Imperial Storm Commandos - TIE Hunter and Imperial Escort Carrier

By LeoHowler, in X-Wing

May I introduce the TIE Hunter Expansion! These nimble and heavily armed craft were fielded by the elite Imperial Storm Commandos, designed to counter the Rebel Alliance X-Wings. Armed with cannons, two proton torpedo launchers and fielded with a hyperdrive and shields, they represent the pinnacle brutal nature of the Empire's special operations forces.

Tie_hunter.jpg

Stats

2 Attack

3 Evade

3 Hull

1 Shield

Actions: Focus, Target Lock, Boost, Reflex*

Upgrades: Cannon, Proton Torpedo, Proton Torpedo

General Weir (Pilot Skill 8) 32 Points and Elite Talent

When using a focus token to evade, change up to 3 critical hit results to Eye results.

Captain Sarkli (Pilot Skill 7) 30 Points and Elite Talent

When attacking you may change 1 blank result to an Eye result.

Sunspot Squadron Pilot (Pilot Skill 5) 25 Points and Elite Talent

Halberd Squadron Pilot (Pilot Skill 4) 24 Points

Sigma Squadron Pilot (Pilot Skill 2) 22 Points

*Reflex Action: Add one Agility Die to defensive rolls for the duration of the Combat Phase

Edited by LeoHowler

And who wouldn't want to use an Imperial Escort Carrier? Just look at those guns!

Imperial_Escort_Carrier01.jpg Imperial_Escort_Carrier02.jpg

(Criticism, pictures and ideas welcome!)

Edited by LeoHowler

Last time I saw an Imperial Escort Carrier it looked like this:

EscortCarrier-Rebellion.png

Also, 4 evade would be too OP. A better stat list would be:

A: 3

E: 3

H: 2

S: 1

Action Bar: Focus, Evade, Target Lock

Upgrade bar: Torpedo

Edited by Millennium Falsehood

Okay, I had specific reasons for choosing the stats the way they are.

2 Attack: they have the same lasers of standard TIE Fighters, no more, no less.

4 Evade: these things have the most difficult profiles to hit of any TIE out there. From the top they're pretty much just a thick bar, and from the side they're pretty cylindrical.

3 Hull: why ruin a good thing? I can see 2 hull, but that implies they're more fragile than a standard TIE or Interceptor and that's really not the case.

1 Shield: they have shields, but they aren't that good. This is mostly for balance purposes, and makes the shields on the TIE Advanced a little more significant.

They have two torpedo slots because they have 2 launchers at 6 torpedoes each in Rebel Strike, which is actually MORE than a B-Wing, a craft which is armed with the capacity for 2 torpedoes in this game. They also have two forward facing ion cannons, which is why I gave them the cannon slot.

I was thinking for the cards included with the Hunter would be an Advanced Proton Torpedo, Ion Cannon, Adrenaline Rush, and perhaps even 1 or 2 Seeker Torpedoes, just for something interesting!

Yep 4 evade is significantly better than 3. I probably wouldn't push a ship up to 4 without a **** good reason.

Agreed, all of the things mentioned above make these seem way under costed. Rolling 5 with a stealth device, and up to 7 through an asteroid at range three is super tough. If you're going to play one with the pilot abilities you suggested I would probably guess about 45-55 points before upgrades

Agreed, all of the things mentioned above make these seem way under costed. Rolling 5 with a stealth device, and up to 7 through an asteroid at range three is super tough. If you're going to play one with the pilot abilities you suggested I would probably guess about 45-55 points before upgrades

yep seeing as it is SO much more survivable that a X1 and probably has a better dial, it definitely should not be 22pt for a PS 2, when a PS2 X1 Advanced is 21pts.

Edited by Rodent Mastermind

Last time I saw an Imperial Escort Carrier it looked like this:

EscortCarrier-Rebellion.png

Also, 4 evade would be too OP. A better stat list would be:

A: 3

E: 3

H: 2

S: 1

Action Bar: Focus, Evade, Target Lock

Upgrade bar: Torpedo

With a stealth device though they might be a little nasty it seems though. Just make it unavailable to them. You could say there is no room to intall modifications, or they have a permanent device already installed...

Edited by ForceM

What about an action which gives an extra evade dice till the end of the turn. that could be added to a ships bar. I think that might be an option for some ships like this, and wouldn't be a special rule just an Action on the Action bar. It would take you above 3 but is counterable by causing collisions, and wouldn't be able to be activated after a red maneuver.

Edited by Rodent Mastermind

I like the Commando Escort Carrier, not so much the TIE Hunter.

Seems that there's a lot of opposition over the 4 evade dice, and I can't say I didn't expect it.

Alright, how about we drop 1 hull point and 1 evade die we give it a new quality that I call Elusive. It's a active benefit that gives it an Elusive Token, basically an Evade Token, if the pilot is not stressed at the beginning of the Combat Phase. Elusive tokens HAVE to be spent after the results of a first attack against the ship is declared, and is then lost. Unused tokens are withdrawn at the end of the round. If this is too powerful a benefit I'll instead make it an upgrade card, but we'll drop the cost of the Hunter by a couple of points each.

