What will the TIE Whisper look like in 2.0? I'm talking specifically about the TIE variant, rather than the Interceptor. I think that a configuration for the /SF would be an easy way for FFG to add that ship into the game, because a whole new model and ship release seems un-necessary to me. What would that config look like? or if you think there should be a separate release, what would distinguish it from existing ships?
The TIE Whisper
FO will probably get the bomber first, but who's to say, with Resistance getting even more RZ2's and T70's and thus having to wait longer for the T85 or the Y.
It's big spiel is having better stealth technology, but having a vanilla integrated stealth device/lightweight frame is boring. In an earlier thread (about the Silencer-looking Whisper) I proposed the ship ability mechanic (as best as I could remember):
Integrated Stealth Device:
1 non-recurring charge. When your charge is active, roll 1 additional defense die when defending. When you take damage, deactivate your charge.
During the end phase, you may spend a focus token and gain a disarm to reactivate your charge.
Sort of cloaking, but nothing radical. You can't just spam your additional agility back, but you have synergy with Deuterium Power Cells, especially if disengaging.
10 hours ago, Hoarder of Garlic Bread said:It's big spiel is having better stealth technology
It had sensor confusing technology which isn't exactly the same as stealth technology. Playing off the sensor confusing, I would make either the ship ability or exclusive tech that would hand out a deplete token when receive a lock, two charges non-recurring. Or make it 3-charges recurring, but costs 3 charges to use, like Rebel Leia crew. It hampers the offense instead of buffing the defense. My main thinking for this is we don't want a even harder to hit Kylo for everyone to hit. Harder to hit for one seems better than harder to hit for everybody.
Although, if the ship ability isn't going to be Autothrusters, pinning down Kylo is a lot simpler.
I found the thread:
This, however is about the Silencer-looking thing, not the SF one.
51 minutes ago, 5050Saint said:It had sensor confusing technology which isn't exactly the same as stealth technology. Playing off the sensor confusing, I would make either the ship ability or exclusive tech that would hand out a deplete token when receive a lock, two charges non-recurring. Or make it 3-charges recurring, but costs 3 charges to use, like Rebel Leia crew. It hampers the offense instead of buffing the defense. My main thinking for this is we don't want a even harder to hit Kylo for everyone to hit. Harder to hit for one seems better than harder to hit for everybody.
Although, if the ship ability isn't going to be Autothrusters, pinning down Kylo is a lot simpler.
I think the Whisper interceptor would smash the TIE/SF ship ability and autothrusters in some way. Probably only getting either boost or roll but not both, and a second option for rotating the turret. I don't think it would have the link to white rotate on every action on the interceptor.
Edited by CaptainJaguarSharkI've started to come around to thinking it should probably be a distinct ship, and the first thing to do is really change up the slots. Skip the Sensor slot, to start. Per Wookieepedia ( https://starwars.fandom.com/wiki/TIE_whisper_starfighter ) there is a gunner, but no mention of missiles, so there's a difference. Make the gunner have some other effect so that it isn't a 3 dice or 2/2 cleave. Maybe give the ship a 3 agility statline, with fewer shields. Actions including cloak maybe.
Hrm.
A 2F, 2T / 3 / 3 / 1 statline is a bit like the RZ-2, but maybe a dial more like the TIE/sf or TIE/x1, cloak action, and some radically different effect on the ship-specific gunner, I could see it being something which feels a little different. Without missiles, the ship ability also has to change, and that also opens up new space.
Edited by theBitterFig34 minutes ago, CaptainJaguarShark said:I think the Whisper interceptor would smash the TIE/SF and autothrusters in some way. Probably only getting either boost or roll but not both, and a second option for rotating the turret. I don't think it would have the link to white rotate on every action on the interceptor.
See, I was kinda thinking white rotate would be a better way to go with it. Like, Kylo already has his double-repo ship, and adding another one with a rear gun is going to seem like pointless power creep. So don't let it be double-repo.
