FO TIE BOMBER, possible new ship

By DerRitter, in X-Wing

Hello,

Just saw the last episode of Resistance and the FO TIE BOMBER debuted there! I guess the design is pretty slick, I got this image from the SWR page in starwars.com

Also from the same page:
The First Order TIE bomber makes its on-screen debut in “No Safe Place,” and in memorable fashion. But the ship’s look has its own story. “It was designed specifically for this episode,” says series art director Amy Beth Christenson. Christenson notes that the ship takes visual cues, such as double pods, from the original Imperial TIE bomber. It differs from its Imperial cousin, however, in wing configuration. “The original TIE bomber had wings similar to the TIE Advanced, but the Interceptor-inspired wings give the First Order TIE bomber a more aggressive feel. The wing angles are also reversed. Both of these changes helped the bomber to have a more unique silhouette from the front and the top, to distinguish it from the other TIE ships,” Christenson says.

TIE BOMBER FO.png

14 minutes ago, DerRitter said:

Hello,

Just saw the last episode of Resistance and the FO TIE BOMBER debuted there! I guess the design is pretty slick, I got this image from the SWR page in starwars.com

Also from the same page:
The First Order TIE bomber makes its on-screen debut in “No Safe Place,” and in memorable fashion. But the ship’s look has its own story. “It was designed specifically for this episode,” says series art director Amy Beth Christenson. Christenson notes that the ship takes visual cues, such as double pods, from the original Imperial TIE bomber. It differs from its Imperial cousin, however, in wing configuration. “The original TIE bomber had wings similar to the TIE Advanced, but the Interceptor-inspired wings give the First Order TIE bomber a more aggressive feel. The wing angles are also reversed. Both of these changes helped the bomber to have a more unique silhouette from the front and the top, to distinguish it from the other TIE ships,” Christenson says.

TIE BOMBER FO.png

Was suspected that this was the case.

Has to be within the year, surely.

Just gonna, uh, leave this here... 🤠

Tie/ab Dive Bomber Homebrew

Chassis

Stats: V attack3 / agility2 / hull5 / shield2

Actions: focus / lock / boost> lock / reload> lock

Slots: 2Xmissile / 2Xdevice / torpedo / tech

Projected Silos: After you fully execute a speed 3-5 forward or bank maneuver, if you are not strained and have not dropped or launched a device this round, you may gain 1 strain token to launch a bomb with a straight template matching the speed of the maneuver.

Pilots

I5: “Torque”

During the System Phase, if you would drop or launch a device, you may perform a barrel roll action. If you do, place the device token at the other end of the template.

I4: “Shellshock”

After you fully execute a maneuver, you may suffer one damage to rotate 90 degrees. If you do, and you have not dropped or launched a device this round, you may drop one device. You cannot launch devices this way.

I2: “Tremor”

While you are stressed or while you execute a red maneuver, you ignore friendly bombs and mines.

(Y'know... just for anyone who's interested)

9 minutes ago, Prosk_019 said:

(Y'know... just for anyone who's interested)

I'm so sorry I'm out of reactions for the day.

19 minutes ago, Prosk_019 said:

Tie/ab Dive Bomber Homebrew

Chassis

Stats: V attack3 / agility2 / hull5 / shield2

Actions: focus / lock / boost> lock / reload> lock

Slots: 2Xmissile / 2Xdevice / torpedo / tech

Projected Silos: After you fully execute a speed 3-5 forward or bank maneuver, if you are not strained and have not dropped or launched a device this round, you may gain 1 strain token to launch a bomb with a straight template matching the speed of the maneuver.

I like that it looks expensive. T-70 Statline, plus linked actions, plus built-in Bomb Launching.

With the existence of the TIE/sf, which serves as a really strong basic missile carrier, making the FO Bomber a lot like the Imperial TIE Bomber seems like... kind of dull? Making it into a substantially more powerful ship gives it a really different role within the First Order.

1 hour ago, Prosk_019 said:

Just gonna, uh, leave this here... 🤠

Tie/ab Dive Bomber Homebrew

Chassis

Stats: V attack3 / agility2 / hull5 / shield2

Actions: focus / lock / boost> lock / reload> lock

Slots: 2Xmissile / 2Xdevice / torpedo / tech

Projected Silos: After you fully execute a speed 3-5 forward or bank maneuver, if you are not strained and have not dropped or launched a device this round, you may gain 1 strain token to launch a bomb with a straight template matching the speed of the maneuver.

Pilots

I5: “Torque”

During the System Phase, if you would drop or launch a device, you may perform a barrel roll action. If you do, place the device token at the other end of the template.