I dunno, what do you all think? I wanted to basically bring something new to the table in terms of gameplay while also making a TIE that was balanced and fun. So we'll keep the point values the same, but bring the Hull and Evade values down by 1 each while giving it the Elusive quality.

I dunno, what do you all think? I wanted to basically bring something new to the table in terms of gameplay while also making a TIE that was balanced and fun.

With respect, I think there is entirely too much of this going on. <insert grain of salt> Realistically, there would not be a lot of difference between fighters that are fulfilling similar roles.

That said, I don't have a problem with what you've posted. But I'm not the one you have to please.

Seems that there's a lot of opposition over the 4 evade dice, and I can't say I didn't expect it.

Alright, how about we drop 1 hull point and 1 evade die we give it a new quality that I call Elusive. It's a active benefit that gives it an Elusive Token, basically an Evade Token, if the pilot is not stressed at the beginning of the Combat Phase. Elusive tokens HAVE to be spent after the results of a first attack against the ship is declared, and is then lost. Unused tokens are withdrawn at the end of the round. If this is too powerful a benefit I'll instead make it an upgrade card, but we'll drop the cost of the Hunter by a couple of points each.

I dunno, what do you all think? I wanted to basically bring something new to the table in terms of gameplay while also making a TIE that was balanced and fun. So we'll keep the point values the same, but bring the Hull and Evade values down by 1 each while giving it the Elusive quality.

I have no problem with Elusive as a concept, however no ship yet has a special rule, special rules are really for pilots only. That was why I suggested a DEFENSIVE MANEUVERS action instead. We have seen new Actions introduced like boost and it keeps it off the Ship Card. My suggestion was an action that gave you the +1 agility. The advantage of this is there are many ways in the game to stop this and bring it back down to a normal level. Blocking the ship, the ship becomes vulnerable after a red maneuver as it can't take an action, anything that gives it stress. + it stops the ship using an offensive action.

Edited by Rodent Mastermind

What about an action which gives an extra evade dice till the end of the turn. that could be added to a ships bar. I think that might be an option for some ships like this, and wouldn't be a special rule just an Action on the Action bar. It would take you above 3 but is counterable by causing collisions, and wouldn't be able to be activated after a red maneuver.

That should have been what the evade action does, instead of just automatically evading a hit, give the ship one more green die this turn.

Edited by ForceM

What about an action which gives an extra evade dice till the end of the turn. that could be added to a ships bar. I think that might be an option for some ships like this, and wouldn't be a special rule just an Action on the Action bar. It would take you above 3 but is counterable by causing collisions, and wouldn't be able to be activated after a red maneuver.

That should have been what the evade action does, instead of just automatically evading a hit, give the ship one more green die this turn.

I think it would have been overpowered on basic Ties then, but on a specialist ship and pointed correctly, I think it would be a good addition to the game to avoid the values creeping up to 4. It is really just designed to be level 2 Evade. For ships that evade better than level 1 Evade.

Edited by Rodent Mastermind

I dunno, what do you all think? I wanted to basically bring something new to the table in terms of gameplay while also making a TIE that was balanced and fun.

With respect, I think there is entirely too much of this going on. <insert grain of salt> Realistically, there would not be a lot of difference between fighters that are fulfilling similar roles.

That said, I don't have a problem with what you've posted. But I'm not the one you have to please.

Duly noted, but I don't see why having a variety is a problem.

I actually like the idea of adding an Evade Die as an action! We'll change Elusive to an Action instead. :D

I dunno, what do you all think? I wanted to basically bring something new to the table in terms of gameplay while also making a TIE that was balanced and fun.

With respect, I think there is entirely too much of this going on. <insert grain of salt> Realistically, there would not be a lot of difference between fighters that are fulfilling similar roles.

That said, I don't have a problem with what you've posted. But I'm not the one you have to please.

Duly noted, but I don't see why having a variety is a problem.

I actually like the idea of adding an Evade Die as an action! We'll change Elusive to an Action instead. :D

And don't call it Elusive, it's not a bad name, but there is already a elusiveness card. **** them nicking all the good names as I do really like Elusive as a name for it.

You don't know how many times we have named abilities only to have playtesters point out the name already exists. ... gr.

Edited by Rodent Mastermind

Oh rats, I forgot completely about the Elusiveness card... how about Evanescent? Or just Tricky?

How about call the action REFLEX - Agility +1 and add a stress token

The symbol could be something like: >> (pair of chevrons at a less obtuse angle)

I love it. Done. I'll revise my original post. :3

Wow....umm...nice but way out of sync. I wouldn't allow it.

Wow....umm...nice but way out of sync. I wouldn't allow it.

Really with the drop in Hull, I would now say it's underpowered now now it's +1 points on a Advanced, has 1 less Hull and 1 less Shield, the Action is great, but it's effectively costing 8pts now.

Yeah, basically now it's just one or two rolls away from getting blasted away. It's a glass cannon at best. I kinda specifically designed them to be ruined by Homing Missiles.

Edited by LeoHowler

Great candidate for the elite evade and the elite attack dice.

1+1

2+1

Great candidate for the elite evade and the elite attack dice.

1+1

2+1

I'm intrigued by the idea, but I don't know how the concept works.