TIE Punisher preview; or how I learned to stop worrying and fly green banks
(online since yesterday)
TIE PUNISHER:
[url]https://www.fantasyflightgames.com/en/news/2015/7/6/obliterate-your-enemies/[/url]
https://images-cdn.fantasyflightgame...dron-pilot.png
https://images-cdn.fantasyflightgame.../deathrain.png https://images-cdn.fantasyflightgame...1d/redline.png
"Deathrain" has two seperate pilot abilites, a first in the game - since both require you spend extra points on bombs, it is not as weird as it sounds.
https://images-cdn.fantasyflightgame...swx34-dial.png
https://images-cdn.fantasyflightgame...ster-mines.png
Cluster Mines are 2 red dice per Token, one set are 3 Tokens - so, 6 red dice if they blaze through all of them
https://images-cdn.fantasyflightgame...engine-mk2.png
UNHOLY LADY OR LORD OF UPGRADES BE PRAISED!
While adding a 1 point charge on the base cost on many cheap TIEs won't be worth it, the TIE Defender, Advanced and Phantom-pilots as well as Night Beast and Lt. Lorrir will want some of that action. While it won't make them stress-clearing machines like the Interceptor (but hey theoretically you can give your royal guard T/I now Autothrusters and green 3-banks in addition to PTL; won't that be fun? ;) ) it will make several stress-costed abilites viable for a broader array of ships.
Note to self: Bring back the 2 Defender Lists!