Sunday, 3 March 2013

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


Yesterday we had the A-Wing so it's only fair that the next guide be about the Empires latest addition to it's fighter fleet the TIE Interceptor.  Like the A-Wing this fighter is nimble, fast and extremely difficult to shake once it's on your tail, but unlike the A-Wing the Interceptor is designed around doing big damage and countering the Alliance advantage it had with the X-Wing and it's four laser cannons.

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

The Interceptor is the Empires premier fighter craft developed to counter enemy fighter swarms and overwhelm targets with firepower.  It has a smaller profile to target and is very quick to boot, making it a headache for less experienced pilots to get a lock on.  Interceptor pilots are considered the cream of the crop and for good reason.  Capable of going toe to toe with the alliances best fighters, only the A-Wing can match the interceptors speed and agility in a dogfight.  It's four laser cannons give it huge damage potential coupled with it's agility to make it a heavy hitter and elusive target.

It still suffers the same drawbacks of the TIE series though, the most obvious being the lack of shields.  It doesn't take a lot to knock out a TIE and they cannot mount any missiles to give it that ranged punch like the rebel fighters can.  No, Interceptors need to rely on their speed and weight of numbers to win the day.  Boost will likely play a key part in your Interceptor tactics much like the A-Wing, in that smart use of the ships extra movement can mean the difference between a range 1 shot or no shot at all.

All TIE interceptors are capable of the (Focus) (Barrel Roll) (Boost) and (Evade) actions.

Expansion Content List:

Pilot Cards:

Soontir Fel
Turr Phennir
"Fels Wrath"
Saber Squadron Pilot
Avenger Squadron Pilot
Alpha Squadron Pilot

Equipment Cards:

Daredevil
Elusiveness


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

Name: Alpha Squadron Pilot
Skill Value: 1
Pilot Ability: N/A
Upgrades: N/A
Squad Cost: 18

Name: Avenger Squadron Pilot
Skill Value: 3
Pilot Ability: N/A
Upgrades: N/A
Squad Cost: 20

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

Name: "Fel's Wrath"
Skill Value: 5
Pilot Ability: When the number of damage cards assigned to you equals or exceeds your hull value, you are not destroyed until the end of the combat phase.
Upgrades: N/A
Squad Cost: 23

Name: Turr Phennir
Skill Value: 7
Pilot Ability: After you perform an attacks, you may perform a free boost or barrel roll action.
Upgrades: Pilot upgrade
Squad Cost: 25

Name: Soontir Fel
Skill Value: 9
Pilot Ability: When you receive a stress token you may assign 1 focus token to your ship.
Upgrades: Pilot Upgrade
Squad Cost: 27

OK so compared to the TIE Fighter these ships begin at a much higher score, but the benefits are obvious.  The extra attack die coupled with the same agility score are great to have and some of the pilots are worth using to compliment your wave 1 TIE swarms.  A squadron of Interceptors is a dangerous prospect to face as a rebel player as the extra damage and special abilities of Soontir fel and Turr Phennir can create havoc in your lines.

Much like the TIE fighter, Interceptors suffer from having no missile or shield capability so have to rely on fast movements to get in close for that extra attack die and their skills each turn to help avoid fire.  Really this fighter is best used in tandem with other ships to quickly strip away shields and then follow up with a another withering volley before moving onto the next target.  TIE's suffer when forced to engage one on one since Rebel ships have far better survivability, so focus fire is paramount to success here.

Pilot Upgrades ÷

Name: Elusiveness
Ability: When defending, you may receive 1 stress token to choose 1 attack die.  The attacker must reroll that die.  If you have at least 1 stress token, you cannot use this ability.
Cost: 2

Name: Daredevil
Ability: Action: Execute a red (Sharp left 1) or (Sharp right 1) maneuever.  Then, if you do not have the (Boost) action icon, roll 2 attack dice.  Suffer any damage and critical damage rolled.
Cost: 3 

2 comments:

Richard Wray said...

This is a handy roundup! I shall have to review your other posts as I have just picked up the game and was looking at picking up some interceptors thanks.

Thadius Cole said...

Thanks for the feedback :) I do plan on one day adding the pictures for the specific cards in each expansion for easier visual reference, but need a scanner to make it easier. My only other option is a camera and I am not sure how willing my girlfriend will be in sitting down and taking photo's all day of star wars cards :)

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