I4: “Shellshock”

After you fully execute a maneuver, you may suffer one damage to rotate 90 degrees. If you do, and you have not dropped or launched a device this round, you may drop one device. You cannot launch devices this way.

I2: “Tremor”

While you are stressed or while you execute a red maneuver, you ignore friendly bombs and mines.

(Y'know... just for anyone who's interested)

A couple ideas:

Agility: drop it to 1? Would help control the cost.

Projected Silos: launching at your initiative value in Activation phase is way too powerful, as we learned in 1.0 with Nym. Torque in particular would be a nightmare here at I5. What if you could instead reveal your maneuver in the System phase in order to launch a bomb using that speed of template? Alternately, you could choose to become Ionized after launching, forcing you to execute a 1-straight after using such a powerful move, or just cap the pilots at IN3.

Projected silos : (1 recurrent charge)

During the System Phase, you can spend 1 charge instead of drop a device. After you execute a maneuver, if your charge is inactive, you must drop a device.

1 hour ago, ClassicalMoser said:

I'm so sorry I'm out of reactions for the day.

I ain't

I'm not sure it should have that much health. One of these was taken out by fish-people on flying rays throwing electro-spears. 🤣

3 hours ago, CaptainJaguarShark said:

I'm not sure it should have that much health. One of these was taken out by fish-people on flying rays throwing electro-spears. 🤣

And a TIE Fighter was shot down by a blind guy with a large crossbow.

1 hour ago, theBitterFig said:

I like that it looks expensive. T-70 Statline, plus linked actions, plus built-in Bomb Launching.

With the existence of the TIE/sf, which serves as a really strong basic missile carrier, making the FO Bomber a lot like the Imperial TIE Bomber seems like... kind of dull? Making it into a substantially more powerful ship gives it a really different role within the First Order.

Precisely my line of thinking! First order's all about that shiny new stuff and extra firepower where it probably isn't really appropriate.

Heck, even the crappy little Xi-class shuttle is a tank compared to the 'cheap' crew carriers in other factions. Of course Phasma (crew) is probably the main cause there. Can't have a stress bomb plunking around at sub-30 points, at least not for a few waves.

29 minutes ago, PhantomFO said:

A couple ideas:

Agility: drop it to 1? Would help control the cost.

Projected Silos: launching at your initiative value in Activation phase is way too powerful, as we learned in 1.0 with Nym. Torque in particular would be a nightmare here at I5. What if you could instead reveal your maneuver in the System phase in order to launch a bomb using that speed of template? Alternately, you could choose to become Ionized after launching, forcing you to execute a 1-straight after using such a powerful move, or just cap the pilots at IN3.

That's a yes on the agility, especially now that the Xi's known to have the same health/agility values. Let's tack on an extra shield for good measure though, keep it pricey.

I was trynna distinguish the ability a fair bit from traj sim, and Wedge here has an excellent rewording for it:

22 minutes ago, Wedge Nantillais said:

Projected silos : (1 recurrent charge)

During the System Phase, you can spend 1 charge instead of drop a device. After you execute a maneuver, if your charge is inactive, you must drop a device.

This really simplifies the wording, and forces you to commit to the bombing run during the system phase with reduced board knowledge, while also making the ability easier to track! It's absolutely perfect!

Projected Silos:

[Charges: 1^]

During the system phase, if you would drop a bomb, you may spend 1 charge instead. After you fully execute a speed 3-5 forward or bank maneuver, if your charge is inactive, you must launch the bomb with a straight template matching the speed of the maneuver.

26 minutes ago, Prosk_019 said:

This really simplifies the wording, and forces you to commit to the bombing run during the system phase with reduced board knowledge, while also making the ability easier to track! It's absolutely perfect!

Projected Silos:

[Charges: 1^]

During the system phase, if you would drop a bomb, you may spend 1 charge instead. After you fully execute a speed 3-5 forward or bank maneuver, if your charge is inactive, you must launch the bomb with a straight template matching the speed of the maneuver.

I really like it! It does give a whole lot of value to Strategic Officer etc in Epic, but that's almost a good thing; Epic is kinda different anyway.

I’ve said it before and will say it again; for all its faults, Resistance nails ship design.

2 minutes ago, dsul413 said:

I’ve said it before and will say it again; for all its faults, Resistance nails ship design.

In terms of aesthetic or...?

11 minutes ago, Prosk_019 said:

In terms of aesthetic or...?

The vast majority of ships we've seen in the show feel like they fit very well in the Star Wars universe.

