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== TIE/in Interceptor == [[File:TIE in Art.jpg|thumb|200px]] [[File:Royal TIE in Art.jpg|thumb|200px]] An adaptation of a few pieces of tech created for the TIE Advanced 1x to the basic TIE/ln; Rebels called them "squints" because of their curved wings. Features include a second pair of more advanced cannons were installed on the wings themselves, a stronger engine, and better sensor/targeting systems. Although the usual variant is just as much of a death trap as a Fighter due to sharing an identical cockpit, some rare ones were given life-support, shields, missiles, sensor jamming tech, hyperspace engines, and whatever else was called for. Intended to fully replace the Fighter, but didn't until the age of the Imperial Remnant because the Empire likes their TIE swarms just as much as you do. A completely red variant with small pairs of wings on the sides of the larger wings (which aren't on the miniature, sadly) were also built, mostly assigned to Palpatine's Imperial Guard although some extra elite pilots were also assigned them. These red Interceptors were upgraded in almost every way at any expense. TIE Interceptor pilots were notably much more skilled as they were initially a promotion from Fighters, with many already having blood stripes when they first flew it. The Empire's counterpart to the A-Wing. It has the same dial minus the green five forward, with 3's across the board giving it more firepower and Hull, but has no Shields so it's still less durable. Can Focus, Barrel Roll, Boost, and Evade. Use the Boost action <s>[[Meme| to get through]]</s> to get the critical slip you need if you sense danger or opportunity knocking. *1E's Title upgrade is now built into all fighters, giving them two upgrade slots, in case you wanted a really expensive Stealth Device or Shield Upgrade *Autothrusters lets you perform a red boost or barrel roll after any action, giving it unparalleled maneuverability. *''Skystrike Academy Squadron Pack'' introduces the Sensitive Controls configuration. This replaces Autothrusters with the ability to perform a red boost or red barrel roll during Systems Phase. Whether or not this is truly an upgrade to Autothrusters varies by playstyle. *The ''Battle of Yavin Scenario Pack'' brings a handful of new pilots to the TIE Interceptor despite the fighter's operational status and presence on the Death Star being canonically... ''iffy'', to say the least. By Atomic Mass Games's own admission they wanted to give the Rebels and Empire equal representation in the box and asked Lucasfilm if it was fine, to which the response was likely a confused shrug. Regardless of the circumstances, the standardized pilots of Sigma Squadron (and Iden Versio, because she's 'special' like that) all come with Standardized Controls, initiative 4, and various upgrades baked in, as well as a pair of charges that fuel their individual abilities. <gallery> Image:TIE in Mini.jpg Image:Royal TIE in Mini.jpg Image:TIE in 1.jpg Image:TIE in Schematic.gif Image:TIE in Pilot.jpg </gallery> ===Pilots=== *'''Alpha Squadron Pilot:''' A group initially stationed on the first Death Star, then later put under the leadership of the Imperial agent turned Sith assassin Lumiya. Low initiative makes for a good blocker. *'''Nash Windrider:''' ''(SSA)'' Nash is one of several Imperials hailing from Alderaan. Uniquely, he doubled down on his loyalty to the Empire after his planet was destroyed, convincing himself it was necessary. In-game, he makes the most out of losing allies. Once per round, when a friendly small ship is being destroyed, he can make them engage immediately. You'll get much more mileage from this ability in Epic Play. *'''Saber Squadron Pilot:''' Part of the elite 181st. Participated in, and survived, the Battle of Endor, virtually all had the blood stripes and were known for it. Can take an Elite upgrade. *'''Lieutenant Lorrir:''' ''(SSA)'' A long-awaited return from 1E, Lorrir must use the bank 1 template when barrel rolling, making him a very unpredictable arc-dodger. *'''Turr Phennir:''' A 181st pilot who REALLY hated the Alliance, but kept getting his ass kicked until he took the hint and retired to leadership of a small planet in a confederation that later tried to secede from the Alliance