Whisper Interceptor doesn't have a gunner, but maybe has missiles and the same Heavy Weapons Turret ability. Have the actions be Focus, Purple Lock (red lock on non-Kylo pilots?), Jam, Barrel Roll, Boost, all linked to Purple Rotate. 3F 2T for offense... maybe only 2 greens?
or...
What if the two TIE Whispers aren't different ships? What if it's one ship, one expansion, but with solar panels you can swap? That lets Kylo do his thing, and the basic TIE do something similar. They could have different slots, but be really the same ship. In which case, have it become something of a cross between a TIE/sf and an Actis .
- Statline: 3 Bullseye , 2 Turret , 3 Agility , 3 Hull , 1 Shield . Actis plus a shield, but with a turret! Also kinda Nantexish, but eh. Ship would play more like an ETA/Actis.
- Actions: Focus, Red or Purple Lock, Jam, Barrel Roll, Boost, Rotate. No double repo baseline. Jam replaces Evade off the Actis.
- Dial: perhaps like a 1e TIE x1, with 1 banks, but no hard or straight, mostly white with only banks for blues. Add red S-Loops or T-Rolls, and a nice long 4 or 5K.
- Ship ability: For starters, only front/rear with the turret arc, plus... hrm... gain a strain to non-action rotate your turret after you perform an action ? If there's a native rotate action, you don't need as many ways to gain a bonus rotate, and having rotate matter more makes this feel different from an SF or RZ-2. Strain rotate should give a fragile ship like this pause.
-
Slots:
Maybe just Tech is common to all
. No Mod slot. Non-Kylo get a Gunner slot, and Kylo gets access to a special configuration (Interceptor Configuration).
- I still don't have a good idea what a different gunner should do. Maybe there is no ship-specific gunner. If the primary weapon is a bullseye, there doesn't really need to be a perk for keeping the gun forwards. With a native Rotate action, you'll have access to gunners that aren't available to the TIE/sf. VTG for bullseye + turret attack, which would be way more expensive than it'd be worth. Maybe include some new open-to-all gunner in the expansion.
- Kylo's configuration adds a missile slot, treats your missiles as Turret arc, and something with purple actions or moves, to make Kylo a bit more nimble. System Phase Purple Boost/Roll like the ETA? Allow him to spend a force to treat his S-Loops or whatever as white?
Say... I really like that. I'm sure I'll be let down by whatever FFG eventually makes.
55 minutes ago, theBitterFig said:I've started to come around to thinking it should probably be a distinct ship, and the first thing to do is really change up the slots. Skip the Sensor slot, to start. Per Wookieepedia ( https://starwars.fandom.com/wiki/TIE_whisper_starfighter ) there is a gunner, but no mention of missiles, so there's a difference. Make the gunner have some other effect so that it isn't a 3 dice or 2/2 cleave. Maybe give the ship a 3 agility statline, with fewer shields. Actions including cloak maybe.
Hrm.
A 2F, 2T / 3 / 3 / 1 statline is a bit like the RZ-2, but maybe a dial more like the TIE/sf or TIE/x1, cloak action, and some radically different effect on the ship-specific gunner, I could see it being something which feels a little different. Without missiles, the ship ability also has to change, and that also opens up new space.
Honestly, I'm not sure I trust wookiepedia on this one completely. What's the point of the pod under the ship?
27 minutes ago, theBitterFig said:See, I was kinda thinking white rotate would be a better way to go with it. Like, Kylo already has his double-repo ship, and adding another one with a rear gun is going to seem like pointless power creep. So don't let it be double-repo.
Whisper Interceptor doesn't have a gunner, but maybe has missiles and the same Heavy Weapons Turret ability. Have the actions be Focus, Purple Lock (red lock on non-Kylo pilots?), Jam, Barrel Roll, Boost, all linked to Purple Rotate. 3F 2T for offense... maybe only 2 greens?
or...
What if the two TIE Whispers aren't different ships? What if it's one ship, one expansion, but with solar panels you can swap? That lets Kylo do his thing, and the basic TIE do something similar. They could have different slots, but be really the same ship. In which case, have it become something of a cross between a TIE/sf and an Actis .
