While it’s technically Scums turn for a building blocks article, they are my least frequently played faction of the 3 currently released, and as such, I have the least experience with them. Additionally, as one reader pointed out, Scum are the most frequently blogged about faction currently in X-Wing. As such, I’ll be returning first to my faction of expertise: The Imperials. Today’s article will focus on another of the arc-dodging, (formerly) hard-hitting, ace-piloted ships in the game: The TIE Advanced Prototype, AKA the TIE Adv. V1, AKA the “TAP”.

This ship was one of many that was dual-defined in First Edition by its prevalence of a single ace pilot, and the complete absence of all other pilots from most lists. (For other examples, see the E-Wing, K-Wing, Scurrg Bomber, Kihraxz Fighter, TIE Interceptor, and TIE Advanced X1.) The Inquisitor, as he was known in 1.0, was always considered to be attacking at Range 1 when firing his primary weapon, turning off Autothrusters and making a 2-dice swing in his favor, as his target lost their Range 3 green die while he gained an extra red. He also basically had Push the Limit and the TIE V1 title stapled to him, meaning he had 3 actions each turn (so long as 2 of them were Target Lock and Evade,) and the silly amount of green maneuvers allowed him to dance at range while clearing stress. The other pilots were… not as impressive. In Second Edition, the ship itself is not much different from its First Edition counterpart. It retains its 2 attack, 3 evade, 2 hull, and 2 shields that it shares with the Rebel A-Wing, and it also still has a full suite of Focus, Evade, Lock, Barrel Roll, and Boost. With the removal of Push the Limit, the TAP gains linked Focus actions on its Boost and Barrel Roll actions, returning some of its action economy while limiting it to a single attack modifier gained each turn (either Lock, Focus, or Evade.) The biggest addition to 2.0 also heavily affects this ship: The Force. 3 of the 4 pilots now use the new mechanic, each having a force point or 2 and access to the Force upgrade slot instead of the Talent slot.

The Grand Inquisitors ability is not quite as potent, and nowhere near as readily available, as it once was. Now, he must choose to spend a Force Point in order to apply his Range 1 bonus, and doesn’t deny the Range 3 extra defense die while he does. It did gain a new aspect, however, as he can also spend the point to prevent an opponents Range 1 bonus while he is defending. Combining these abilities with 2 Force Points at Initiative 5, and it’s easy to see why he is costed at 58 points base! Seventh Sister has replaced Baron Valen Rudor as the junior ace, as he has moved into the TIE Fighter. Her ability uses both available Force Points to remove 1 Evade result while attacking with her primary weapon. This is actually a lot stronger than most give it credit for, as she effectively gets Crackshot every other round, and isn’t even limited to her bullseye arc to use it. She is also a full 10 points cheaper than Grand Ole Inqy, only dropping to Initiative 4 for the pleasure.

Rather than have 2 generic pilots that are separated by Initiative or Talent slots like most ships, the TAP separates its generics by the presence and absence of the Force ability. The Inquisitor has only a single regenerating Force Point and access to the Force upgrade slot for 40 points, while for 6 less, the Baron of the Empire has no Force Point and access to Talents instead. Both come in at the “advanced generic” Initiative 3, allowing them advantage over most other generic pilots, but placing them firmly below every Ace in the game.

Force As previously indicated, only the Baron of the Empire loses out on this slot. However, he doesn’t really miss out on much. The key card in this slot is Supernatural Reflexes, which allows its user a pre-move Boost or Barrel Roll. Clearly most useful on the named Inquisitors, this is one of the few ships that can use both actions without taking the built-in damage. Honorable mention goes to Instinctive Aim on the generic Inquisitor, solving the problem of low-Initiative pilots attempting to acquire Locks on Aces.

Talent As it’s restricted to only the Initiative 3 Baron, this slot doesn’t even see the use that it does on an RZ-1. However, there are a few that should be mentioned. Outmaneuver can be useful if you can managed to distract your opponent from a lone Baron, who can then sneak into the backfield and deal enhanced damage via reduced agility. In contrast, Predator gives the ship a bit more jousting power, helping to offset the fact that the TAP can no longer Focus and Lock in the same turn.