leadership, at which point he got is ass kicked ''again'' and finally gave up. After attacking, you can do a free Boost or Barrel Roll, even when stressed. He can pull some crazy and unexpected moves with Snap Shot. *'''Gideon Hask:''' ''(SSA)'' That dick from Inferno Squad got an upgrade. His ability is much more potent here if you can swing the points. *'''Commandant Goran:''' ''(SSA)'' The head instructor of Skystrike Academy. When a Range 0-3 friendly with lower initiative executes a partial maneuver, they can do a red focus. Nice to have in Epic when your ships are more likely to bump into a wing of enemies. *'''Iden Versio:''' ''(BoY)'' Because Iden had to be EA's special "Donut Steel" OC, she canonically survived the explosion of the Death Star in a TIE Fighter. But because of game balance and the need to give the Battle of Yavin TIE Interceptors a named pilot, she's here again. Her standardized loadout comes with the handy Shield Upgrade and Predator, as well as the previously First Order exclusive Fanatic. Her pilot ability has also been reworked to mesh with the Yavin Interceptors dual charge mechanic. Instead of canceling all damage for a friendly TIE/ln once per game, Iden can prevent ANY type of TIE from taking a hit or crit once every two turns. *'''Sigma 4:''' ''(BoY)'' The first of the nameless new TIE Interceptor pilots, with 4 Hull, Disciplined, and Primed Thrusters. Sigma 4 can spend one of his two charges after Barrel Rolling to perform a free Boost action. *'''Sigma 5:''' ''(BoY)'' Arguably the least useful of the standardized Sigma flight pilots. Sigma 5 gets Sensor Jammer and Elusive alongside the squadron's prerequisite 4 hull. His charge effect is lackluster, however, as the corresponding Evade token only comes after performing an attack that hits. This would be situational on an int 5 or 6 ace, but the Sigma grindset remains locked at int 4. *'''Sigma 6:''' ''(BoY)'' Built for speed above all else. Sigma 6 gets to spend a charge after a speed 3-5 maneuver to perform a SLAM action. Use that along with Daredevil, Afterburners, and 4 Hull to get right into any enemy's face ASAP *'''Sigma 7:''' ''(BoY)'' The last of the standardized Interceptor pilots. Sigma 7 gets to mix an improved hull, Marksmanship, and Fire Control System with the ability to spend a charge and gain a lock with any Range 0-1 enemy during the system phase. *'''Vult Skerris:''' ''(SSA)'' A flight instructor at Skystrike. His card reads a bit strangely, but what he can essentially do is gain a strain token to hold an action in reserve for his engagement. If you have Initiative over your opponent, he can reposition after enemy I5s. *'''Cienna Ree:''' ''(SSA)'' Deuteragonist of the novel ''Lost Stars''. Stayed with the Empire while her boyfriend Thane Kyrell joined the Rebels. Her ability is a double-edged sword that's meant to give some narrative flavor to matches. She gets stressed when she destroys an enemy ship, but removes stress when a range 0-3 friendly is destroyed. Basically, she has anxiety attacks when she guns down an enemy because of the possibility that it was Thane she just killed, but she's committed to the safety of her wingmates, so seeing one of them die snaps her back into reality. *'''Baron Soontir Fel:''' The top Imperial Ace, basically the Manfred von Richthofen of Star Wars. Son of a Corellian farmer, given a recommendation to the Imperial Academy so he couldn't testify in the attempted rape case against a wealthy businessman's son. His high skill and dedication to the Empire made him one of Grand Moff Tarkin's favorites. You can look up the rest on [http://starwars.wikia.com/wiki/Soontir_Fel| his Wookieepedia article,] the long and short of it is that he got himself into a ton of bullshit, singlehandedly turned the 181st into the most elite squad in the Empire, double-crossed the New Republic to join up with Admiral Thrawn and become a Chiss-weeaboo before finally having his son become the head of a reborn, less evil Empire. Wedge is his brother-in-law because why the fuck not. Max Initiative. Gets a focus token if there's an enemy ship in his bullseye arc at the start of the Engagement Phase. Between activating last and having Autothrusters, this should pretty much always trigger.
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