped)

Feel free to share your thoughts and ideas about the TIE Brute here and what you are hoping to see for its official incarnation! ;)

PS: In case anyone's interested in seeing other customs of mine, here are the forum links :)

Eta-2 Actis Interceptor : https://community.fantasyflightgames.com/topic/301883-reworked-custom-ship-idea-eta-2-actis-interceptor/

Droid Tri-Fighter : https://community.fantasyflightgames.com/topic/301707-custom-ship-idea-–-cis-droid-tri-fighter/

Ginivex-class Starfighter : https://community.fantasyflightgames.com/topic/302003-custom-ship-idea-ginivex-class-fanblade-starfighter/

Edited by TedW
1ed phrasing (System instead of Sensor), missed Cannon slot

Really solid build!

I dont know how happy most rebel players would be with empire stealing Han, but i have wanted to see him and wedge in Ties for a while! it makes a lot of sense. wider bullseye would be quite unique, not O.P but definantly a perk, esspecially for crack shot and predator.

54 minutes ago, Rickwilljames said:

I dont know how happy most rebel players would be with empire stealing Han

I really don't get this mindset. He was part of the empire, Yes more iconically he was part of the Rebellion, but use what you have. It's why I wonder people are so against Jango being in separatist.

9 hours ago, Ebak said:

I really don't get this mindset. He was part of the empire, Yes more iconically he was part of the Rebellion, but use what you have. It's why I wonder people are so against Jango being in separatist.

I'm with you on that. There arguments for including Jango in CIS as well as in Scum and I wouldn't mind seeing him in either (or even both, why not?).

As for Han, he's had a few stories dedicated to his service under the Empire and that alone is enough of a reason for me to have him be represented in the Empire faction. I mean, there's a young Scum Han, older Rebel Han and the grandpa Resistance Han, each referring to a period in his life, so why not go with the Empire as well? ;)

I also agree with @Rickwilljames , Wedge in a TIE would be awesome to see, just for the sole fact of including him there. It could be that they would alter his ability and perhaps tweak Initiative (not to mention TIE/ln is a pretty weak ship for an ace), but if he's there, that alone would be enough :)

11 hours ago, Rickwilljames said:

I dont know how happy most rebel players would be with empire stealing Han

Probably about as happy as Empire players feel about scum and rebel scum stealing the icon of the Imperial navy 😋 😋 😋 😥

I like the wide bullseye arc on a homebrew but I feel like FFG might not be willing to do this in an actual product. If the little dash on each edge of the base went a bit further, you could almost use that to indicate left arc at 2 and right arc at 3, but that doesn't feel feasible either.

I honestly thought this would end up more as a cheaper cannon carrier for the empire, somewhat similar to Scyk but bulkier and a bit slower, while not as costly as the Defender.

Also, seems like it should have a gunner slot.

I'd also do MGK-300 as the ship ability instead of a seperate card. The bullseye arc doesn't need text on the card to explain, as the chit shows it quite plainly. Rules explanation in the pack + update to the RRG covers it.

I can't believe this thing hasn't already been announced for the game. I guess FFG really sees Rebels and Imps as "complete" for the time being but this feels like an obvious add to me.

Also @TedW , think I'm gonna steal your idea to use the '^' to indicate recurring charges if you don't mind, cause it's a great idea. Oh, and the stars next to the names of unique pilots. Sweet concept by the way! I think the integration of the droid brain was real smooth

3 hours ago, Prosk_019 said:

Also @TedW , think I'm gonna steal your idea to use the '^' to indicate recurring charges if you don't mind, cause it's a great idea. Oh, and the stars next to the names of unique pilots. Sweet concept by the way! I think the integration of the droid brain was real smooth

Thanks, I hope ffg gets creative with the official version, after all it's rare for the Empire to get something close to an astromech, especially with the ever present TIE theme :)

And sure, why would I mind,? ^^ Using these two was kinda obvious to me, so if it helps, go for it :D

19 hours ago, CaptainJaguarShark said:

I like the wide bullseye arc on a homebrew but I feel like FFG might not be willing to do this in an actual product. If the little dash on each edge of the base went a bit further, you could almost use that to indicate left arc at 2 and right arc at 3, but that doesn't feel feasible either.

I honestly thought this would end up more as a cheaper cannon carrier for the empire, somewhat similar to Scyk but bulkier and a bit slower, while not as costly as the Defender.

Also, seems like it should have a gunner slot.

I'd also do MGK-300 as the ship ability instead of a seperate card. The bullseye arc doesn't need text on the card to explain, as the chit shows it quite plainly. Rules explanation in the pack + update to the RRG covers it.

I can't believe this thing hasn't already been announced for the game. I guess FFG really sees Rebels and Imps as "complete" for the time being but this feels like an obvious add to me.

I doubt extended Bullseye will be a thing as well, although FFG has shown to be willing to experiment with a lot of unique concepts (rotating RZ-2 A-wing cannons, JumpMaster's non symmetrical dial and such), so thankfully nothing's set in stone :) And I agree the bullseye doesn't need explanation on the trait (a rule addon would be enough), I put it there just to mention that the extended bullseye is present.

About a cannon slot, I'm gonna be honest, I forgot to add it in (fixed in the edit). With the extended Bullseye, HLC might be a thing for these, and since I'd imagine the generic Ini1 would be around 25-35 points, it would definitely fill some niche.

The gunner... I'm not sure about that one though, the Brute was meant to be flown solo (pun unintended) and I don't think it'd have enough space to fit in a gunner. The smaller 'head' is the droid hardware after all, or so I would think at least.

MGK-300 is likely to be a ship trait indeed (when the official one comes out that is) just for simplicity sake. My take on it was a bit more complicated to make the Brute more flexible - you could run these without astromechs at all as cheap torrent-like bruisers, or you could buff the ship in other ways via astromech (or MGK-300 programming) to suit your needs. I'm really fond of ships that can be built around in a variety of ways, so I guess my sentiment shows here :D

Edit - Forgot about your last point. I also feel that FFG is kinda 'done' for a time being with Imps and Rebs, judging from the re-releases of old stuff into the second edition. From a business standpoint, I can't blame them for that decision, I would imagine their game designers are already busy with stuff for other factions that don't have that many ships and pilots. Then again, it's a shame these two factions feel stale, I'd really love to see something new released for either or hopefully both just to shake things up and give older players that own everything some love.

Edited by TedW

The day FFG releases these is the day they get my money faster than anything yet since 2.0 launched. It fills a need in the faction as well.