1 minute ago, dsul413 said:

The vast majority of ships we've seen in the show feel like they fit very well in the Star Wars universe.

Holy crap I totally misinterpreted, thought you meant the faction! And I totally agree, some real nice stuff coming outta that show

3 hours ago, DerRitter said:

Cool ship design, but loose the big pointy blaster thingies.

Now, if it's a bomber, let is be something unique, EVERY OTHER small based SHIP in FO can run missiles, so forget that mess. How about they make it a highly agile, very fast ((slam perhaps with a great dial like all the moves 1-3, save turning the bucket around)) bomber that can bomb and fly away like a flash but not broken bomb ways 'eh Nym 1.0?? And add a bombardier slot with maybe some cool options there. No rockets, no missiles, no torpedos, no turrets, no 3 gun primary just two, but weirdly enough she could have 3 agility, but maybe just 3 hull and a shield, and let it bomb, bomb, bomb.

...tea is out, but maybe a pint? or simply some water?

3 minutes ago, clanofwolves said:

...tea is out, but maybe a pint? or simply some water?

Coffee!

Have it turn like crap.

But give it a 3 forward attack and have mechanics that work under stress. Just look at the thing. Its pilots must be rabid.

34 minutes ago, clanofwolves said:

No rockets, no missiles, no torpedos, no turrets, no 3 gun primary just two, but weirdly enough she could have 3 agility, but maybe just 3 hull and a shield, and let it bomb, bomb, bomb.

Do you see the guns? Do you see the missile/torp pod? It's a nice thought but it certainly doesn't match anything we know about this ship...

FO may have a lot of missile platforms, but they don't have a single one yet that can reload. This would be a potential game-changer.

I see it very much like a more agile, 3-primary/2-agility version of what the TIE Punisher is, but possibly more expensive; I fear what Targeting Synchronizer could do with a handful of torps and a single High-I pilot...

43 minutes ago, Prosk_019 said:

Coffee!

I haven’t that vice yet, I fear for humanity what it might do...

10 minutes ago, ClassicalMoser said:

Do you see the guns? Do you see the missile/torp pod? It's a nice thought but it certainly doesn't match anything we know about this ship...

FO may have a lot of missile platforms, but they don't have a single one yet that can reload. This would be a potential game-changer.

I see it very much like a more agile, 3-primary/2-agility version of what the TIE Punisher is, but possibly more expensive; I fear what Targeting Synchronizer could do with a handful of torps and a single High-I pilot...

This

The game doesn’t need another Punisher, it needs something different. If it’s to be a bomber, better than the old Empire had, let’s do it, but not plow old fields.

...now where’s that pint?

8 hours ago, clanofwolves said:

This

The game doesn’t need another Punisher, it needs something different. If it’s to be a bomber, better than the old Empire had, let’s do it, but not plow old fields.

I would agree, but I don't mind a dive-bomber which can launch devices in a manner other than trajectory simulator. If this is a fast dive-bomber, I'd say:

  • Ignore torpedo and missile ordnance. Whilst the punisher is ordnance/bombs, make this one guns/bombs - i.e. give it a 3-dice primary. Launching bombs after performing a fast straight might be interesting - so you are stuck to straight ahead but won't run into your own bomb since it's launched after you move (but along a predictable line).
8 hours ago, ClassicalMoser said:

FO may have a lot of missile platforms, but they don't have a single one yet that can reload. This would be a potential game-changer.

They also don't have anything which can carry payload upgrades at all .

One could take the solar panels' shape as design shorthand for a more agile craft, just a thought

I believe we've only seen them use bombs so far (definitely in this episode, though one of the 2 was destroyed before it could do much of anything). While it might be reasonable to assume they also carry missiles and/or torpedoes, I think I agree that I'd like to see them used primarily for payload upgrades. FFG just needs to find a way to use them interestingly without them being overbearing.

15 hours ago, Prosk_019 said:

Projected Silos:

[Charges: 1^]

During the system phase, if you would drop a bomb, you may spend 1 charge instead. After you fully execute a speed 3-5 forward or bank maneuver, if your charge is inactive, you must launch the bomb with a straight template matching the speed of the maneuver.

This is good. I worry about the distance they can be launched but I like that you're forced to waste it if you misread your opponent.

9 hours ago, Prosk_019 said:

One could take the solar panels' shape as design shorthand for a more agile craft, just a thought

In tandem with the Silencer engines - and having heard it they're definitely related (very cool that Ben's TIE Silencer was a prototype that other platforms got to base stuff off of ala Vader's TIE/x1).