Saturday, 8 March 2014

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


A classic piece of Star Wars computer gaming history finally makes it to the gaming table in the form of the glorious TIE Defender.  An incredibly powerful fighter used by the elite of the elite during the civil war, the Rebellion are lucky only a tiny number of these fighters existed since they pretty much outclass everything the Alliance had during the war.  It has never been made canon within the Star Wars timeline officially but it has been a huge fan favourite ever since it's inclusion in the TIE Fighter expansion, Defender of the empire.

Faction: Galactic Empire
Name: TIE/D Defender
Statistics ÷
Primary Weapon Value: 3
Agility: 3
Hull: 3
Shields: 3

The TIE Defender was built as a response to the increasing success rate of Rebel fighters against the Empires mass produced but technically inferior TIE Fighter series.  Although the Interceptor was a step in the right direction for Imperial engineers it wasn't enough to put the Empires fighter arm on the same footing as their counterparts.  To this end Sienar fleet systems designed the Defender as the ultimate space superiority fighter.

Built along similar lines to that of the X1 prototype used by Darth Vader, the Defender came standard with deflector shields and a hyperdrive unit to allow it to act independently of a Star Destroyer for extended periods.  The fighter was equipped with heavy weapons for dealing damage to both starfighters and smaller capital ships running numerous wing mounted laser cannons and missile tubes in the body.

The Defender was fast, capable of out running the Alliances A-Wing and be more manoeuvrable.  It was at the time of the battle of Endor the most advanced fighter of it's time.  Fortunately for the Alliance the many splinter factions within the Empire prevented them from developing the fighter in large numbers.  Numerous groups would either prevent more of them being built or simply steal them for themselves, while the few that were in active service would either be lost due to infighting during the Zaarin splinter or through engagements with superior Rebel numbers.  Still the Defender should never be counted out and the fighter continues to be a major threat to any fighter it engages, even the Alliances latest fighter, the E-Wing.

All TIE Defender pilots are capable of performing the (Focus) (Target Lock) and (Barrel Roll) actions.

Expansion Content List:

Pilot Cards:

Delta Squadron Pilot
Onyx Squadron Pilot
Colonel Vessery
Rexler Brath

Equipment Cards:

Ion Pulse Missiles
Ion Cannon
Outmaneuver
Predator
Munitions Failsafe

Below is a list of TIE Defender pilots in ascending order of skill along with points cost and abilities. 

Name: Delta Squadron Pilot
Skill Value: 1
Pilot Ability: N/A
Upgrades: Missile, Heavy Weapon
Squad Cost: 30

Name: Onyx Squadron Pilot
Skill Value: 3
Pilot Ability: N/A
Upgrades: Missile, Heavy Weapon
Squad Cost: 32

Name: Colonel Vessery
Skill Value: 6
Pilot Ability: When attacking, immediately after you roll attack dice, you may acquire a target lock on the defender of it already has a red target lock token.
Upgrades: Missile, Heavy Weapon, Pilot Skill
Squad Cost: 35

Name: Rexler Brath
Skill Value: 8
Pilot Ability: After you perform an attack that deals at least 1 damage card to the defender, you may spend a focus token to flip those cards faceup.
Upgrades: Missile, Heavy Weapon, Pilot Skill
Squad Cost: 37

Well the Defender is a nightmare for Alliance pilots.  Highly agile, good damage and decent health this fighter will keep on fighting where normal TIE's would have been destroyed.  Obviously they are expensive to field making it difficult for Imperial players to bring multiple defenders too the table.  The two unique pilots work well as support vessels, with Vessery being able to rapidly acquire target locks.  Brath can be a nightmare for the newly released large scale vessels since his ability allows the player flip all facedown damage cards faceup.  I can see these fighters being used as squad leaders with some nasty weapons to back them and act as an executioner on the field.

Heavy Weapons ÷

Name: Ion Cannon
Damage: 3
Range: 1-3
Ability: Attack: Attack 1 ship.  If this attack hits, the defender suffers 1 damage and receives 1 ion token.  Then cancel all dice results.
Cost: 3

Missiles ÷

Name: Ion Pulse Missiles
Damage: 3
Range: 2-3
Ability: Attack [Target Lock]: Discard this card to perform this attack.  If this attack hits, the defender suffers 1 damages and receives 2 ion tokens.  Then cancel all dice results.
Cost: 3

Pilot Skills ÷

Name: Outmaneuver
Ability: When attacking a ship inside your firing arc, if you are not inside that ship's firing arc, reduce it's agility value by 1 (to a minimum of 0).
Cost: 3

Name: Predator
Ability: When attacking, you may reroll 1 attack die.  if the defender's pilot skill value is "2" or lower, you may instead reroll up to 2 attack dice.
Cost: 3

Modifications ÷

Name: Munitions Failsafe
Ability: When attacking with a secondary weapon that instructs you to discard it to perform the attack, do not discard it unless the attack hits.
Cost: 1

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