Sunday, 22 September 2013

Star Wars X-Wing - Character and Ship Guide - TIE Bomber


Wave 3 represents the last of the movie TIE craft with the addition of the TIE Bomber.  Glimpsed a couple of times during Empire Strikes Back, this ship was more commonly seen in other media such as the TIE fighter series on PC and the ongoing comic series over the years.  In X-Wing the TIE Bomber continues the theme of support use through it's ability to soak damage and do equal amounts in return.

Faction: Galactic Empire
Ship: TIE Bomber
Statistics ÷
Primary Weapon Value: 2
Agility: 2
Hull: 6
Shields: 0

Equipped with advanced sensors to penetrate capital ship jammers and a second hull to carry it's payload the TIE bomber fills the gap in the Imperial Navy's heavy attack role.  Capable of deploying missiles, torpedoes and bombs the ship is highly capable across a number of combat missions but does suffer from being a lot slower when compared to it's fellow TIE brethren.  It does however benefit from having a stronger hull, allowing it to survive several direct hits during combat and coming back in one piece.

All TIE Bombers are capable of performing the (Focus) (Target lock) and (Barrel Roll) abilities.

Expansion content List:

Pilot Cards:

Major Rhymer
Captain Jonus
Gamma Squadron Pilot
Scimitar Squadron Pilot

Equipment Cards:

Advanced Proton Torpedoes
Assault Missiles
Proton Bombs
Seismic Charges
Adrenaline Rush

Below is the list of TIE Bomber pilots in ascending order of skill along with points cost and pilot abilities.

Name: Scimitar Squadron Pilot
Skill Value: 2
Pilot Ability: N/A
Upgrades: Torpedo (2), Missile (2), Bomb
Squad Cost: 16

Name: Gamma Squadron Pilot
Skill Value: 4
Pilot Ability: N/A
Upgrades: Torpedo (2), Missile (2), Bomb
Squad Cost: 18

Name: Captain Jonus
Skill Value: 6
Pilot Ability: When another friendly ship at Range 1 attacks with a secondary weapon, it may reroll 2 up to 2 attack dice.
Upgrades: Pilot Skill, Torpedo (2), Missile (2), Bomb
Squad Cost: 22

Name: Major Rhymer
Skill Value: 7
Pilot Ability:When attacking with a secondary weapon, you may increase or decrease the weapon range by 1 to a limit of Range 1-3.
Upgrades: Pilot Skill, Torpedo (2), Missile (2), Bomb
Squad Cost: 26

Basically bombers bring the rain.  Load them up with bombs, missiles and torpedoes and then pity your Rebel foes as you prepare to rain death on them.  At least that's the idea anyway, obviously TIE bombers will be prime targets for nippy A-Wing's and X-Wing's looking for easy kills.  Again TIE Bombers will be more about supporting another fighter on the attack whether that be with secondary weapons or via special abilities from either Major Rhymer or Captain Jonus.  Rhymer is pretty useful for bringing that extra punch with his secondary weapons by being able to increase or decrease his range by 1.  Jonus on the other hand is in my opinion better since he works well in formation and can allow friendly craft to reroll attack dice when they use secondary weapons, and he is 4 points cheaper and only 1 lower skill compared to Rhymer.

Weapons Slots ÷

Name: Advanced Proton Torpedoes
Damage: 5
Range: 1
Ability: Attack (Target Lock): Spend your target lock and discard this card to perform this attack.  You may change up to 3 of your blank results to (Focus) results.
Cost: 6

Name: Assault Missiles
Damage: 4
Range: 2-3
Ability: Attack (Target Lock): Spend your target lock and discard this card to perform this attack.  If this attack hits, each other ship at Range 1 of the defender suffers 1 damage.
Cost: 5

Bombs ÷

Name: Proton Bombs
Ability: When you reveal your maneuver dial, you may discard this card to drop 1 proton bomb token.  This token detonates at the end of the activation phase.
Cost: 5

Name: Seismic Charge
Ability: When you reveal your maneuver dial, you may discard this card to drop 1 seismic charge token.  This token detonates at the end of the activation phase.
Cost: 2

Pilot Upgrades ÷

Name: Adrenaline Rush
Ability: When you reveal a red maneuver, you may discard this card to treat that maneuver as a white maneuver until the end of the activation phase.
Cost: 1

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