I take a specific ship and build out every pilot in this ‘built’ series of articles. I will try to take into account the ship itself, any pilot abilities, and the lists they would form a part of.
The articles I write in this series are picked by my Patrons! I post a poll and then do a write-up on whichever ship wins. This time the TIE/ln Fighter won out.
As always this is just my opinion, if you have other suggestions feel free to leave them in the comments below. Some pilots will be just fine on their own; I won’t add upgrades just for the sake of it but sometimes I may want to go janky. I’ll go through the pilots in ascending initiative order.
If you’d like to read the other ‘built’ articles I’ve written you can find them here.
Don’t mess with the ship that all other ship’s points (in First Edition at least) are built from. Nope. Take a whole swarm with a bigger hitting ship or put them alongside “Howlrunner” for those sweet rerolls. Move along.
From here things get tricky. The issue with TIE Fighters is that they only have the modification slot, and the talent slot if they’re higher initiative. So space for variation is small.
“Wampa” is a prime example of this problem. Just like the Academy Pilot, he’s fine just how he is and is a great filler ship if you have space. His ability is strong and stands on its own; just make sure he doesn’t get shot before it’s his turn to fire.
Obsidian Squadron Pilot
I2 means the Obsidian Squadron Pilot isn’t the blocker the Academy Pilot is. It also means it doesn’t get the talent slot like the I3 Black Squadron Ace. That’s more than enough reasons not to use this, adding modification would compound the issue.
Here we go, mod time!* For twenty-eight points (at the time of writing this), one of your TIEs can take a double modded shot. Or tank up with a focus and evade if the shot isn’t great. Either way, that’s pretty decent. Shame about the initiative and the fact you’re locked into blue moves, but you can’t have it all.
*You’d get this and chuckle if you watched Triple Jump on YouTube.
Black Squadron Ace
Black Squadron Aces are still cheap enough at 25 points that you can add Disciplined for another point and still take four or five in a list. They’re an inexpensive way to trigger Disciplined too; meaning that you don’t mind losing one too much if it means the rest of your squad can take a lock. Considering lowly TIE/lns can’t lock natively it’s a really nice buff.
After reading Valen’s ability a few times it finally dawned on me that his ability triggers on himself! So I’ve added Lone Wolf to make a semi-viable little flanker. If the enemy chooses to engage, Valen gets an action. If not, Valen should be far enough away from the rest of your squad to trigger Lone Wolf. Either way, more mods. When using a super expensive ship like Defender Vader, Valen could be a nice cheap option.
Targeting Computer is the obvious choice if you don’t want to go off the beaten track as I have above. TIEs do have a tendency to explode after all! Thanks to my Discord friends for making me include this little disclaimer.
Del, alongside Gideon and Iden, makes a cool little Inferno trio with their abilities complementing each other. His ability however is the least interesting (to me at least). So just to mix things up I’ve added Deadeye Shot. This is under the assumption that his fellow pilots (not necessarily the other Inferno pilots as Gideon like to fire last too) have already fired and managed to get some good shots in, with Del’s ability keeping them around (clutch reroll into an evade!). You never know, you could turn over a direct hit to finish the opponent off.
Gideon super appreciates it when he has squadmates shooting first to trigger his ability. But adding Snap Shot means if he manages to catch an enemy ship in arc after they’ve moved, his bonus attack will gain an extra red die too, really getting value out of that ability. I’ve added a Hull Upgrade for the lolz really. It’s not needed but could be useful to keep him around a little longer.
Marksmanship fits perfectly with Seyn’s ability. As long as you can get the opponent in bullseye you’re guaranteed to trigger her ability. Remember that she can deal damage under a ship’s shields due to how her ability is written.
Iden’s ability is super strong. Put her alongside “Howlrunner” to keep those rerolls coming that round or two longer could make a huge difference. Instead of trying to buff an already strong pilot ability, how about we add Crack Shot so she guarantees a damage?
Hands up; I struggled with “Mauler” because I kept wanting to add Predator. That would be super obvious so I went searching and found this cheeky build on MetaWing. Adding Precision Ion Engines doubles the number of red moves “Mauler” has access to. Then adding Ion Limiter Override means he can barrel roll after any of those moves. This means that he can get into some interesting positions, especially after carrying out a sloop (jargon alert, Dylan!). All this may help with keeping in range one and getting that all-important extra red die.
So…you know I said Predator was the obvious choice? Well in “Scourge”‘s case it is the obvious and correct choice. You want to catch your opponent in his bullseye arc to trigger his pilot ability so it’s no extra effort to trigger Predator. Four red dice with a focus and a reroll at I5 for 32 points? Hell yeah!
Howlrunner is generally the lynchpin of any squad she’s included in. This means your opponent will go for her as soon as they can, those rerolls make a difference. So why not add a Shield Upgrade to try to mitigate a cheeky crit sneaking in.
That’s every Imperial TIE Fighter built. Let me know if you agree or not and share your builds in the comments. Please treat this as the conversation starter it’s supposed to be and not as someone trying to tell you how these ships should be built.
If you’d like to get involved with choosing the articles I write and support RO to become bigger and better you can find my Patreon here.
Until next time, pilots!