Sensor

With no access to the Modification slot, the Sensor slot serves as the only way to unilaterally upgrade all TAPs. Of the available options, Trajectory Simulator is completely useless, as the ship can not take any devices. Collision Detector could serve a purpose, but for its 5 points and limited scope of use, a Fire Control System would nearly always be of more use. Advanced Sensors is quite pricey and doesn’t allow the V1 to use its linked Focus actions, but could be very useful for nearly every round.

Missile This slot is actually the most underrated (and important) slot on the ship, as it virtually defines the role of the ship by which, if any, it is carrying. Proton Rockets on the Grand Inquisitor give him quite a one-round punch, Concussion Missiles do the same at range. Cluster Missiles give the TAP a way to deal with swarms, which would normally give the ship quite a bit of trouble, while Homing Missiles help the lower-initiative, low-attack ship a way to deal with dodgy aces. Finally, Ion Missiles, as a last resort to other, more effective methods on other ships, give your V1 a way to control the battlefield. With only a few upgrade slots available and a relatively high starting cost for their stats, these ships tend to run with at least 1 slot empty at all times. This also helps squeeze more offence into a list where at least a quarter of the available points are spent on a 2 attack ship with 4 health. I have 5 individual ships to present, and at the end, a build utilizing 4 of them.

Block-quisitor While somewhat costly, this TAP can read another ships dial and land nearly anywhere within blocking range of its target, keeping whatever ace pilot he chose without action and stuck in place. It will likely not do a lot of damage for you, but it is at least as effective, and definitely more versatile, than other blockers in other ships.

Conquistador

This guy is both cheaper, and FAR more likely to make an impact, than the blocker build. He can focus as his action, then burn a Force Point to send his missile away at whatever unfortunate soul has parked itself in range. As an added bonus, his lower Initiative makes it more likely that the higher-skilled pilots in the list have put a card through to his target before he fires, allowing him to use the added effect of Concussion Missile.

Flanking Baron At a solid 50 points, this Barons goal is to get in behind enemy lines and wreak havoc, throwing his Cluster Missiles into the backside of the enemy formation. Collision Detector can allow him to swing right over an obstacle in pursuit of his target, but could easily be tossed to bring the Barons cost down in order to fit more into your list.

Bare Sister

Seventh Sisters ability requires both Force Points, so putting any Force upgrade on her negates her built-in Crackshot. Missiles can be workable on her, but her ability also doesn’t work with them, so while they can pack a punch, they are a sort of counter-synergy that I like to avoid. That leaves just the Sensor slot, where the cheapest option is often the best: FCS grants 7th an offensive re-roll on her preferred target, which will help her against larger ships with large hull values but low agility values, while her native ability helps with the opposite.

The Untraceable Inquisitor Grand Inqy in this configuration can go pretty much wherever he wants, due to the triggering conditions of Advanced Sensors and Supernatural Reflexes. Inqy can pre-move reposition into a red Focus from Supernatural, then do a green maneuver for a Lock, Evade, or another reposition. He can pre-move Advanced Sensors any action, then do a red maneuver and conserve his Force Point for his ability or dice modification during the turn. He can even pre-move reposition with SR, THEN use Sensors to do a second pre-move reposition! Even if your opponent put a tracking device on you with an Informant, or uses Sense to see your dial, they will still have virtually no idea where this guy is going to end up.

While the Grand Inquisitor is probably still the star of the TAP show, the other players at least have somewhere to go in some lists in Second Edition. On their own, the Instinctive Inquisitor is probably among the best ship for lobbing missiles with no outside aid in the Imperial faction for its cost. With that in mind, I present, The Spanish Inquisition (real original, I know…) These guys look to fly directly into the line of fire, using their awesome dial and possibly their Boost action, to bring the enemy list within range of their hailstorm. With their moderate Initiative, the Inq Swarm will likely get off at least 6, possibly 8 shots on that opening round, and can flip around and do it again the following turn if they have not been stressed. That sort of firepower is certainly capable of downing most lists in only a couple rounds!

As always, I look forward to your comments below, whether they be critique of my builds, or stories of your own adventures with the TAP.

Next time: Soontir Fel finds a few new wing-men!