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X-Wing/Tactics/The First Order
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==TIE/ba Interceptor== A neat little ship from a cartoon nobody watched. Pretty similar to the TIE/in Interceptor of old, but with a tweaked ship ability, trades a hull for two shields, and has a built-in targeting computer. Also, every single pilot has a Talent slot. Nice. *After fully executing a maneuver, the Fine-Tuned Thrusters ability allows you to target lock or barrel roll in exchange for your choice of a strain or deplete token. ===Pilots=== *'''First Order Provocateur:''' Init 3 generic. *'''"Ember":'''Init 4 OC. When attacking, if the defender is Range 0-1 of a damaged buddy, he can't spend focus or calculate. Not a bad choice to fly against formations. *'''"Holo":''' Init 5 OC. At the start of Engagement, he '''must''' transfer 1 token, good or bad, to a friendly ship Range 0-2. A bit of a loose cannon, but he sets up some pretty interesting tactical choices. *'''Major Vonreg:''' The one guy who actually canonically flew this thing. During System Phase, he can inflict (but not transfer) a strain or deplete token to an enemy ship in his bullseye. Given that his Initiative of 6 lets him react after everybody else and can double-reposition after moving, he should be able to utilize his ability pretty reliably. Afterburners and/or Pattern Analyzer help keep the heat up after red maneuvers.
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