Friday, 28 March 2014

Star Wars X-Wing - Character and Ship Guide - Royal Guard TIE Interceptor/Saber Squadron


After a slight delay I managed to obtain a rather rare set of these miniatures yesterday.  The Royal Guard TIE Interceptor and it's companion the Saber squadron Interceptor are functionally the same as your more common Interceptor.  The real reason to own this set is to have a couple of different looking fighters with new pilots and cards.  This expansion also comes with one of the more interesting scenario's that has it's own counters for use in your own custom scenarios at home or the gaming club.  I can see myself using these new counters for my campaign as reward items or as a means to buff some ships to represent a more capable squadron of single ship.  Basically there are plenty of options.

Faction: Galactic Empire
Ship: TIE Interceptor
Statistics ÷
Primary Weapon Value: 3
Agility: 3
Hull: 3
Shields: 0

Royal Guard Interceptors are immediately identifiable by their crimson red hulls.  A unit created by Palpatine himself and rumoured to be piloted by those who have equivalent skill to the famed 181st or Rogue squadron, royal guard squadrons are deadly.  Only the most skilled alliance pilot should take one of these fighters on alone.

Sabre squadron is part of the infamous 181st fighter squadron of the Imperial fleet.  Led by the fearless Soontir Fel said to be second in skill to Darth Vader.  Saber squadron have taken on incredible odds and survived in their history as one of the Empires prime fighter squadrons.  One of their high points was defending the Star Destroyer Avenger during the ill-fated battle of Endor which they performed admirably despite the loss.

All Royal guard and saber squadron pilots are capable of performing the (Focus) (Barrel Roll) (Boost) and (Evade) abilities.

Expansion content list:

Pilot Cards:

Carnor Jax
Kir Kanos
Royal Guard pilot (2)
Tetran Cowall
Lieutenant Lorrir
Saber Squadron pilot (2)

Equipment Cards:

Push the limit (2)
Opportunist (2)
Targeting Computer (2)
Hull Upgrade (2)
Shield Upgrade (2)
Royal Guard TIE (2)

Below is the list of Royal Guard and Saber Squadron pilots in ascending order of skill along with points cost and pilot abilities.

Name: Royal Guard Pilot
Skill Value: 6
Pilot Ability: N/A
Upgrades: Pilot Skill
Squad Cost: 22

Name: Kir Kanos
Skill Value: 6
Pilot Ability: When attacking at Range 2-3, you may spend 1 evade token to add 1 (Hit) result to your roll.
Upgrades: N/A
Squad Cost: 24

Name: Carnor Jax
Skill Value: 8
Pilot Ability: Enemy ships at Range 1 cannot perform focus or evade actions and cannot spend focus or evade tokens.
Upgrades: Pilot Skill
Squad Cost: 26

Name: Saber Squadron Pilot
Skill Value : 4
Pilot Ability: N/A
Upgrades: Pilot Skill
Squad Cost: 21

Name: Lieutenant Lorrir
Skill Value: 5
Pilot Ability: When performing a barrel roll action, you may receive 1 stress token to use the (bank left 1) or (bank right 1) template instead of the (forward 1) template.
Upgrades: N/A
Squad Cost: 23

Name: Tetran Cowall
Skill Value: 7
Pilot Ability: When you reveal a koiogran maneuver, you may treat the speed of that maneuver as "1,"  "3," or "5,"
Upgrades: Pilot Skill
Squad Cost: 24

Since this set is all about bringing the best of the best of the empires Interceptor wing to the table everything is expensive.  Carnor Jax is likely to be a popular choice for squad leaders purely because his ability allows him to impede rebel options each turn, provided he stays within range 1 of them.  Kir Kanos can finish off any weakened ship with his ability so he makes a perfect wingman for any squad.  Saber squadron is a little less impressive in my opinion, at least on their own.  Lorrir can counter and quick evasive moves made by A-Wings with his ability or can quickly dodge incoming fire.  Cowall can surprise foes by basically turning on a dime with a speed 1 turn or get right up behind foes using his maximum speed. 

If nothing else this set allows for more strategic play with the extra pilot abilities.  The most prohibitive element is their cost which can mean altering your squad composition a little.  I like the fact FFG included the title card for the royal guards so you can equip with the shields like they have in Star wars Galaxies.  It's a nice touch and allows for more customisation when squad building.

Title Cards ÷

Name: Royal Guard TIE
Ability: You may equip up to 2 different modification upgrades (instead of 1).  You cannot equip this card if you pilot skill value is "4" or lower.
Cost: 0

Pilot Upgrades ÷

Name: Push the limit
Ability: Once per round, after you perform an action, you may perform 1 free action shown in your action bar.  The receive 1 stress token.
Cost: 3

Name: Opportunist
Ability: When attacking, if the defender does not have any focus or evade tokens, you may receive 1 stress token to roll 1 additional attack die.  You cannot use this ability if you have any stress tokens.
Cost: 4

Modifications ÷

Name: Targeting Computer
Ability: Your action bar gains the (Target Lock) action icon.
Cost: 2

Name: Hull Upgrade
Ability: Increase your hull value by 1
Cost: 3

Name: Shield Upgrade
Ability: Increase your shield value by 1
Cost: 4




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