- Statline: 3 Bullseye , 2 Turret , 3 Agility , 3 Hull , 1 Shield . Actis plus a shield, but with a turret! Also kinda Nantexish, but eh. Ship would play more like an ETA/Actis.
- Actions: Focus, Red or Purple Lock, Jam, Barrel Roll, Boost, Rotate. No double repo baseline. Jam replaces Evade off the Actis.
- Dial: perhaps like a 1e TIE x1, with 1 banks, but no hard or straight, mostly white with only banks for blues. Add red S-Loops or T-Rolls, and a nice long 4 or 5K.
- Ship ability: For starters, only front/rear with the turret arc, plus... hrm... gain a strain to non-action rotate your turret after you perform an action ? If there's a native rotate action, you don't need as many ways to gain a bonus rotate, and having rotate matter more makes this feel different from an SF or RZ-2. Strain rotate should give a fragile ship like this pause.
- Slots: Maybe just Tech is common to all . No Mod slot. Non-Kylo get a Gunner slot, and Kylo gets access to a special configuration (Interceptor Configuration).
- I still don't have a good idea what a different gunner should do. Maybe there is no ship-specific gunner. If the primary weapon is a bullseye, there doesn't really need to be a perk for keeping the gun forwards. With a native Rotate action, you'll have access to gunners that aren't available to the TIE/sf. VTG for bullseye + turret attack, which would be way more expensive than it'd be worth. Maybe include some new open-to-all gunner in the expansion.
- Kylo's configuration adds a missile slot, treats your missiles as Turret arc, and something with purple actions or moves, to make Kylo a bit more nimble. System Phase Purple Boost/Roll like the ETA? Allow him to spend a force to treat his S-Loops or whatever as white?
Say... I really like that. I'm sure I'll be let down by whatever FFG eventually makes.
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I like the idea of them being in the same pack but I'd rather it be a squadron pack with three minis. That said, doing it the way where the panels can be swapped makes it so you don't have to make other pilots for the interceptor version if you don't wish to, but you would still have a seperate dial for him. Feels odd to me but I wouldn't be upset about it either direction.
While Kylo didn't have a gunner riding with him, are we sure the spot for one isn't there? I can't tell from images. If it doesn't have a gunner at all, I think that makes sense for it to not have the linked rotates. You don't have someone else in the cabin to operate the turret, so it should come at some cost if you're trying to do that while doing other things. Strain for rotate seems like a good plan.
The pod underneath being a heavy weapons turret doesn't seem to have a source on wookieepedia (they don't even mention it on the unmodified TIE/wi), so I'm really not sure what's even in there. Seems like most of the weapon stuff comes from Ultimate Star Wars: New Edition. I've got the Visual Dictionary for ROTS but it doesn't even seem to mention Kylo's interceptor.
My expectation is whatever they create when/if they do, it will be built off the stuff that's already on the /SF with changes to suit the "stealthier" systems and interceptor level maneuverability.
12 minutes ago, CaptainJaguarShark said:Honestly, I'm not sure I trust wookiepedia on this one completely. What's the point of the pod under the ship?
I figure having regular lasers down there is still potentially handy, even if it isn't missiles.
12 minutes ago, CaptainJaguarShark said:I like the idea of them being in the same pack but I'd rather it be a squadron pack with three minis. That said, doing it the way where the panels can be swapped makes it so you don't have to make other pilots for the interceptor version if you don't wish to, but you would still have a seperate dial for him. Feels odd to me but I wouldn't be upset about it either direction.
Not necessarily different dials. Give them the same dial, same statline, with some slight differences in actions and slots, with a configuration to handle some Kylo-specific stuff (missiles and purple bonus actions or adjusting his dial).
The more I think about it, I like it because hot having to come up with two designs that already greatly overlap with a lot of stuff FO is already doing.
Edited by theBitterFig3 hours ago, theBitterFig said:What if the two TIE Whispers aren't different ships? What if it's one ship, one expansion, but with solar panels you can swap?
This, some much this. ^
Time can never mend
The careless whispers of a good friend
To the heart and mind
Ignorance is kind
There's no comfort in the truth
Pain is all you'll find
Ah yes
It’s going to do loads of Jam things